Giggleland: All Puzzle Solutions

Updated Giggleland

Solve every puzzle in Giggleland with clear, step-by-step solutions that help you get out of the park.

Giggleland: All Puzzle Solutions


Chapter 2: Pipes

Puzzle 1: Farmer Terry’s Farm

Find 4 special containers around the farm and put each one into the correct pipe.

Note: this part plays a little differently from the demo version of the game.

Container 1: Sugar

This is the easiest container to find.

  1. Climb the large wooden stairs.
Large wooden stairs on Farmer Terry's farm
  1. Follow the candy trail into the room.
Candy trail leading into the room
  1. Look at the shelf. The first container has a white outline.
Sugar container on the shelf
  1. Take it and put it into the blue pipe on the left side of the same room. The pipe has a white outline too.
Sugar container placed in the blue pipe
Container 2: Fuel

This container fuels the generator. Before you can use it, you need the key to the room with the yellow pipe.

  1. Go to the far side of the farm. Look for a warehouse-style room with a “NO ENTRY” poster on the wall.
Warehouse room with the NO ENTRY poster
  1. Take the key from the open employee locker inside.
Key in the open employee locker
  1. The shape of the key tells you where the yellow pipe is: the Windmill.
Windmill on the farm
  1. Go to the Windmill and unlock its door.
Windmill door unlocked with the key
  1. The second container is behind the cardboard cow. The drawing hint in the top-left corner points to the same spot.
Fuel container behind the cardboard cow
  1. Take it and put it into the yellow pipe inside the Windmill.
Fuel container placed in the yellow pipe
Container 3: Pig Feed

The third container holds pig feed. Start at Harley and Clark’s Hen House, which is already open on your left.

  1. Climb the stairs inside the Hen House. On the right wall are four colored pipes (Red, Blue, Yellow, and Purple). Each one needs the correct symbol.
Four colored pipes on the upper floor of the Hen House
  1. The symbols are on the matching pipes on the lower floor of the Hen House. You can also find them around the farm, but the lower floor is faster.
Matching pipes with symbols on the lower floor
  1. Enter the symbols on the upper pipes. Quick answer: Circle, Triangle, Square, Star, from left to right.
  2. Turn the wooden wheel.
  3. The wheel breaks off. Pick up the broken wooden wheel and head to the far side of the farm.
  4. Check behind the left stairs of “The Nursery” building. The pig feed container is there.
Pig feed container behind the stairs of The Nursery
  1. Go back to the main area and follow the blood trail.
Blood trail in the main area
  1. Take the wooden wheel there first, then come back for the pig feed container. What to do next becomes clear once you arrive.
Container 4: Liquid Insecticide

The last container holds liquid insecticide. This one starts at the Barn.

  1. Go to the Barn with the flashing police lights and take the newspaper clipping.
Barn with flashing police lights
  1. Follow the blood trail again.
Blood trail leading away from the Barn
  1. A lore-related hallucination sequence plays. When you wake up, the last container (liquid insecticide) is already in your hands.
Liquid insecticide container in hand
  1. “The Nursery” is now open. Go inside, find the last pipe, and put the liquid insecticide container into it.
  2. Return to the main area and follow the next in-game objectives.

Chapter 3: Terry’s House

Puzzle 1: Birthday Candles

Here you need to find a birthday candle.

  1. Go back to the Kitchen you visited earlier. It has changed, and mannequins now block every door.
  2. Open the kitchen cabinets one by one until you hear a chair scraping across the floor.
Open kitchen cabinets
  1. Look around. A chair has appeared next to the kitchen counter.
Chair next to the kitchen counter
  1. Push the chair to the marked spot near the oven. A “ghost chair” shows exactly where it goes.
  2. Climb onto the chair and check the top shelf above the oven. The candles are there.
Candles on the top shelf above the oven

Puzzle 2: Safe

The safe in the garage is locked with a 4-digit code.

Locked safe in the garage
  1. Go to the living room with the TV and the piano.
Living room with the TV and piano
  1. There is a painting on every wall of the room. Count the objects in each one.
  2. Start with the painting on the left wall (Egg) and go clockwise around the room. The last painting shows the full-grown chickens.
Living room painting 1
Living room painting 2
Living room painting 3
Living room painting with the full-grown chickens

Quick answer: the safe code is 1437.

