This Whirlight – No Time To Trip full game walkthrough covers the full story from Chapter 1 through Chapter 3, taking you step by step through every major puzzle, item combination, exploration section, and story event. If you follow it, you will be able to complete every important puzzle and story sequence without missing any key items or events.
Full Game Walkthrough – Whirlight – No Time To Trip
Chapter 1
The Grey Room
Begin by picking up the poster from the room. Open your inventory and place the poster over the fireplace. Next, collect the diploma and set it on the sundial. After placing it, interact with the diploma to uncover the safe’s combination code. Use the revealed combination to unlock the safe, then take the item stored inside. Finally, use this newly obtained object to collect the gift and complete this section.
The Cave and the Desert
Once inside the cave, grab the ribbon lying nearby. Continue exploring until you reach the area in front of the bean can, where you can collect a set of dentures. Combine the dentures with the ribbon to create a useful tool. Use this combination to pull down the magnifying glass hanging from a branch beneath the giant frog.
Return to the cave and inspect the statue. Use the magnifying glass on the statue’s base to discover a hidden can opener. Pick it up and use it to open the can of beans. After opening it, collect the beans inside and plant them in the shell located nearby. This causes a beanstalk to grow, allowing you to climb upward.
Make your way up the beanstalk and continue climbing the stairs until you reach a chest. Open it, then use the shears on the nearby lamp post. Take the lamp and light it using the candles positioned along the staircase. Before moving on, use the spatula to gather some tree resin.
Climb the stairs again and use the lamp on the small black creature standing on the left side. Follow it to its next location and repeat the process. Continue tracking it as it moves across different areas, using the lamp each time it stops. Eventually, it will return near the bean can.
At this point, apply the resin collected with the spatula to the tree located in front of the giant frog. Interact with the lamp and the creature once more, then use the newly accessible tree to travel behind the frog. There, collect the giant glasses and place them on the frog. This action rewards you with a set of cork stoppers.
Use the cork stoppers to block the geysers found near the bean can and in the hot-air balloon area. Afterward, collect the bottle from the section above the stairs. Fill it with juice from the tree fruits and then pour the filled bottle into the fountain located near the balloon. Finish this sequence by interacting with the butterfly.
After Waking Up – Hector’s Lab
Back in Hector’s Lab, open the oven and take the mushrooms stored inside. Next, open the freezer before heading downstairs. Pick up the diary and then open the door leading outside.
Outside, interact with the Vespa to obtain a list of voice commands. Read through them in the diary and return to the laboratory. Use the mechanical arm and enter any command to continue. Afterwards, pick up the green spray can and use it on the lamp post near the fisherman.
Collect the hourglass and place it in the machine positioned above the lab table. Then head into the kitchen and take the crowbar. Use it to force open the freezer before returning downstairs to collect the flute.
Go back outside and use the crowbar on the crate. Inside, you will find a toy. Combine the toy with the flute to craft a blowpipe. Speak with the fisherman several times until he mentions wanting something refreshing and hands over a small cup.
Return to the lab and use the blowpipe on the soap bubble that contains the moka pot. Use the cup with the moka pot to obtain a cup of coffee. Take the coffee to the freezer, then bring the resulting cold drink back to the fisherman. In return, he rewards you with a fishing rod.
Use the fishing rod inside the laboratory aquarium to retrieve a set of keys. Take those keys to the Vespa and use them to unlock it. Once everything is ready, travel to the city.
Verice Bay – Morning
Start at the docks and collect both the volcano poster and the map. From there, move to the square containing the toy shop and enter the toy maker’s workshop. Speak with him and ask if he can repair the juicer.
Leave the shop and travel to the square featuring the statue. Continue down the road until you reach the ice cream vendor. Search through her crates to collect some hazelnuts. After that, head to the street with the liquor shop and talk to the homeless man. Continue speaking with him until he requests help finding both his hat and his book.
