The Last Campfire Walkthrough
The Last Campfire, from Hello Games, follows Ember, a small lost soul whose light is going out, through a dark forest, a swamp ruled by a bird king and a flooded cave, rekindling campfires and rescuing the Forlorn, embers who have given up along the way. This walkthrough is for Normal mode (Adventure mode removes most puzzles) and covers every Forlorn and all 42 forgotten items.
How the game plays
Left click moves, acts and advances dialogue; hold it to skip cutscenes; double click to run. The menu is top left, the bag top right, and items go in automatically. The game saves at checkpoints. Most puzzles are about carrying stone figurines onto pressure posts, rolling stone wheels into pits, and, from the swamp onward, moving blocks, platforms and ladders with the Ancient Lantern.
Prologue
Wake Ember, walk right past the mural of embers on their sacred journey to the motionless stranger: dead. Take the stranger’s bag; inside is a golden figurine. The floor symbol is upside down: at the stone door, click and drag to rotate it clockwise. A pedestal rises with a round hollow: place the figurine and solve the slider: figurine up and left; bottom piece all the way down; top piece down and right; figurine into the slot. Through the door.
Part one: the Dark Forest
The first Forlorn
Follow the forest path; at the crossroads glance right at the foxes, left is blocked, go on and up the steps to the caged flame. Inside the puzzle: take the stone from the right pressure post and set it on the left one; climb the wall steps and the stairs; pull the ring (hold and drag down) to ride the platform right; go down the stairs and drop the chain; climb down, move the stone back from left post to right; climb the chain, pull the right ring; reach the blue flame, Forlorn 1/7. Follow the flame through the gate it opens, running after it to the dead campfire. Light it and talk to the ghost: the Forest King, the Forlorn; choose “I want to go on”. The locked door behind needs all six remaining Forlorn (seven circles at the top of the screen). Explore freely; the order below is one that works.
The cave and the statue chamber
Down the stairs left, through the arch, left: take a torch from the fire, up the ramp on the right, burn the dry vine, enter the cave. Past the skeleton to the water wheel, touch the Forlorn. Lever 1 to the left; torch from fire 2, up to platform 3, light the coals in the sliding cauldron 4; lever back right so the cauldron slides right; new torch, go to platform 5, where the vent 6 blows it out; relight from the cauldron and burn vine 7; Forlorn 2/7. Right through the undergrowth to the locked door and back to the campfire; right, down the steps, right, down and left through the arch; talk to the traveller, up to the Forlorn. Figurine on the post before the left statue, turn the lever so the centre statue faces front; figurine to the post before the right figure, lever, turn left and centre statues left; take the figurine off and set it aside (click Ember), lever, all statues straight. Up the stairs and across the extended platform, Forlorn 3/7.
The hermit’s path and the labyrinth
Down, right through the arch, along the path to the pond, right arch, to the pond and down the path, talk to the wanderer, right and up the wall. Figurine from post 1 (left) to post 2 (right); across the extended platform; second figurine 3 onto left post 1; first figurine onto the risen platform 4; second figurine from left post to right; right, up ladder 5; nearest figurine onto nearest post 6; Forlorn 4/7. Down to the pond, along the right bank, up the natural ramp, talk to the stranger; carry the toad statue down to the islet opposite the other statue; through the opened passage. The labyrinth: push stone rings 2 into pit 1; lever 3 turns bridges 4 upward; roll ring 5 onto the right bridge; turn bridges right; roll it to platform 6, climb to ring 7 and roll it down; drag both rings onto the bridge, turn left; push them onto platform 8 between bridges, step onto the left bridge; drag upper ring 9 onto the bridge, turn left, cross, push it into the pit; push the left ring into the second pit, go to far ring 10, push it in; back to the lever, bridges up, far platform, Forlorn 5/7.