  1. Enter the code, open the safe, and take the present.

Puzzle 3: The Locked Box

A locked box on the upper floor of Terry’s House also needs a 4-digit code.

  1. Go upstairs and find the two missing child posters. Both are for the same child.
  2. The first poster is on the right, next to the seated mannequin of Ms. Mable near the bedroom.
First missing child poster next to Ms. Mable
  1. The second poster is in the room directly across from hers.
Second missing child poster in the opposite room
  1. Check the cash reward on the posters and enter the full reward amount as the box code. Quick answer: the code is 4755.

Puzzle 4: The Gramophone

You can solve this one after you get the vinyl record.

  1. Place the vinyl record in the gramophone, then interact with it.
  2. Tune and stabilize the three knobs.
Gramophone with three knobs
  1. Adjust each knob slowly until the sound is completely clear.
Gramophone knobs being adjusted
  1. When all three knobs are set correctly, a mysterious piano melody plays.

Chapter 4: Corridors

Breaker Box

Power comes back only when you flip the circuit breakers in the right order. The number on each breaker below shows when to flip it:

  • Top row: 4, 2, 1, 5
  • Bottom row: 6, 3
  1. Flip the 3rd breaker in the top row.
  2. Flip the 2nd breaker in the top row.
  3. Flip the 2nd breaker in the bottom row.
  4. Flip the 1st breaker in the top row.
  5. Flip the 4th breaker in the top row.
  6. Flip the 1st breaker in the bottom row.
Breaker box with the circuit breakers in Chapter 4

Puzzle 1: Timed Levers

This warehouse is full of green fog, and three levers block your way. Each lever resets after a countdown, so order and timing matter.

Pull the lever that stays on longest first and the one that resets fastest last. The lever farthest from the entrance is the first one you pull.

  1. First lever: Make your way through the small shelf maze, leave the warehouse, and go into the fan room next to the second lever. Pull the lever inside. It stays on for 1 minute and 5 seconds.
First lever inside the fan room
  1. Second lever: Step out of the fan room and pull the lever on the wall just outside the warehouse maze exit. It stays on for 40 seconds.
Second lever on the wall outside the maze
  1. Third lever: Run back through the shelf maze to where you first entered the warehouse. The last lever is right there. It stays on for only 3 seconds.
Third lever at the warehouse entrance

Note: there is enough time for the run as long as you do not get lost in the shelf maze.


Chapter 5: Rory’s Rally

Puzzle 1: Mechanical Workshop Timed Levers

Three timed levers sit in the workshop area of Rory’s Rally. Set up the route first:

  1. Find the battery and use it to power the vehicle lift holding the tractor-shaped vehicle.
  2. Ride the lift up to the catwalk.
  3. Walk along the right side of the catwalk and drop down near the shredder.
  4. Push the wooden crate away from the door that leads back to the lift area. Keep pushing it until it is inside the Recreational Area.
  5. Crawl through the vents in the Recreational Area to reach the Monitoring Room.

Before you start: lower the vehicle lift back down. The run goes from the Monitoring Room to the catwalk lever and ends at the lever in the small locker corridor next to the Recreational Area, so every second counts.

  1. First lever: Pull the lever in the Monitoring Room, then get back out through the vent quickly. It stays on for 1 minute and 5 seconds.
First lever in the Monitoring Room
  1. Second lever: Run to the lift area, ride the vehicle lift up to the catwalk, and pull the lever on the left side. It stays on for 25 seconds.
Second lever on the left side of the catwalk
  1. Third lever: Drop down right away, run through the door you cleared with the crate, and pass the Recreational Area into the small locker corridor. The last lever is in the far left corner. It stays on for only 3 seconds.
Third lever in the locker corridor

Note: go around the vehicle lift with some space. An invisible wall close to the lift can stop you, and the lost seconds can make the run fail.

Puzzle 2: Rory Levers

Rory hunts you through a room with flashing red lights while you pull three timed levers in a set order. Pulling all three defeats him.