Walk down the road until you reach the alley with the dog. Inspect the toolbox to obtain a cable tie. Combine this cable tie with the fishing rod before leaving the area. Pick up the modelling clay and continue up the stairs, where you will find a spirit level.
Travel to the church area and use the hazelnuts near the tree. Play the flute for the squirrel, then enter the church. Speak with the woman inside and answer her questions about joining the choir. Regardless of your responses, she will decide you are unsuitable.
Return to the toy shop square and use the flute on the squirrel sitting on a balcony. Climb the nearby ladder and collect the paints before climbing back down. Explore the alley beside the toy shop and pick up the glue found at the end.
Head back to the statue square and use the flute on another squirrel located above the laundromat. Afterwards, travel to the homeless man’s street and use the flute on yet another squirrel. This reveals a book that you can pick up and return to the homeless man.
Speak with him again to learn the nursery rhyme needed for the choir. Use your ice cream voucher at the parlour and give the ice cream to the child in the statue square. Keep talking until he offers a set of cards.
Take the cards to the toy maker and place them in the sticker album. While there, ask him about Tiamat. Afterwards, go to the port and use the fishing rod combined with the cable tie to retrieve the yellow rubber duck from the water.
Return to the church and speak with the woman again, this time using the nursery rhyme phrase you learned. Once you receive the magnetic brooch, combine it with the fishing rod. Use this upgraded rod on the manhole outside the church to collect a token.
Visit the alley next to the toy shop and use the rod on another manhole to recover the wind key. Deliver the wind key to the toy maker. Then bring the gift to the ice cream lady and interact with the cat-shaped hat beside the parlour. Give the hat to the homeless man.
Return to the toy maker and confirm the gift delivery to receive the repaired juicer. Before leaving, take the ball-shooter from the shop. Use it on the dog to obtain the dog’s toy.
Follow the homeless man to the statue square and use the spirit level to help him continue his journey. Later, climb the ladder beside the toy shop and use the valve. Back in the alley, collect the dog collar and continue following the homeless man until all of his dialogue has been exhausted.
Speak with the fisherman about the dog, then travel toward the road blocked by cars and continue to the viewpoint. There you will meet Beatrix. Tell her where the dog can be found, and after the conversation ends, she gives you the Infinite Ribbon.
Pick up the Polaroid camera and collect the acorns nearby. Combine the acorns with the mushrooms. Visit the balcony where the spirit level was found and feed the acorns to the squirrel. Afterward, collect the discarded TV and bring it to the homeless man. Finally, pick up the experiment bottle.
The Dragon Duck – Lab Puzzle
Return to the laboratory and use the workbench. Combine the volcano poster, the rubber duck, the glue, and the blue dragon head. Create a third dragon head by using the modelling clay on one of the existing heads.
Attach all three heads to the duck and use the paints to colour the clay head so it matches the others. Once the creation is complete, take a photograph of it using the Polaroid camera.
Bring the photograph to the child and trade it for a magnifying glass. With the exchange complete, return once more to the laboratory.
Verice Bay – Evening
As evening arrives, head to the city entrance and speak with the man running the stall until he has nothing more to say. Travel to the square with the toy shop and talk to Theodore repeatedly until he becomes frustrated and throws some coins. Pick up the coins before leaving.
Visit the alley where the homeless man stays and collect the toaster. Then enter the laundromat near the statue square and plug the toaster into the available socket. Exchange your coins for a token and use all available tokens on the washing machines. Once they finish, collect the mints resting on the chair.
Move to the liquor shop and pick up a bottle of Lola-Sola. Combine the drink with the mints to create an unstable mixture. Bring it to the alley beside the toy maker’s shop and pour it into the drainpipe outlet. This causes a gem to appear, which you should collect.
Go to the church and speak with the elderly woman until all dialogue options are exhausted. Afterwards, head to the dock and talk with the merchant until he offers a trade. Give him the gem and then use the basket on the nearby woman to obtain a coin.
