The Night of the Rabbit

The Night of the Rabbit

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The Night of The Rabbit Walkthrough
By HobbyTan
A (mostly spoiler-free) walkthrough for the game including bonus item locations.
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About this Guide
This guide is designed to be as spoiler free as is possible - as such, some instructions may seem a little cryptic.

This guide uses the following formatting to denote specific types of item or action;
  • All optional objectives are in italics
  • Locations are in bold
  • Inventory items are underlined

ENV1 completed 28.07.2013

If you're having trouble figuring out your way around Blix's Map Guide is a really helpful visual guide to how the locations in Mousewood connect to eachother!

This guide covers the requirements for most of the achievements. If you want a guide specifically for achievement hunting Samum's Achievement Guide is great!

If you've missed something you need for an achievement and can't go back for it, PlearnGaming has shared their save files to make unlocking missable achievements easier here
Introduction - Controls & Gameplay
The Night of The Rabbit
Walkthrough by HobbySquig

Controls
This is a point and click adventure and as such, most of the control function is provided by the mouse. The basic controls are:

  • Left Mouse - Walk/Look/Pick Up/Talk
  • Mouse Wheel - Bring up inventory, can also be accessed by pressing 'i'
  • Right Mouse - De-Select
  • Centre mouse - Clicking the mouse wheel will bring up the "magic coin" view once you receive it

Main Menu/Pause Menu
Whilst playing the game, the menu can be reached by pressing ESC
  • Resume Game - Return to your current game when paused or resume your most recent save when starting up the game
  • Start New Game - Start a new game, from the beginning
  • Save/Load Game - Save a game by clicking a blank window and clicking save. Load by clicking a non-blank window and clicking load.
  • Settings - Change volume levels and graphics quality and toggle windowed mode and some controls

Note: If you're going for a 100% run, it's advisable to use multiple save slots so you can go back to areas with missable optional objectives.
Collectables
Stickers:
There are 8 collectable Stickers in the game. Collecting all of them nets you an achievement and bonus unlock.

Dewdrops:
There are 32 collectable Magic Dewdrops in the game. Collecting all of them nets you an achievement and bonus unlock

Cards:
There are 32 collectable Cards in the game. Collecting them all nets you an achievement and a bonus unlock.

Stories:
There are 8 collectable stories in the game. Collecting them all nets you an achievement and unlocks the stories as bonus content.There seems to be an element of RNG to the order the stories appear in so don't worry if you don't find them exactly as they are in this guide - just travel between the relevant locations until you find the sprite to unlock the next one (Massive thanks to SonOfTzeentch9 for this info!)
Collect Blackberries
Home
  • If you opted out of the Morning Calisthenics tutorial, pick up the empty basket by the windowsill
  • Pick the Carrot below the windowsill to the left
  • Pick a Strawberry from the patch next to the carrots
  • Examine the weathered statue next to the carrot patch
  • Click on the bycycle frame to get your first Sticker
  • Pick a redcurrant from the bottom of the path (right)
  • Open the well camouflaged secret stash (potted plant) by the redcurrant bushes to get matchbook, decayed firecracker and coin with hole
  • Walk up the path, into the woods

Woods
  • Take the Cola Can that is on the ground by the lamppost
  • Examine the lamppost and group of small statues to the right of the lamppost
  • Move to the right and examine the acorn statue and town
  • Move further to the right to find the path to Blackberry bush blocked by a Thorny Bush.
  • return to the crossroads and follow the path deeper into the woods (???)

Deep in the Woods - Old Path Tree
  • Examine the pond, the round stone and the flat stone
  • Examine the Chalk Quarry (left hand side, across the pond) to get Crumbly Chalk
  • Examine the strangely shaped rock and old path tree
  • Pick up the stick
  • Return to the crossroads

Woods
  • Use the stick in your inventory with the acorn tree in the centre of the crossroads to get Acorns
  • Move to the right and use the Stick again on the Thorny bush and recieve Rosehips
  • Use the Stick again on the cobwebs
  • Pick all of the Blackberries
  • Go back home

Jerry will automatically put the basket of blackberries on the windowsill and a cutscene will activate.
Making a Carrot Flame
Home
  • Read the Letter
    You will need to remember the poem from the letter;
    After drawing on rock a symbol all in white - grinding white powder makes it right.
    Then add black in turn, the kind you should be loath to burn.
    Black and white they combine, the inside of your vessel line.
    The three more things: tree skin, tree fruit and lastly, but not least, a root.
    At crossroads, draw a circle with the powder mix obtained, put vessel in the center of the powder ring thus gained.
    Set the circle - bang! - on fire, the carrot flame leaps high and higher, and I will swallow it in haste to enjoy the lovely taste.

