Concept
What a spoiler-free guide actually means
Not a guide with warnings on it. A different structure, where the shape of the help cannot leak what it is helping with.
What a normal guide gives away before you read a word
Open a walkthrough for any large game and look at what you learn before reaching your question. The contents list tells you how many chapters there are and roughly how far in you are. Headings name places, people and objectives. The related-articles rail shows four thumbnails from later. A progress bar in the corner tells you the game is longer than you thought.
None of that is a mistake by the author. It is what a reference document is for. It just happens to be catastrophic for someone who arrived at chapter two.
Four decisions that make the difference
There is no document
You ask a question and get an answer. There is no surrounding structure to accidentally read, because there is no structure.
Every fact carries an earliest-safe point
Knowledge is stored with the earliest progress at which it is safe to mention. Anything above your position is filtered out before a model ever sees it, rather than being filtered out of the answer afterwards.
Refusing is a valid outcome
When the system cannot answer without stepping over your boundary, it says so. It does not fall back on something vague and hope for the best.
Help arrives in the smallest useful dose
The hint ladder gives you a nudge first. Most of the time that is enough and you never find out how close you were to being told outright.
What it costs you
Honesty about the trade-off: this is slower than a wiki. You cannot skim it, you cannot look ahead and sometimes you will be told no. Coverage is also narrower, because we only answer from information we have verified rather than everything that has ever been written about a game.
If what you want is completeness, use a wiki. If what you want is to reach the end of the game having discovered it yourself, the constraint is the point.
Questions
Is this a walkthrough?
No. A walkthrough is a document written for someone who has finished the game, organised by the game's structure. This is a system that answers one question at a time, bounded by where you are. There is no page you can scroll too far down.
Why not just write a careful walkthrough?
Because the damage in a walkthrough is structural, not editorial. A contents list, a set of section headings and a progress bar all tell you things: how many chapters remain, that a location exists, that a character is still around later. You cannot fix that with careful prose.
What if I want to know everything?
Then this is the wrong tool and an ordinary wiki is the right one. This product is built for people who have decided they would rather stay behind than get ahead.