Take this coin back to the laundromat, exchange it for another token, and activate the final washing machine. When it finishes, collect the costume.
At the ice cream parlour, take the jar filled with sugar sticks. Bring it to the lookout area and use it on the anthill. Once the jar is filled with ants, use it on the fisherman. While he is distracted, pick up the hook. Collect the rope from beside Theodore’s stage and combine it with the hook. Attach the hooked rope to the ball-shooter to create a grappling hook device.
Climb to the roof of the toy maker’s shop and use the grappling hook on the orange building. After entering the church, combine the light squeezer with the laser. Finally, use this completed invention on the red beam to finish the sequence.
Chapter 2
Opening – The Church
Start by collecting the pliers resting on the handrail. Next, take the cable from the first-aid box nearby. Combine these two items in your inventory and use the resulting tool on the lamp. Once that’s done, look in the bottom-right corner of the room and gather the newspaper scraps scattered there. Put the pieces together to restore the newspaper, then hand it over to Hector.
After speaking with him, interact with the computer to continue. Take the orange light from the beam and use it on the phone book. Then collect the red light and use that on the phone book as well. When you are finished upstairs, head down to the lower level. Pick up the Brillium and then open the safe to collect the cinema card stored inside.
Arcade & City Exploration
Leave the church and make your way to the square containing the arcade. Enter the arcade building and take the chewing gum from the vending machine. Afterward, visit the nearby alley and enter the comic book store. While inside, collect the balloons and examine the sign explaining the toy-car competition so you understand its rules.
Continue to the square with the horse statue and speak with the street artist. Keep talking until all available dialogue has been exhausted. Nearby, collect the toy car located to the left of the cinema entrance. Continue down the same street and enter the area where the sandwich maker works. Pick up the map found there before heading toward the Lookout. Once you arrive, talk with the old woman and listen to everything she has to say.
Cinema, Balloon, and the Well
Visit the cinema to advance time into the evening. While there, interact with the popcorn stand. Afterwards, travel to the viewpoint and speak with the balloon pilot until all conversation options are finished. Examine the poster nearby to discover a phone number, then inspect the hot-air balloon rope.
Return to the church and use the phone to call the pilot. Once the call is complete, head back to the Lookout and attach the balloon rope to the well. Travel back to the church and use the computer to pass the time until nightfall.
When night arrives, return to the Lookout and climb into the well. Inside, collect the toy car and the clock. While you are there, use the light-squeezer to obtain the yellow light. Leave the well and visit Hank, the sandwich maker. Speak with him until he gives you a rose.
Order a sandwich with toasted bread, the vegan eggplant filling, fried preparation, no spices, and Tabasco sauce. After obtaining it, return to the church and advance time twice until evening comes around again.
Outside the church, inflate one of your balloons and combine it with the rose. Then head to the main square and pick up the bag of glass fragments. Speak with the child who is playing nearby and learn where he usually hides his toy.
Advance time once more until night. Visit the arcade square and interact with the shoes to obtain a sticky hand. Move time forward again until morning arrives. Return to the comic shop alley and use the sticky hand to grab the firecrackers hanging from the laundry above.
Advance time until evening. In the main square, talk with the group of children and receive a box of matches. Head back into the arcade and place the firecrackers near the player. Light them using the matches, then use the claw machine to win a toy prize.
Harbour & Church Terrace
Travel to the docks and speak with Herbert. Continue the conversation until he has nothing left to say. Give him the clock you found earlier and then inspect the boatyard.
When you are done at the harbour, return to the church and enter the door that leads onto the terrace. Use the salvaged piece from the boatyard on the unfinished statue located there.
Next, visit the comic shop alley and continue through it until you reach the area with the large glass bell. Place the collected glass shards inside the bell.
Night Sequence & the Museum
Pass the time until it becomes night again. Go back to the harbour and place the toy boat into the water. This allows you to collect another colored light using the light-squeezer.