  • Move deep into the woods

Deep in the woods - The old Path Tree
  • Use the Crumbly Chalk on the strange looking (frog) rock
    There will be a mini cutscene
  • Pick up the Squirrel's Tree Bark
  • Place the Crumbly Chalk on the flat rock by the pond, pick up the round rock and use it on the Crumbly Chalk to get Chalk Powder
  • In your inventory, combine the Decayed Firecracker with the Chalk Powder in your inventory to get Powder Mixture
  • In your inventory, combine the PowderMixture and Cola Can to get Can with Powder Mixture
  • In yourinventory, combine the Squirrel's Tree Bark, Acorns & Carrot one at a time (and in that order) with the Can with Powder Mixture
  • Return to the crossroads

Woods
  • Use the Can with Powder Mixture, Bark, Acorns & Carrot on the circular stone on the floor of the crossroads
  • Use the Matchbook on the powder circle

A cutscene will start
The Magician's Apprentice: Explore Mousewood
Woods
  • Examine the Trunk. Take the Poster to expose a rip on the lining.
  • Examine the rip. Take the Magic Wand.
  • Try to take the Top Hat.
  • Use the Magic Wand on Top Hat.

    The first of several cutscenes will begin. You will then gain access to a new feature:
    The magic coin (coin with hole). Using the magic coin or pressing the space bar or the middle mouse button will show all the interactable items in the area.

  • Follow the Marquis

    The cutscenes will continue until the Marquis asks you to wait in the town center until he returns

Mousewood - Town Center
  • Talk to the girl squirrel
  • Talk to the dancing mouse
  • Talk to the pudgy animal with an umbrella
  • Talk to the mouse with a backpack
  • Use the Magic Coin ability and recieve Mysterious Book

The Marquis will return and take you into the Town Hall

Town Hall
  • Recieve your first quest as a Magician's Apprentice
  • Examine the books, window, painting of a rider, fire, suits of armor, ballustrade, clover-shaped table and Ursula.
  • Talk to the Marquis and recieve Ancient Invitation and Magic Postage Stamp

    You will then gain access to a new feature:
    The Advice Seeker Spell Click the Question mark (?) icon in your inventory to get a hint from the Marquis on your main objective

  • Exit the Town Hall


Town Center
  • There is a dewdrop on the hanging bridge above the Center
  • There is a sticker at bottom part of the advertisement pillar behind the golden horn.
  • Examine the adverts next to the Town Hall
  • Enter the Cafe (left-most building visible from the centre)

Treetrunk Coffee Shop
  • Ring the bell on the right-hand counter. Receive Very Dry Cupcake and Sugarfree Lollypop
  • Examine the photos and bottles on the counter
  • Talk to the mouse with backpack
  • Follow the mouse with backpack out the back door
  • Talk to the mole at the table to the right
  • Read the warning sign on stairway.
  • Check the cheese wheel at bottom right of screen
  • Check the cupcakes to the left or ring the bell.
  • Talk to Anja
  • Check the coffee maker, the sheet with writing above it and the sink under the machine.
  • Check the door key beside the sink and the radio above the key.
  • Exit the Cafe.

Town Center
  • Take the path over tree root left of the Town Hall to the Gardens.

The Gardens & Hare Family House
  • Check the signs on the signpost.
  • Talk to the grumpy garden owner.
  • Try the gate.
  • Examine the big pretty flower
  • Talk to the party guest on the table to the right
  • Check the bowl of dirty dishes and mailboxes outside the Hare house.
  • Pick up the Rake to the left of the party guest.
  • There are dewdrops on the barrel at bottom right, on the large pretty flower, and on the plant left of the bridge-ramp.
  • Examine the flagstone with the cloverleaf pattern and the half-statue
  • Take the Tap from the empty keg
  • Walk down past the keg to the Edge of Town

The Edge of Town
  • Examine the pumpkins, the boat, the hut, the crow statue, the strange house and the hedgehogs
  • Use the Sugarfree Lollypop with the Honey from the hive on the right to get Honey Lollypop
  • There's a dewdrop above the strange door and on top of the pumpkin at bottom right.
  • Continue under the archway to Behind The Town Hall

Behind The Town Hall
  • Examine the view, mushrooms, overgrown mural, odd crystal and window
  • There are dewdrops to the bottom right, to the left of mural and on the tip of plant left of the arch at center of the screen.
  • There is a sticker at the top left of the mural
  • Talk to the thin mouse and receive Coin with hole on thread
  • Continue to the left towards the Town Center

