SAVOR - Walkthrough Outline The objective of this game is to cure "The Curse" by any means necessary. As you progress through the game, different options will become available to you. Of these options, the most important are highlighted with an orange border. When this happens, you will have to choose whether to help Gram or help yourself. You obtain a new journal page each time you help Gram, and a memory fragment each time you help yourself. The game will lead to a different outcome depending on these choices. HOW TO GET EACH ENDING There are a total of 5 "Endings" in this game. Below are the tricks to reaching each of them: 1) Either choose to stay with Gram on Day 1, or on Day 2 when you have access to the lower garden, follow the cat to the right and head into the bushes with wasps. 2) Complete the game with a combination of Gram's journals and your fragments. This is the easiest ending to get, because choosing at random will generally end in this situation. 3) Complete the game with all Gram's journals. To do this, choose to help Gram on each day. 4) Complete the game with all fragments but zero journals. To get all fragments, you will have to find both the Bronze Key and the Long Key. On the last day, choose to go upstairs. 5) Complete the game with all fragments and journals. To do this, you must find all the books hidden around the house and read them to obtain 'Rewind Tokens.' On each choice, choose to help yourself first, then use a Rewind Token to go back and help Gram too. KEYS Long Key - Hidden in the drawer in the upstairs room. Brass Key - Use the Long Key to open the shed, then go inside and check the sink BEFORE the magazine rack. BOOKS Book1 - The bookcase in the living room on Day 2 Book2 - The shelves in the living room after unlocking the shed on Day 3 Book3 - Magazine rack on Day 4 Book4 - Inside the locked garden