Return to the church and fill out the ticket you obtained from the popcorn earlier. Advance time until daytime returns. Visit the alley containing the bell and pick up another toy car. Nearby, enter the opening in the wall and explore the hidden area behind it.
Take the museum ticket from the table and then use the sandwich on the strange plant. After feeding it, collect the green light with the light-squeezer.
Travel back to the church terrace and use the chewing gum on the wall where the light beam strikes. Once that is complete, enter the museum and make your way all the way to the meteorite exhibit at the back of the building. After investigating the room, leave the museum and enter the alley beside it.
Climb the stairs near the construction site and continue interacting with the crate until night arrives. When darkness falls, inspect the padlock attached there.
Museum Investigation
During the daytime, enter the museum and speak with the guard. Exhaust all available dialogue options. Later, return at night and find the same guard while he is visiting the sandwich maker.
Continue speaking with him until he hands over an empty information envelope. Use this envelope to collect infusion herbs from the flowers located beneath the T-Rex exhibit and from the flowers near the ladder outside the museum.
Bring the herb-filled envelope back to the guard during the night. The next day, return to the museum and speak with him again. During the conversation, a note will fall to the ground. Pick it up.
While it is still daytime, inspect the crate on the museum terrace. Use the clues written on the napkin to solve the padlock puzzle. The correct combination is 89932. After opening it, interact with the lost-and-found box and collect the final toy car needed for the collection. Bring all of the toy cars to Hope at the comic book shop.
Once that task is complete, use your ticket to board the hot-air balloon. While in the air, use the binoculars to search for the mysterious seer. After locating her, travel to her position and speak with her until every dialogue option has been exhausted.
The Red Door & Grand Master Card Game
When night falls, head to the red door located beside the museum. Use the phrase provided by the seer to gain entry. Inside, meet the Grand Master and begin the card challenge.
The first time you play, intentionally lose against the first card. After the match, pick up the large fake glasses. To learn how to defeat the remaining cards, you will need to gather clues from various characters. Speak with the street artist, the night guard while he is eating, Hope, and the balloon pilot. Each person provides information that helps you overcome another stage of the challenge.
For the final card, visit Hector and tell him everything you learned about Tiamat. This gives you the knowledge needed to defeat the Grand Master completely.
After the rainstorm passes, visit the cave near the seer and collect another colored light using the light-squeezer. Give the lottery ticket to the seer and then place the lucky ticket inside the postbox. Wait until the following morning.
The next day, collect the package waiting outside the church. During daylight hours, swap Hank’s sunglasses for the funny glasses you won from the Grand Master earlier.
At night, return to the alley near the comic shop and collect the mirror. Bring it to the balcony, display the artwork, and use it on the wall where the chewing gum was placed earlier.
Next, visit the balcony overlooking the construction area and use the Brillium on the weather vane. Afterwards, return to the street artist and hand over the sunglasses.
Travel to the square with the fish statue and collect the purple light with the light-squeezer. Once all preparations are complete, enter the museum at night and use the infrared goggles to retrieve the meteorite.
Finally, bring Hector to the meteorite and collect it. This triggers the final cutscene and brings Chapter 2 to its conclusion.
Chapter 3
The Ascetic & Candyland
Begin by traveling to the area where the ascetic is sitting. Use the flute to start a conversation and continue speaking with him until Hector is hypnotized. After the sequence ends and you wake up, leave the cave and head toward the gazebo.
Pick up the watering can and interact with the Tesla coil nearby. Continue to the circus area and collect the light bulb. Enter the circus tent and take the deflated sack. Leave the tent and return to Candyland.
Use the sack on the siphon and then use the siphon to inflate it. Once the sack is full, use it on the punching machine. Interact with the inflated sack again and complete the dialogue sequence. At the end, you will receive a handkerchief.
Take the handkerchief outside the circus and use it on the oil stain. Once it becomes soaked with oil, use it on the fountain. Fill the watering can from the fountain and return to Candyland. Pour the water onto the plant and collect the can of spinach that appears.