  1. Run straight ahead until you see an opening on your left. Crouch through it to find the battery.
Opening on the left that leads to the battery
  1. Crouch to get back out and keep going right until you reach the elevator. Put the battery into the power box next to it to turn it on.
Power box next to the elevator
  1. Ride the elevator up to the catwalk and follow the path until you reach a gap you can drop through.
Gap on the catwalk to drop through
  1. First lever: Drop down and pull it. It stays on for 1 minute.
  2. Second lever: Run up the large boulder right away and jump across the electrical boxes. Turn left at once and go to the small stairs with a sign and a letter. The lever is there. It stays on for 40 seconds.
Second lever by the small stairs with a sign
  1. Third lever: Sprint straight to the doors marked “NO ENTRY”. Pull the lever there to finish. It stays on for only 3 seconds.
NO ENTRY doors near the third lever
Third lever next to the NO ENTRY doors

Watch out: do not let Rory get close. If he reaches you, he hugs you and the game is over.


Chapter 6: After Hours

Puzzle 1: Coin Pusher Ferris Wheel Ticket

A Coin Pusher machine in the small Arcade holds a free Ferris Wheel ticket. The machine is rigged, so you need every token in the area before the ticket drops. There are 18 tokens in total.

Loose Tokens (3)
  • Token 1: on the floor right next to the gumball machine.
Token on the floor next to the gumball machine
  • Token 2: on the button panel of the red arcade cabinet next to “Eliot’s Adventure”.
Token on the red arcade cabinet button panel
  • Token 3: in the puck return slot of the Air Hockey table.
Token in the Air Hockey puck return slot
The Smashed Machine (5)
  • Find the hammer. You can only pick it up the second time you interact with it.
Hammer on the arcade floor
  • Smash the glass of the Coin Pusher machine lying on its side on the floor to get 5 tokens.
Breaking the glass of the overturned Coin Pusher
Whack-A-Rory (5)
  • Play “Whack-A-Rory”, the Whack-A-Mole style game.
Whack-A-Rory arcade machine
  • Beat the high score by reaching 2,500 points. Rory pops up very fast, so you need quick reflexes.
Whack-A-Rory mini-game in progress
Eliot’s Adventure (5)
  • Play the “Eliot’s Adventure” arcade game.
Eliot's Adventure arcade cabinet
  • Survive and clear 4 rounds of enemy waves. The screen then shows an ERROR, and you get 5 tokens.
Tokens from the Eliot's Adventure machine
If the Ticket Does Not Drop

The Coin Pusher also pushes some tokens back out while you play. If you used every token above and the ticket still has not dropped, a spare token appears at one of the loose token spots. Check those spots again.

When the ticket drops, take it to the Ferris Wheel.


Chapter 8: The Castle

Breaker Box

Flip the circuit breakers in the right order to bring the power back. The number on each breaker below shows when to flip it:

  • Top row: 5, 4, 2, 1, 6
  • Bottom row: 7, 8, 3
  1. Flip the 4th breaker in the top row.
  2. Flip the 3rd breaker in the top row.
  3. Flip the 3rd breaker in the bottom row.
  4. Flip the 2nd breaker in the top row.
  5. Flip the 1st breaker in the top row.
  6. Flip the 5th breaker in the top row.
  7. Flip the 1st breaker in the bottom row.
  8. Flip the 2nd breaker in the bottom row.
Breaker box in Chapter 8

Color Buttons Puzzle

This door leads to the true ending of Giggleland. To open it, line up both color rotors. Each press turns both wheels at once, so it is easy to lose track. Press the buttons in this order, starting from the default position:

  1. Purple 4 times. This fully resets the rotors.
  2. Red
  3. Blue
  4. Green
  5. Red
  6. Blue
  7. Blue
  8. Green
  9. Blue

Short version: Purple x4, Red, Blue, Green, Red, Blue, Blue, Green, Blue.

Color buttons and the two rotors

Bonus: Secret Ending

How to Unlock the Secret Ending

Near the end of Chapter 5, you reach a crossroads. You can follow Ella’s path or Eliot’s path. Pick Eliot’s path every time.

Crossroads choice between Ella and Eliot
  1. First time: Take Eliot’s path into the Ride Control Room. The screen glitches as soon as you enter, and you are sent back to the crossroads.
  2. Second time: Take Eliot’s path again. Another glitch sends you back.
  3. Third time: Take Eliot’s path once more. You glitch back to the crossroads again.
  4. Fourth time: Take Eliot’s path one last time. The loop breaks and you end up in a creepy corridor.
Corridor that leads to the secret ending

Walk down the corridor to see the secret ending.

Credit: @Bunny