The fisherman and the frog
Pond, up the ramp, left: the Fisherman. Down the steps, turn the vent away from the stairs, the second vent too, take the blue flame at the bottom, carry it up and give it to him. Talk twice, fell the old tree for a bridge, look at the frog; “Never mind”. Campfire, left arch: the gate is locked; a raven holds something shiny; climb, and it drops it in the pond. The cave skeleton has a torn net; the Fisherman turns it into a fishing kit; fish the gate key from the reeds, unlock the gate anticlockwise, touch the Forlorn. Figurine from the right platform to the left post; when the water drops, back to the right platform; down, turn the crank; figurine from the lowered platform to the right post; lower still, crank back to raise the platforms; figurine onto the near risen platform, crank to lower it; figurine onto the left post; bottom level, Forlorn 6/7. Out the gate, left, talk, down to the frog pond: get past the frog, catch the worm by capping two holes with the frog statues and standing at the third; take the worm; fell a trunk for a bridge. At the pond show the giant frog the worm: it swallows you both and carries you to a lost Forlorn. First wheel into the pit on the left; second down the slope; go to the fifth wheel, push it right, down the right steps; third-from-bottom wheel into the water left; fourth up into the pit; fifth dragged left to sit opposite the ledge between the stairs; up the right stairs, Forlorn 7/7.
Forgotten items in the forest
Right, up, to the pond, drop the chain, climb down, back to the key gate: torch, right, burn the vine, up, slide the slab off the stone box: 1/42. Frog pond, across the felled tree, left: 2/42. Pond: first cave on the left has a lever, turn it right; across the lily pads to the chain, climb, second cave, along the raised platform: 3/42. Campfire: the ghost opens the door. A watcher again. A Forlorn who refuses help. Left, stone box: 4/42. Take the lift.
Part two: the Swamp
The Forest King
Up the stairs, talk to the strangers at the fires, up to the two sentries at the door. Through to the Forest Throne; the King is gentle and gives a red feather. Back at the crossroads, the wanderers are gone, only bird tracks in warm ash; right, show the sentry the feather, climb down the wall to the East Swamp. Left, box: 5/42. A Forlorn who wants to be alone. Down, right steps, along the boardwalks, lily pads to the islet, bridge right, pads up right, box: 6/42. Fell the dead tree, left islet, talk to the wanderer at the fire, up through the gate, talk to the wanderer on the rock, left arch.
The map
Left arch, box: 7/42. The stone map is missing pieces: slide the path tile up and left; the gate above leads to the same place, then left to the ruined statues; bridge left and up, box: 8/42; take the map piece from the statues, set it on the map, slide both path tiles to the bottom row. Right gate, right again, down: roll the wheel up, steps, take another map piece, place it, slide it down and left; top gate, up: the Solemn Dead End. Up the left wall, figurine onto the left turntable, lever to turn it left, move the figurine to the right turntable, lever back, talk to the stranger in the corner, down, figurine onto the pressure post, through the door. The skeleton holds a red feather; on the rise take the Ancient Lantern and hear the statue. Down the right steps to the water: with the lantern pull the platform to you, ride it left, box above: 9/42; down to the fixed platform, pull the lower one, ride it down, out. Down a screen: middle platform left, box: 10/42; platform right, down. Map: build the last route, top gate, box: 11/42; drop the chain, down and right, box: 12/42. Map again, new path, right: middle platform up with the lantern, two screens up, left, box: 13/42; right, turn the centre platform, up.
Pig Swamp and the Mire
Up the steps, the road is broken; down, lantern moves the ladder from the left wall to the right, climb, slide down the chute. Push the barrel into the water on the left, look at the sleeping pig, the path is blocked by a snapping plant; right, pick a fruit, lure the pig with it to the plant, throw the fruit in: the pig eats the plant. Up: pull two cubes from the mud with the lantern and roll them into the gap in the bridge, cross left, slide down and meet the giant Pig. Down, lily pads, box: 14/42; left, pull the platform to the boardwalk, box: 15/42. Feed the Pig: the television on the right, a fruit from the tree on the left, and the skull from the skeleton up the right ladder and a screen up; she rolls away uphill. Follow: she surfaces in the Bog of Emptiness and offers thanks. Right, up the ramp, barrel into the water, ladder, up and left to the swamp campfire; light it, talk to the ghost. Untie the chain on the left, climb down: lantern lifts a cube off the upper ledge onto the lower mark, second cube on the second mark, box: 16/42. Back up, arch at the top, take the frog figurine, down the steps and right ladder, down the ramp, onto the mud islet. Pond, boardwalk, active spot: three more figurines, one right beside, one on the upper bank, one a screen right along the upper path; all four on the islets open a passage.