Head back to the gazebo and install the light bulb into the Tesla coil. Speak with Tesla and ask him about the device. After the conversation, take the coil. Return to the horse and use the spinach. Then use the inflated sack and watch the following cutscene. When Hector wakes up again, pick up the horseshoe left behind.
Combine the horseshoe with the Tesla coil to create a magnet. Use this magnet on the meteorite outside the circus. Take the meteorite back to Candyland and use it on the waterfall. Finally, spend some time playing with Margaret to continue the story.
Breaking Into the Museum Vault
Inside the museum vault area, begin by collecting the wax block. Interact with the keypad and intentionally enter any three incorrect four-digit codes to trigger the lockout. Afterwards, pick up the safe key.
Use the key on the security deposit boxes. Continue solving the room by using the nameplate on the painting and the necklace on the statue. Place the wax block near the small flame to soften it, then use the inlay on the desk.
Consult the diary clue and enter the safe combination by moving fully left, then top right, then bottom right, and finally straight down. Once the vault is opened, use the hammer on either the door or the keypad.
Move into the second museum room, the one featuring the whale hologram, and collect the red glass. Continue left into the robot room and pick up both the coin and the souvenir.
Return to the whale room and place the souvenir into the vivarium. A new crack becomes visible, so use the red glass on it. Go back to the robot room, retrieve the souvenir again, and place it in the vivarium once more. This time, collect the glass filled with scraps. Travel back to the first museum room where the laser puzzle is located. Use the coin on the floor grate, then return to the storeroom and pry open the crate with the crowbar.
Go back to the laser room and use the glass full of scraps on the crank mechanism. As soon as the drone appears, quickly use the magnet. Once that’s done, return to the whale room and take the elevator.
Enter the room containing the aeroplane and inspect it closely. Pick up the backpack nearby before returning downstairs to the robot room. Examine the monitor showing the eye symbol and speak with the robot about both the eye and the aeroplane.
Take a photograph of the eye and give the crowbar to the robot. In return, it will modify the tool into a tuning fork. Return to the storeroom and inspect the photo album. Select the eye photograph and use it on the display case beside the screen. Finally, return to the first museum room and use the tuning fork on the floating bell.
City of Verice Bay 2045
Make your way to the first floor and collect the bottle lying on the ground. Combine it with the lemon to create fuel. Travel to the aeroplane area and use the fuel on the aircraft before spinning the propeller.
Use the exit on the left side to go downstairs and collect the newspaper. Continue right toward the madman and then move up to the square containing the fish statue. Continue upward again to reach the church square.
Take the left exit to find the seer and collect the rope nearby. Return to the fish statue square and head left to trigger a cutscene. Afterwards, travel to the Lookout and use the rope on the well.
Climb down into the well and click on the plaque three times until a hidden compartment opens. Collect the fishing rod with the suction cup and return to the fish statue. Use the rod on the statue before heading back to the adjacent square. Use the hourglass on the hourglass turner to reveal a secret room. Inside, collect the turbine, also known as the light-blender, along with the robo-alarm clock.
Give the robo-alarm clock to the seer. After leaving the church square and returning later, pick up the toy she left behind. Use your card on the guards to gain access. Enter the church and photograph the mirror. Proceed through the door leading to the terrace and inspect the yellow relic. Speak with the High Priest and continue asking how to join the sect until he explains the required trials.
Visit the madman and ask him for a toy suitable for a cat. Combine the batteries with the toy obtained from the seer. Then travel to Hector’s statue square and continue left. Examine the window and complete the conversation. Use the mirror photograph on the window and speak again, this time asking for food for the cat.
Return to the church terrace and give both the tuna and the repaired toy to the cat. Speak with the High Priest again to receive a key. Use the key on the locked door in the alley where you found the newspaper. Inside, collect the worn robe. Give the robe to the madman and pick up the Brillium he leaves behind.
