'Only If' is a free game on Steam that has two paths of storyline through one very surreal game. The beginning of the game is the same for each path but changes depending on whether you pick a white pawn or a black pawn from a chess set early on in the game. This walkthrough covers the beginning of the game and the Black Pawn path, if you want to read about the White Pawn path then check out the walkthrough here. I've used a few images to help explain things and to read them I suggest you click to enlarge the image, otherwise you'll have to do some major squinting. I hope you enjoy this... unusual game.
Intro
After waking up, go out the door.
Walk up to the blue glowing orb.
Run forward, you'll notice the blue light shows up edges of walls, run around them.
Study:
After going through the door, listen to the radio and do as he says.
Go look in the mirror in the small area through the archway.
Remove the mirror with E.
Find the key in the time limit, it's by the window on the lower shelf of the cabinet.
Use the key to open the door where the mirror just was.
Choose your chess board piece.
Pick up the four still life paintings and put them all in the fireplace.
Pull the fireplace's level to burn them.
Now go through the door after picking up the key.
Black pawn level names
1. Windmill
2. House
3. Basement
4. Basementpart2
Windmill:
As you regain control, turn around and examine the chess board.
Manically tap the spacebar until you break the surface of the water
After the dialogue, tap E when you are prompted to
Once you have crawled to the clearing, keep following the stone path along until the screen fades
Now you’re standing, follow the path to the top left hand clearing.
When you see the blackness, quickly turn around and follow the newly opened pathway.
Don’t go near the blackness and press E when prompted to
From here just keep following the path along to the best of your ability to tap E when needed until entering the next area.
House:
Leave the room and make a U-Turn into another room with a jug on a table and a message near it
Drink the water then backtrack and turn right, entering the newly opened door.
Here there are several exits but you should first descend the stairs twice to enter a room with iron gratings on the floor.
From here, go left and head over to the light. Pick up the safe picks.
Go back and then through the other door to where a lever is.
Activate it multiple times for an achievement then leave.
Ascend two flights of stairs into a room with a record player.
Stop the music and take the piece of paper.
Carefully descend down the stairs but make sure you run forward, not to the right.
Immediately upon entering the room check to the right for a flight of stairs partially hidden behind a room divider.
Here, you should be safe from your pursuers.
Jump over the two trunks to the left and look to your immediate left for a waste paper basket.
Search inside it and pick up the pink gem inside, by holding the right mouse button you can now zoom in.
Turn, and locate a pair of wardrobes that lean together to form a V shape.
Head over to this and crouch through the gap.
Walk around the room dividers and through the open door, following the passage.
Ignore the gated doorway and head down the next corridor until you come across a room with a safe in it.
Middle click to bring up the piece of paper and right click to zoom in on the numbers.
You need to adjust the dial to the configuration on the paper.
Start by turning the dial CW to 20, left click to confirm.
Now turn it CW 60, left click to confirm again.
Finally turn the dial CCW to 0 and left click.
Once the safe is open, backtrack to the gate and go through it.
Once in the hallway start sprinting as you'll be chased again.
Run through the corridor, avoiding the wooden pillars, until you go through into the next area.
Basement:
Once the chase is over, go through the hole beneath you.
Walk through the hallway, ignoring the room on the left with the lever in it, and head into the room at the end of the hall.
After being shown how to throw boxes, remove all the boxes from the doorway ahead of you.
In the next room you'll see a short door on the left, stack boxes so you can climb over this into the next room to gain a flashlight.
Turn around then squeeze through the gaps in the boxes until you come across a blue gem on top of the boxes in the corner.
Once you've got the gem, backtrack to where you came in and climb back over the door.
Enter the room on your immediate left where there's a gate and lever.
Locate the cupboard that's sitting in the smaller room to the side, you'll need to use it in a moment.
Head back to the lever and use it, the music will change as Vinnie and co. show up so quickly run back to that cupboard and hide in it.
Listen to the ensuing conversation and once they've left the music has stopped, exit the cupboard.
On the table in front of you there's a lever that Vinnie left behind, pick it up.
Go back to the gate that you opened a moment ago and head on up the stairs, turning at the top and going up the next flight of stairs.
Once on the top floor you'll notice a gate that needs to be opened with the lever you have, put the lever in the slot and open the gate.
In the next room you'll find two locked gates on opposite sides of the room.
Pull the lever on the right side then go back down the stairs to the lit gateway.
There's a lever on the opposite side of this gate from the one you pulled to open it, you'll need to do this very quickly so it may take a couple of attempts. Face up the stairs, with your back to the lever, you'll still be able to pull it. Pull it to open the left gate up the stairs then sprint as fast as you can, back up the stairs, and through the left gate. You may need to jump to get over the gate as it slowly lifts out of the floorboards.
In this new room you need to find a handle for the lever, go into the small room with the large cogs in it.
Pull the lever in this room to find yourself back somewhere familiar.
Return to where the two gates are, don't worry you don't have to go through the left gate again, and now you'll see that the gate on the right has opened and is lit up.
Enter this room and pick up the pink gem.
Now that you have both gems you need to backtrack all the way down to the starting hallway where you chose to ignore the room on the left (now right) and decided to go straight ahead instead. That's the room on the 2nd line of this section.
Pull the lever in this room and turn around to notice that the doorway has closed and a wooden panel with cogs has taken its place.
Put your gems into the mechanism and turn around again.
Pick up the purple gem, pull the lever and leave the room.
Turn left into the doorway and take note of the lit up door that's actually a giant cog.
Pull the lever beside this door once, then once again after it smashed the box.
Crawl under the cog into the next section.
Basementpart2:
Here you'll notice a pronged lever on top of a note in the left alcove of the room.
Pick it up then activate the other lever to open up the panel.
You'll need to go back to the top floor with the huge cogs in it and go through the timed gate again.
Once in the console room again, put the lever in the broken mechanism directly to your left.
Check out the screenshot for where you're headed, it's the gate around the corner at the end of the room.
If you're not quick enough you may die and lose your flashlight, so be careful.
Pull the lever 5 times and run through the gate and follow the cog along.
The cog will move past a hole in the tunnel, crouch down and go through this hole.
There are three doors here, one is a gate up a set of stairs, there's a panel at the base of the stairs with a cog in it.
Put the purple gem in the cog and run through the gate.
Keep running through all the open doors, the nausea will make this quite difficult.
After the events you'll be treated to a pretty irritated Vinnie, once you've exchanged pleasantries head on back into the parlor and choose the White Pawn path, presuming you haven't already. Check out the White Pawn path guide here and a workaround if you experience the 'Black Pawn path' repeating bug.