Forlorn (cube sequence): pull the cube from the near left niche and set it between the small platforms by the far right platform; the cube on the small platform onto it; the cube from the far left column onto the far platform; the upper cube to the far left platform; the first cube left beside it; the lower right cube onto the far left platform; of the two below, the right to the near right platform, the left onto it; the last onto the left pressure plate. Forlorn 1/7. Out, left ramp, path down, box right of the lower arch: 17/42. Through the arch, down the wall, up the rise left, Forlorn: one cube between the ladder and the left platform; up left; first cube on the middle platform below you, second onto the pressure plate here; the risen cube to the rise under the upper ledge; second cube under the upper ledge, first onto the upper ledge and right onto the right platform; second to the middle platform, first onto the plate; cross right; both cubes between the two ledges, Forlorn 2/7. Down the right steps past the dozing pig, down the wall, left, box: 18/42. Fell the trunk but go right, up the wall, left ledge, wheel into the pit, cross, arch up, ladder down: cross on the Pig’s head, left, talk, arch down, tile in the wall, drop the corner chain, right, box: 19/42; up the chain, left arch. Mire’s Edge: the golem statue; left, fruit down the chute, down the wall, take it to the pig, lure her to the plant, throw. Ladder up, box: 20/42. Lever turns the chute right; up the left wall, down the chute, second lever, down left, Forlorn: move the columns with the lantern to clear a path right, then rebuild them as a bridge, Forlorn 3/7. Left, fell the trunk, cross, right wall, chute, box: 21/42. Left wall, swaying bridge, past the pond, up.
The Refuge, the Cook and the orchard
The cold pot by the hut: the Cook. Right past the moving wind machines, down the corner ladder, past two more, down again past another, take the blue flame; back, timing each machine: wait for it to turn, hide behind the slab nearest where two meet, move when they part, up the ladders, follow the machine as it moves left, hide, climb when it moves right. Give the flame to the petrified Cook, talk, take the orchard key. Right across two felled trunks to a locked door; pull the tile from the wall on the right; round left, down the wall, box: 22/42; back up, lantern slides the bolts and lowers the slab; through; jump the tiles in the order turtle, frog, frog, turtle. Forlorn: turn the first reflector to send the beam to the upper reflector, from the second upper one right, on to the far right mirror, Forlorn 4/7. Out, right arch, over the Pig’s head, up, right ladder, right along the upper path: on the boardwalk, move the cube with the lantern to reach the Forlorn; move the cube with the torch to light every lamp, Forlorn 5/7. Chain down, boardwalk right, cube onto the scaffold, left wall, into the wheel, turn it anticlockwise to raise the scaffold, remove the cube, turn again to make a bridge, right, box: 23/42. Left, up, platform left of the ladder, cube set left of you, box: 24/42. Over the cube to the right, clear it, ladder, talk, key in the garden gate, anticlockwise.