Return to the terrace and use the Brillium on the High Priest. Collect the yellow relic afterward and take it back into the church. Place the yellow light into the oculus and descend into the crypt. Examine the safe before leaving. Travel to the dock where the motorbike is located. Install the turbine on the bike and use the liquid light supply to power it.
Time Travel – Verice Bay 10,000 BC
Use the motorbike’s time map and travel to Verice Bay in 10,000 BC. After arriving, move into the village square and speak with the child.
Switch to Margaret if necessary and enter the hut. Collect the leg of meat from the table and speak with the Great Mother. Ask about both the well and her hiccups before leaving. Switch back to Hector and discuss hypnosis with him. Give Margaret the pinwheel, switch characters again, and return to the hut. Use the pinwheel on the Great Mother to solve her problem.
Leave the village and travel to the Wastelands. Enter the cave and use Brillium on the ice wall. Take a photograph of the Tyrannosaurus with the Polaroid camera. Return to the motorbike and attempt another journey, causing it to run out of fuel and leading to the next section.
The Bar at the Edge of the Universe
As Margaret, enter the strange bar and speak with the fortune teller until she gives you some candy. Examine the beer taps before switching to Hector. Talk with the astronaut about the giant snail until a new destination becomes available. Speak with the bartender about the beer and then enter the bathroom door.
This transports you to the Dead Man Inn. Leave Room 10 and enter the final room on the left side of the corridor. Collect the plunger and head downstairs to the entrance hall. Pick up the glass hanging from the column and speak with the innkeeper until he prepares a toast. Interact with the glass and wake up in Room 09.
Collect the UV torch and search the bathroom drawer for a gas mask. Return to Room 10 and use the UV torch on the carpet. Visit the attendant’s room and use the key on the locker to collect a spanner. Return to Room 09 and use the spanner on the bathroom tap. Fill the glass with water and take it back to the innkeeper.
Talk to him so the glasses are refilled. Use the flute to distract him and secretly pour your glass into his. Interact with the glasses again to repeat the toast. Visit Room 08 and open the chest to obtain a feather. Use the feather on the innkeeper, then collect the large bottle.
Return through the bathroom exit to reach the bar. Tell the bartender that the bathroom has been repaired and receive a tankard of liquid lights. Use this fuel on the motorbike and travel to Kobol Minoris.
Kobol Minoris & Tribal Village
As Hector, collect the banana picker and return to the tribal village. Use it on the great tree to obtain fruit. Travel back to Kobol Minoris and feed the fruit to the giant snail. Switch to Margaret and retrieve the holographic projector from the bar.
Return to the tribal hut and place the projector on the altar. Use the T-Rex photograph with the projector. After the scene ends, collect the sacred flame. Travel back to the village viewpoint and then return to Verice Bay 2045. Visit the Fish Statue Square and inspect the totem.
Use sulphur on the totem and ignite the trail using either the sacred flame or a burning newspaper. Switch back to Hector and visit the room where the sacred robe was found. Speak with Margaret to receive the Tiamat Card. Return outside the church and use the card on the guards. Enter the church, descend into the crypt, and use the flute on the mousetrap.
Inspect the unconscious High Priest to obtain a key. Return to Margaret’s prison cell and use the key to free her. Travel to the North Pole. In front of the laboratory, collect the drill as Hector while Margaret uses the sacred flame on the plaque. Return to the Wastelands. Enter the cave as Hector and use the drill on the sloth to collect a carrot.
Sussex – 1895 & 1815
Travel to Sussex in 1895. As Margaret, move toward the gate and use the leg of meat to distract whatever is guarding it. Switch to Hector and enter the property. Collect the incense and enter the room on the right. Speak with the woman about employment, and then discuss the strong woman topic with her husband until he admits he is too old. Examine the certificate before leaving.
