"One Way Ticket" walkthrough.

Notes and bag are often used during the game, when the corresponding icons are coloured (hopefully this is clear from the prologue-tutorial).
In the walkthrough this is used very often.
Though the game has just one storyline, some parts of the story can be passed in an arbitrary order, so here is just one way.
Also, only basic walkthrough is here, this is not the all-achievements-walkthrough.

PROLOGUE
When they ask, you take the ticket from the bag.
When you have to recall where the place is, open the notes and use "My place is in the first car".
On the station stairs ask the mayor about the driver and conductor.

THE TOWN
Go to the Shop with Legs, examine the fresco and the shelves.
Ask the owner about any goods and he will tell about the local currency and the job from the mayor.
Go to the mayor and ask for the job, he gives you the letter to Dick Biggle who lives in the southern district. Also he mentiones that there is a free room in the tavern.
Go to the tavern and talk to the hostess. In the end of the dialogue ask her: 1) where are the driver and conductor 2) about the room
Go to the Center-South station and notice that one passenger is missing.

THE PASSENGER TO THE TRAM
Go back to the tavern and ask the hostess about the passenger, she answeres about the priest who is in the evening at the hookar bar.
Go to your room and use the note about the priest, rotate the clock hands to the evening.
Go down and to the meeting with the priest.
He asks for a matchbox. Notice that he speaks using chess-specific words.
Go upstairs to the room and turn the clock hands to morning.
Go to the station Center-South, then to Center-West and notice the four-handed, then go to the mill and notice that it's broken, then go to the hills.
Talk to the Contemplator and in the end he uses a matchbox.
Ask for the matchbox and get it, go back to the tavern.
Go upstairs and rotate the clock hands using the matchbox.
Go down and ask for the meeting with the priest using the matchbox.
Give him the matchbox, he takes one spine and gives the rest back, and sets the meeting to the next noon.
Go upstairs and rotate the clock hands to the noon.
Meet the priest at the Tram Center-South station, go to the southern district. In the end the priest promises to give the Scarer to us when it is upgraded -- and goes away to the western district.

THE DRIVER'S CAP
Go to find Dick Biggle into the living area and find Bing Dingle instead.
He asks you for the driver's cap to enter the train.
Walk around the southern district and look at the lake and statue.
Go back to the tram and to the center by feet.
Go into the basement and ask the driver about his cap, they suggest to come back in the evening.
Go upstairs and turn to the evening, then downstairs and ask the driver about the cap again.
They play dice and let you win the cap in dice.
You play and lose.
Go upstairs and attentively listen to the hostess about the gambling, the dice players and the thimblerigger from the southern district.
Go in the room and turn to day.
Go to the southern district to the lake and to the tent.
Talk to the woman, in the end recommend the priest to her using the note about chess.
Then go to the center and to the tram Center-West station, she is already there.
She tells you the story about the lucky cups and gives a password.
Go to the Shop with Legs and tell the password, get the cup.
Go back to the room and turn to evening, go to the basement.
Play dice but before the game suggest to play with your own cup.
Win and get the cap.
Exit the tavern and go to the southern district, but the jackals are there so you run away.
Return to the room and turn to noon.
Go downstairs and to the southern district to bring the cap.

FREE TIME
Bing Dingle says that now his experiments will breakthrough, and asks you to come back later.
Also he gives you a mirror, and you can take it recalling the problem of the four-handed.
Bring the mirror to the Tram Center-West station and give it to the four-handed, then go to the tram and to the west.
While in tram listen to the story about the rope and the sunflower field, then your co-passenger will tell you all the details.
You are now in the western district, and the Shop with Legs is there too.
Enter the church and meet the priest there. Ask him about the Scarer and he requires gold.
Go to the cemetery and walk to the pier, to the building and to the hill.
Go back to the church and notice that there is a confession.
Go to the tram station West-Center, then by feet to the center and then to the south and to the workshop.
Notice that there is the name of Dick Biggle.
Insert the letter and the owner will open the door.