The dying orchard: over the trunk and bridge left, plant in the way: fruit from the left tree, lure the pig, throw. Up: the frog gives lotus seeds. Thicket above, box: 25/42. Forlorn under the tree: arrange the cubes with the filled faces up along the path upward, Forlorn 6/7. Lily pad across, left and down, fruit, lure the pig to the chute mouth, throw the fruit in so she follows; down the right wall, under the bridge, up, fell a tree, box: 26/42. Take the figurine by the bridge, under it, onto the scaffold; fruit, lure the pig into the wheel; left wall, figurine to the rise on the right, lift the skull off the post, figurine on; through the door; Forlorn: roll the cube onto three pressure plates in turn to raise three platforms without ever turning its wind face towards the lamps, Forlorn 7/7. Back to the Cook with the lotus seeds; take the pot to the Pig. Campfire, ghost, farewell to the seven, through the door: the mural now shows two embers in sunlight; the cold Forlorn on the left refuses help; left arch, down, wall, throw the figurine in the river, cross, up, box: 27/42. Fell the tree, up the wall, left to the sentries at the cage, make an excuse, into the King’s hall: “I wanted to help others”; he gives the crossroads gate key. Talk to the stranger up the left steps and the others below, unlock the gate, lantern clears a cube, down the ladder, arch.
Part three: the Caves
The dam
Two stone stairs down, talk to the stranger (the birds built a dam). Down the wall, the boat is stuck in the mud; left, up, lily pads to the cave mouth, pads on through the arch. The dam: up the left wall, the pig mask on the far rock; bridge left, the rope knot needs something sharp. Ramp left, a Forlorn who refuses. Corridor left, up the boardwalk, the stranger’s plan: lure the Iron Claw crab with the bucket of fish scraps, throw scraps to lead it onto the swaying bridge; take the stunned crab to the raised bridge and cut the rope. Lift platform: lantern raises the counterweight cube, down to the boardwalk, the sealed pig-mask mouth; left, lift the right cube to lower the scaffold, left cube up to lower the other lift, right cube up to level them, cross, up by lowering the left cube, right into the lift cage, down. Left steps, talk. Left, stand on the symbol tile, lantern on the bellows: more air needed; down the wall, pipe into the gap, turn clockwise; along the new walkway right, turn the elbow, connect; up, take the elbow pipe, fit it on the left, clockwise, turn the top elbow: the water bursts out. Round the right pipe, wall tile, rise left, box: 28/42. Lift up; left lift platform, cube up, right platform, cube up, lower boardwalk, left, box: 29/42. Back, boardwalk right, lift platform, counterweight down, top ledge, box: 30/42. Cube up, down, left ramp, swaying bridge to the crab’s spot, box: 31/42. Right, out, ramp, boardwalk, wall, arch down: roll the wheel down, into the boat, up; right jetty, box: 32/42; into the cave.
The first cave and the Cave of Regret
Sail forward and up; a lowered grille; land upper right. The lens on the wall is dull; up the wall to the empty round frame; down the steps to the crystal, its handles are gone; far left platform, take the lens, set it in the frame; turn the crystal onto the left lens; boat to the risen platform, wall, box: 33/42; back, crystal onto the opposite lens, the gate opens. Second cave: the cold campfire; land right, light it, talk. The cave is open; the route below hits every item. Right steps, bridge, an empty frame, right arch: the East Landing, talk to the stranger (the King offered him a feather). Down the wall, right, lantern moves the boardwalk pieces, right bank, talk, box: 34/42. Up to the top, right, fell the tree, take the lens by the skeleton, into the frame: a shadow moves. Down the wall, lower the drawbridge left, right, talk (a creepy one like you used to watch you). Right over the drawbridge: a shaft without a handle. Boardwalk left, first barrel into the water, second onto the ledge below as a bridge, to the campfire, left steps, lower the drawbridge, turn the crystal onto the mirror by the grille: the serpent. Climb the wall when Ember drops, up a screen: North Landing. Round the rock, left and up, Forlorn: on the symbol tile, lantern moves the platform snake left and down to the fixed platforms; cube on its first platform; snake up and right so the cube completes a bridge; ladder, take the figurine, onto the snake’s free platform, standing on it move the snake left and down to the post platform, figurine on the post, wall up, Forlorn 1/7. Down, out; past the crystal, down the wall, cubes into a bridge, box: 35/42; lever right joins the bridges, cross, Forlorn: move the three-platform snake to reach the upper left platform; arrange it so the two-platform snake can pass from left to the middle platform; the two-snake onto the pressure plates; the four-snake emerges from behind the grille; the two-snake back to the left platform, stand on it, arrange the snakes so the platform snake moves from the middle to the right, Forlorn 2/7. Lever, part the bridges, boat, left under the raised grille: the serpent topples a statue onto the boat.