Travel to Sussex in 1815 and collect the bread crust. Speak with the barber about his dream before entering the registry office. Pick up the hat and use the incense on the bench. Talk with the clerk about precision and responsibility until the conversation reaches the perpetual calendar.
Switch to Margaret and ask Hector to distract the clerk. When the plan fails, speak with the barber about singing. He explains that he needs something to warm up his voice first. Travel between locations to gather the required ingredients. Learn about snail mucus from the astronaut, use the pinwheel on Hector, feed the carrot to the horse, collect the grooming brush, and leave the dream using the Tesla coil.
Brush the giant snail and collect its mucus with the tankard. Gather additional ingredients by smoking out the prehistoric beehive and solving the North Pole herring puzzle. Bring the finished elixir to the barber. Return to the registry office and begin the distraction plan again. Once the barber performs his high note and the clerk leaves the desk, quickly interact with the perpetual calendar.
Travel back to Sussex in 1895 and continue the mansion storyline. Speak with the husband again and collect the braces. Examine the gramophone and later discuss music with the barber. Enter the sequence Frog, Bird, Bird, Bird, Fox, Rabbit to solve the puzzle. This creates a statue holding scissors. Return to Sussex in 1895 and collect them.
Take the damaged scissors to the tribal village and sharpen them on the grindstone. Travel to the Wastelands, use the braces on the tree, launch Margaret, and use the sharpened scissors on the mammoth. Bring the mammoth fur to the tailor in Sussex, 1895. Finally, speak with the woman again and successfully obtain the job.
North Pole Lab & the 1960s
Return to the North Pole laboratory and enter the building. As Margaret, collect the rubber duck. Combine it with the tuning fork and use the modified tuning fork on the power socket. Switch to Hector and collect the tokamak. Afterwards, travel to the 1960s.
Enter the church and give the candy to Theodore. Continue speaking with him until he leaves. Visit his home through the alley and collect the wine bottle. Talk with Theodore about his inventions until he mentions a missing component. Discuss the issue with Hector and then visit the toy maker to ask about the gem.
Travel to Verice Bay in 1990 and speak with the old woman in the fish statue square. Return to the 1960s and continue investigating Hilary and the serenade. Visit Klein through the small basement window and ask him to write a serenade. Follow the wine-related dialogue to unlock a new destination.
Travel to the newly unlocked location and give the wine bottle to Klein’s ancestor. Collect the hot chili pepper and return to the 1960s. Use the pepper on the carnivorous plant and collect the seeds it drops. Take the seeds back to the ancestor and convince him they came from the wine he enjoyed. This changes the timeline and creates a new house in the 1960s.
Enter the new building and collect the broken mandolin. Ask Klein for the serenade once again. Take the broken instrument to the toy maker and have it repaired. Visit the bar at the edge of the universe and give the repaired mandolin to the young musician. Ask him to perform. Return to the 1960s and deliver the serenade sheet to the toy maker.
After the resulting events, travel to 1990 and enter the newly opened toy shop. Continue talking until you receive the giant gem. Return to Theodore’s house in the 1960s and give him the gem. Use the phone and answer every question correctly to move the story forward.
Finale – Verice Bay 2045
Return to Verice Bay 2045 and visit the Lookout. Enter the building and climb the stairs. Collect the hourglass before returning downstairs. Use the hourglass on the hourglass turner and then go back upstairs. Pick up the screwdriver and enter the bathroom. Use the screwdriver on the three-phase pipe.
Leave through the alley and watch the following cutscene. As the captured Hector, use the Tesla coil on the motorbike. Switch to Margaret and speak with Apocalypse. Choose the first dialogue option so the parrot lands on the merry-go-round located to the right.
Switch back to Hector and select the first dialogue option again. This time, the parrot moves onto the light spreader. Finally, interact with the line and make the parrot peck through it. The final sequence will begin, bringing the adventure to its conclusion.
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That is everything for our Whirlight – No Time To Trip full game walkthrough. If you have some tips and tricks for us, make sure to share them in the comments section below.