Town Center
  • Continue up the ramp to the right of the town gate (left side of the screen)

City Wall
  • Talk to the gunner
  • Examine the cannon and pea shot
  • Talk to the pudgey animal with an umbrella
  • Examine the barrier
  • Examine the gate to the left of Spitzweg
  • There are dewdrops on leaf to the left of the catfish, on a leaf to the left of the gunner and on the tip of a leaf at bottom of the screen by some red flowers.
  • Return to the Town Center

Town Center
  • Exit to the left, through the Town Gate

Town Gate
  • Talk to the guards
  • Examine the marker stones at the bottom right
  • There is a sticker on the gatehouse behind the guard with a leaf
  • Take the exit pointing upwards to the right of the screen (Way Through The Grass)

Way Through The Grass
  • Examine the statues and wall
  • There are dewdrops on the tip of a ledge at the center of the screen and on a plant at the bottom right
  • Take the Path to The Portal Tree to the left

Path to The Portal Tree
  • Examine the Portal Tree, odd statue and spiderweb
  • There are dewdrops at bottom center of the screen and to the right of the mushroom ring.
  • Return to the Town Gate

Town Gate
  • Head to the right to the Coldwater Brook Bridge

Coldwater Brook Bridge
  • Examine the animal statues
  • There are dewdrops behind a swaying wheat stalk in the center of the screen, and on top of the stone tablet etched with words to the left.
  • Talk to Humbert
  • Give Humbert the Honey Lollypop
  • Continue to the right, over the bridge.
  • There's a dewdrop at the extreme bottom right.
  • Continue up through the grass just past the bridge.
The Magician's Apprentice: Helping Others
Save Ursula from the crow:
Coldwater Brook
  • Use the Very Dry Cupcake on the crow.
  • Examine the radio antenna.
  • Go to the large boot at left. Take the Shoelace
  • Use the Shoelace on radio antenna. Recieve Sharp Grappling Hook
  • Use the Grappling Hook on the radio antenna.
  • Collect Ursula and recieve a Advert for Violin Lessons (It looks like a leaf) and a Crow Feather
    (Be warned, Ursula rearranges the inventory from time to time.)
  • There's a sticker on the inside wall of the destroyed radio station
  • Examine the destroyed radio station, note, berries, flooded area, small statue,flooded path, signpost and old boot
  • Pick up Yellow Marsh Marigold
  • There are dewdrops on top of a marsh marigold flower and on the wall where it is snowing
  • Take the path just to the right of the flooded area/berries

Wood Dwarves House
  • Eamine the sign,gurgling brook and poster
  • There are dewdrops at bottom right of the screen, at the tip of the ledge above the chimney, and on the tip of a leaf at left edge of screen.
  • Return to the Brook

Help Plato the Mailman:

Coldwater Brook
  • Talk to the frog in uniform.
  • Examine the snow behind the bicycle.
  • Examine/Pick up on the mail-packages on the ground. Recieve a package for Mr. Churchmouse, pink package for Edith Squirrel from Supersquirrel Boutique, a magical letter for Senor Molena and a perfumed letter for the radio DJ.
  • Examine the stone with marking of the Treewalkers beside Plato.
  • Examine the Blue Juice vending machine to the left
  • Use Coin with hole on thread on the Blue Juice Vending Machine
  • Take the blue juice keg and recieve a blue juice sticker.
  • Take the path to the right of the screen.

Other side of brook
  • Examine the misshapen rock with a pattern and the hole in the old tree stump.
  • Take the lower path (not the one you came through)

The Lower Path
  • Talk to the suspicious figure.
  • Examine the view of Mousewood, fish statue, smiling statue and the statue balancing rocks.
  • Use the Magic Coin
  • Take the fish scale.
  • Continue to the left to end up back at the Town Gate

Town Gate
  • Head back to the Town Center

Deliver the mail (and Ursula)

Town Center
  • Give the Pink package to Edith, the young girl squirrel. Recieve one leafbuck.
  • Head into the Town Hall

Town Hall
  • Give Ursula to Conrad. You will automatically lose the Crow Feather
  • Sometime during the game when Ursula is at the balustrade and has been saved from the crow; click on Ursula and Conrad will ask Jerry to play with Ursula outside. Jerry must find Ursula 4 times while playing hide and seek. - You will only be able to play hide and seek with her during the daytime once you receive the Day/Night book.
    Ursula will hide within the town walls: left side pumpkin by the Hedgehog brothers; close to the Hare garden, behind the stone owl close to Spitzweg's house and behind the stone statue right of town hall door. Finding her will get you a card
    You will also find the Suspicious figure inside the town hall

  • Exit the Town Hall

Town Center
  • Go to the cafe

Treetrunk Cafe
  • Give the Perfumed letter to Ludwig Burrower. Recieve a complimentary mug with logo.
  • Use the mug on the coffee machine
  • Use the sharp grappling hook on the cheese wheel to the right of Burrower to get aromatic but hard piece of cheese.
  • Exit the cafe and head towards the Gardens

Gardens
  • Give the hot mug of coffee to the party guest. Recieve a quartet card.
  • Head to the Back of the Town Hall

Back of the Town Hall
  • Give the Heavy well-packed package to Mr. Churchmouse
  • Go to edge of town.