The Builder
Touch the rusted robot. Right platform, roll the cube left to block the vent; next platform, cube; down, two cubes on two vents; bottom, blue flame; back up past the blocked vents to the Builder, talk. Barrels into the gaps, platform, lever, ride up, lantern slides the bolts, door down. East Landing: take the shaft handle from the rock; cubes as a bridge, left edge of the pool, box: 36/42; cubes to the top edge, take the metal eye. Back down the lever platform, give the Builder the eye, answer, follow, choose a prow and a picture: a new boat. Sail down and right, out to the river, up, left jetty, ladder, right, pick the white lily, back through the Builder’s cave to the campfire jetty, lever, part the bridges, down and left, left and up, right jetty: the serpent coils round a Forlorn. Upper platform, lantern pulls the ladder from the wall to the left, climb, wall, lever from the barrel, wall, top opening to the North Landing: down the left wall, box: 37/42; up, Forlorn: move the reflectors with the lantern, using the bridge to turn them, beam into the receiver, Forlorn 3/7. Cave: down the wall, chute, lower right platform, lever into its slot, right, ladder down; first barrel into the pit right, second left and down; crystal onto the next crystal: the light draws the serpent off. Up, ladder right; platform snake right, ladder under the right platform, box: 38/42; restore, right, Forlorn (pipes): straight pipe into the gap, turn; steps, bridge right, straight pipe from the corner into the gap, connect the green line; right platform, elbow in, turn right; steps, elbow from the top, down to the floor; middle platform, remove that elbow, floor; remove the first straight pipe, replace with an elbow, connect blue; straight pipe into the right gap; second elbow to the base level, into the gap, aimed right; steps, take the T-piece; floor, turn the lower elbow left; T-piece replaces the elbow above; that elbow to the middle platform joins green and yellow; first section: pull the straight pipe, cross, restore; wall, Forlorn 4/7. Boat right, jetty, ladder, right past the stranger, wall, arch: the skeleton without a flower, lay the lotus; down the wall, box: 39/42; up, right, Forlorn: cover every cell with the snakes, Forlorn 5/7. Left screen, wall, bridge to the lever, fit the handle, part the bridges, boat out right: the serpent again; jetty: column right as a bridge, cross, turn it into the upward gap, box: 40/42; reverse, clear it, right. Wheel cave: wall, right, lens to the upper frame, figurine down onto the platform by the crystal, crystal beam into the cave left, wheel, lower the figurine’s platform, platforms to the box: 41/42; figurine to the lower platform, wheel, left wall, right, down, figurine in the niche, Forlorn: reflectors on snakes, beam to the left mirror, Forlorn 6/7. Left, chain up to the crystal, beam to the far crystal, down, left, wall, beam to the caged crystal: the serpent leaves. Boat to the far jetty, Forlorn: cube with torch to the fire, light it, roll it past the vents up, burn the vine, Forlorn 7/7. Boat down, left arch, under the bridge, left jetty, campfire, ghost, farewell, through the door and out of the cave. A musical Forlorn by the lift who needs no help; up to the crossroads.
Finale
The birds are gone. Talk to the wanderers, up to the throne, talk to the sentries. Cubes to the left, down the wall, box: 42/42. Cubes back, round the throne right, pull the ring, door under the throne: levers, a rope, a secret stair to the Last Campfire. Light it, talk. Right arch to the Glade: the Wanderer in red, now Forlorn. Down the steps clearing wind cubes, lower the counterweight, take the blue flame, carry it up and give it to the Wanderer: there is nothing beyond, he saw the truth. Choose your answer and watch the ending.