All Ancient Lore Sites Locations and Lore
Uncover the rich history of MetaMorph by finding all Ancient Lore Sites. These locations provide deep insights into the game's world, characters, and overarching narrative. Each site reveals a piece of the past, often through environmental storytelling or interactions with key figures. Follow this guide to ensure you don't miss any vital lore fragments.
- Josef's House: You wake up in Josef's house after his birthday party. Read the note on the small desk; the key is in the topmost left drawer. Walk to the door next to the desk and open it. The corridor beyond features pictures that become weirder as you progress, hinting at deeper lore.
- Town Hall: Visit the Town Hall, the big building with the clock tower. Talk to the person behind the desk. This interaction is part of clearing the projector for Titorelli.
- Hungry Artist's Location: Find the Hungry Artist behind the marketplace, fawning over an apple. To get the apple down, use one wood pillar to go up, then jump to the other and get on top of the apple. Be careful not to get squashed when it falls. The artist will then name someone to gather your workforce.
- Verdict Box: Go outside and down the stairs. Approach the big building surrounding the center tower on its left side, where two bugs stand. Get sticky on the ink next to them and climb using fallen debris. Head left onto a big pillar, then jump to a tilted slab on your right. Continue forward to another tilted slab by a pillar. Climb that pillar to the end to reach the Verdict Box, marked by a red flag. Inside, Leni reveals a trap to imprison you, allowing you to destroy Tower from the inside.
- Bureaucrat's Hallway: At the end of a hallway, you'll find a bureaucrat who won't help. Use the 'Tower' flier to exit, then go left, down, and cross the chasm using a pencil. Talk to the group of intellectual bugs. One will direct you to a conveyor belt going up, found by sticking to the cabinets going forward.
- Cog and Roller Path:
- For the next set of rollers, get off the document and go under them.
- Jump onto the cogs, waiting to jump to the next one. Repeat this.
- For the vertical cogs, take the ones on the right (the left ones are unreachable). A flying document will rescue you if you fall.
- Once on top of the last vertical cogs, jump right to the floor and continue.
- Slide down the broken cog into the chamber below. Use the horizontally moving cog to reach the next one.
- Moving Wheel Ascent: Get back to the pipe you came from. Jump to the slightly higher pipe on its left. Jump inside the moving wheel, adjusting your position to use gravity to ascend. Get off at its spindle, walk to face the wheel, jump on top of it, then jump right to the room's exit.
- Contraption Area: Jump until you reach the contraption.
- Mushroom Path: Go forward until you find an opening. You'll see the tower across a chasm. Continue walking until you find Guildenstern and Rosencrantz, who will invite you to try psychedelic mushrooms. Take the path surrounded by shrooms. Climb their hats: jump onto the first, then to the wall shrooms on a ledge.
- Harbour Bridge: Continue past Guildenstern and Rosencrantz until you reach a bridge. You'll see Joseph's face through a brick wall. The bridge will fall after you cross it. Ignore the path going left and go right to 'Harbour'.
- Lawyer's Record Player:
- Go right to a small red platform next to a bug on the wall. Get on it until it comes down.
- Get back to that spot and get on the cable going right. Stay on it until you can't walk further.
- Get off on the platform to its right, then get behind the cog. Watch it go up, then stand on top of it and get off.
- Mount the rubber band going up on the other side and get off once on top.
- Find another red platform on the back of the platform, jump on it to bring it down.
- Mount the now slowed spinning pole and walk across the room, getting off on the white cable.
- Follow the white cable up to the record and position yourself to hit the needle. The music will stop, and the lawyer will regain his senses.
- Pits of the Harbour: Run and jump to avoid falling into the big pits, then continue forward.