The Edge of Town
  • Use the magical letter on the strange mailbox to the left of the strange door with the spiral.

Help the Hedgehog Brothers

The Edge of Town
  • Talk to the Hedgehog brothers about Spitzweg's leafboat.
  • Use the Magic Coin
  • Examine the green footprints on the path.
  • Go through the tunnel and head to the Gardens.

Gardens
  • Use the Rake on the flagstone with cloverleaf
  • Chase the Leprechaun back towards the flagstone. (Go to edge of town by the Hedgehog brothers, then to back of town hall and then to back of cafe).
  • Take the stolen tools and nail.
  • Return to the Hedgehog Brothers

The Edge of Town
  • Try to give the brothers the stolen tools.
  • Pick up the wooden board to the right of the boat.
  • Use the wooden board on the small tunnel where the Greenhat's footprints entered.
  • Chase the leprechaun again (from the back of the town hall, to the gardens and back to the pumpkin patch).
  • Examine the weird pumpkin. Receive Silver Spoon & leprechaun cobalt
  • Give the brothers the stolen tools.

A cutscene will start.

Cafe
  • Take the empty envelope from Ludwig Burrower's table.
  • In your inventory; combine the envelope with the ancient invitation to the festival to get an old invitation in open envelope.
  • Take the sleeping potion-Valerian drops from the herb shop counter.
  • Head to the barrier near the City Wall

City Wall
  • Talk to Spitzweg
  • Use the silver spoon and grappling hook on the boat.
  • Use the Valerian drops on the catfish.
    A cutscene will start
  • Go to the Cafe

Cafe
  • Ring the bell
  • Give the Advert for Violin Lessons to Anja
  • Go back to Humbert
  • Enter the boat and go downstream.
    Another cutscene will play

Coldwater Brook
  • Receive Indian White Pepper
  • Enter the boat and go downstream

Order the blue juice and help Steinberg

Back of Wood Dwarf House
  • Take the shimmering snail.
  • There are dewdrops on a dandelion at the bottom right and on the beet leaf to the left.
  • Examine the door.
  • Examine the window.
  • Use the nail on the window
  • Use the snail on the cut glass
  • Talk to Steinberg.
  • Take the wicket key to the left of the door.
  • Read the note on the pin board.
  • Examine the top and bottom bunk
  • Examine the sink by the bunk and the metal door in the corner
  • Examine the blue juice machine.
  • There's a sticker on the vase with flowers.
  • Open the loose floorboard by the bunk to get a quartets card
  • Exit the house through the left door
  • Use the Wicket Key on the gate
  • Return to the Cafe

Cafe
  • Ring the bell
  • Talk to Anja
  • Ring the bell again
  • Give Anja Marsh Marigold, Fish Scales & Pepper
  • Receive Pepper & Cold Medicine
  • In your inventory; combine the Blue Juice keg & the Mug to get Mug with Blue Juice
  • In your inventory; combine the Mug with Blue Juice & Cold Medicine to get cold medicine in blue juice.
  • Return to the Dwarves' House

Dwarves' House
  • Use cold medicine in blue juice on Steinberg
  • In your inventory; combine the cold medicine in blue juice with the Silver Spoon
  • Use the Medicine in Spoon on Steinberg.
  • Use the tunnel to return to the cafe

Cafe
  • Ring the bell
  • Talk to Anja
The Magician's Apprentice: Sending the Invitations
Thaw out Plato's bicycle

Cafe
  • Use the mug on the coffee maker
  • Enter the secret tunnel
  • Exit the house and go to radio station

Coldwater Brook
  • Use the hot coffee on Plato's mail bicycle
  • In your inventory; use the shimmering snail on the open envelope with invitation
  • In your inventory; use the stamp on the old invitation in sealed envelope
  • Give the giant pile of invitations to Plato.
  • Recieve Clicker frog
  • After Plato's bike is moved; there's a dewdrop that is exposed on the log bridge.
    Note: there's a possibility that this dewdrop is missable, so get it as soon as you can.