THE PRUNER
Dick Biggle tells you that the first experiment is being prepared, but the wires are missing. Also he gives you the letter to the mayor.
Go to the center and give the letter to the mayor, get your reward.
Go to the tavern and ask for dinner, the hostess asks you to come back in the evening.
Turn the clock hands to the evening and have a dinner, and notice that: 1) The sunflower field cannot be burned, there was a fire at the tabacco warehouse once 2) The conductor was to bring the goods from the train but didn't do it.
In the morning go to the conductor and ask about the train and the warehouse, and the goods. Ge the storage key.
Go to the west to the Shop with Legs -- but find out that it is not there. Instead you can go into the church and have a chat with the thimblerigger.
Go to the cemetery and back, and then have a chat with the priest to buy the Scarer.
Go back to the southern district and find the Shop with Legs there.
Buy there everything: the bag of fireworks, the golden threads and the spyglass. The shop owner tells you that the threads conduct electricity.
Bring the threads to Dick Biggle and he invites you to the experiment in the evening.
Go to the tavern room and turn to the evening, then go to the southern district using the Scarer.
Witness the experiment failed, and the inventor asks you to come back in the morning.
Go back to the room and turn to the morning, then come back to the inventor.
He is sad and tells you that everything is bad, and also has a walk with you and shows his secret path to the train.
In the end he asks for the cornmeal, gives you the sack and the pruner.

SACK OF CORNMEAL
The cornmeal is at the windmill but it has to be repaired. Recall the story abou the rope, and the story about the fire at the sunflower field.
You have fireworks but need something to burn. Go to the train using the secret path from the southern district and notice the guard there.
Then go to the tavern and turn to the evening (after the dinner there is a permanent option to drink with the hostess in the evening), go pass the inventors house to the train.
There is no guard at night, so you go through the train to the storage door.
Open the door with the key and pass the rotten shrimps to the tabacco storage where you meet the ghost.
Ask the tavern hostess about the ghost and she tells you that a strong scent is needed. The flower from the church will work.
Go to the west using the Scarer between the trams and on the way to the western district.
First go to the cemetery and run away from gargoyles, then go to the church.
There use the pruner to cut the flower and come back to the center, then to the south and to the train.
Use the flower to walk through the train and get the tabacco products.
Go to the windmill and scatter tabacco, try to use fireworks and notice that there is not enough tabacco.
Come back to the train and take all that you can using the sack.
Go back to the windmill and scatter the tabacco, then throw the fireworks and start the fire.
Go back to the tavern, and to the morning.
Go to the windmill and use the sack there. You have no gold, but you can disassemble the Scarer and use the gold from it.
Fill the sack with the cornmeal and come back to Ding Bingle in the southern district.

THE CONTEMPLATOR RIDDLE
The exoskeleton is ready but doesn't work. The inventor is shocked and want to walk and contemplate, and instructs you to do so.
Go to the Contemplator, he tells you the story and asks about the symbols.
Go to the western district to the cemetery.
Go up the hill and look with the spyglass at the gargoyles.
Then go to the pier and look at the statue with the spyglass.
Go to the Contemplator and examine surroundings with the spyglass, notice the symbols at the tower.
Answer the question of the Contemplator and listen to his story.

BEFORE GOING TO THE TOWER
You need armour and weapons.
Go to the Ding Bingle workshop and recall there about the crack at the gargoyle wings. Take the hammer.
Go to the church and smash the gargoyle wings with the hammer.
Go to the tavern and turn to the evening.
Go to the cemetery and watch the gargoyles defeated.
Try to get the spear, fail it.
Go to the Contemplator, he tells you about Ding Bingle.
Go to the workshop and take on the exoskeleton (you must leave all your goods there).
Wearing the exoskeleton go to the cemetery and try to take the spear again, but fail again.
Recall how to turn on the exoskeleton. The inventor mixed up everything again, but you manage to work it out and get the spear.
Go to the Contamplator and down the valley.

FINALE
Go through the valley, fight the lions with the spear.
Give the exoskeleton to the owner of the Shop with Legs and go to the tower, and do there what you can do.
Go down, watch the snow and go back to the town.
Walk around and speak to people. Your goal is the lake in the southern district.
Go on the ice.
Cough.
The epilogue.