  • Return to the Town Hall

Town Hall
  • Talk to the Marquis
    A cutscene plays
The Magician's Apprentice: Training Begins
Hall of Apprentices
  • Examine the tree and Stele of past apprentices
  • Use Leprechaun cobalt on the metal ball in the tube - receive Metal ball
  • Pick up both half arcs
  • Use both half arcs and the Metal ball on the machine near the Marquis
    A cutscene will play
  • Receive 16 Cards
  • Pick up Ghostly Key
  • Go to the Edge of Town where the hedgehog brothers live.

Edge of Town
  • Use the ghostly key on the spiral door
  • Enter the house
  • Examine the stone stele, thermometer and railway
  • There is a dewdrop on a leaf at the top left of the screen
  • There is a sticker on the wall below the ledge at the center of the screen
  • Enter the the hole in the wall

Magician's House
  • Examine the shelves
  • Take the napkin from the teacup, and the chocolate and heat resistant tinfoil from the foreground
  • Examine the hammock and the ivy
  • Use the grappling hook with the ivy
  • Walk to the clock
  • Touch the metal arm
  • Use the napkin with the drop of oil to get napkin with oil
  • Use the napkin with oil on the metal arm
  • Touch the metal arm again
  • Use the metal knob that looks like a screw on the left side of the clock
    A custscene will start
Quartets
How to Play
This game is very similar to Happy Families or Go Fish

There are 32 cards in a set; they consist of 8 quartets (4 cards per quartet).
First, select a 'family' or type of card.
Then pick the card from that family that you want to ask your opponent for.
The person with the most completed quartets when a player's hand is empty,or the first person to 5 quartets is the winner.

Tactics
  • Remember which cards your opponent has taken from you
  • Remember which cards your opponent has asked for
  • If your opponent draws a card and then forms a quartet, you know they haven't picked up any card that can be of use to you.

After the Quartets tutorial
  • Receive Star Map & Magic Book
  • Exit the Magician's home.

Edge of Town
  • Talk to the Hedgehog brothers and choose dialogue option 3
  • Look in the cabinet and receive 4 cards

A Good Hand? Achievement: Quartets Opponents
If you play and win (other guides suggest the winning is optional) a quartets card game with each of the citizens of Mousewood (and the 4 portal dwellers you meet), you get an achievement.

Note: There is a known bug with this achievement that only affects some players. You may not get the achievement even if you win against every single character required.

To get the A Good Hand? Achievement you need to play quartets against each of the characters below at least once (you can play against them in any order - however Characters in the Portals at the bottom of the list are missable once you've completed their portal):
  • The Magician
  • The Marquis de Hoto
  • The Hedgehog Brothers
  • The Dancing Mouse
  • Conrad
  • Ursula
  • Jonathan
  • Churchmouse Jr.
  • The Grumpy Garden Owner
  • Plato
  • Anja
  • Edith
  • Steinberg
  • Kitsune (Note: You can play Quartets with Kitsune even when she is in statue form)
  • Grim Man In Green
  • The Poet
  • The Polar Scientist
The First Portal
Town Center
  • Once at the town center, use the Magic Book[/b] to change to night
  • Talk to Mr. Churchmouse
    A mini-cutscene starts
  • Talk to Mr. Curchmouse again recieve blank paper and pencil
  • Examine the green beetle picture next to Junior
  • The Hedgehog brothers and Junior will both play Quartets when asked
  • Head to the Town Gate

Town Gate
  • Examine the wall with no guard
  • Pick up the beetle
    A mini-cutscene will play
  • Receive a card
  • Click the beetle 1000 times for an achievement
  • Head to the Coldwater Brook

Coldwater Brook
  • Talk to Plato.
  • Use the star map on the sky over the wheat field.
  • Go back to the town gate and take the path going to the woods.

Woods
  • Listen to the 4 strangers
  • Talk to the 4 strangers.
  • Enter the woods at left
    A cutscene will play

The First Portal
  • Use the Indian white pepper on the toad
  • Go to forest crossroads.
  • Use the stick on the lamppost.
  • Go left towards home
  • Look around
  • Look inside the dry rain barrel.
  • Return to the toad
  • Use the clicker on the toad.
  • Talk to the toad - Select the correct answers to get him to continue talking;
    - I'm Jerry Hazelnut, mighty magician!
    - The streams of time?
    - The whispering of the rocks?
  • Recieve yourfirst spell - Rockwhisper
    A cutscene will play
  • Use the Rockwhisper spell on the stone figures encountered to learn things or get possible clues.
The Second Portal
Town Gate
  • Talk to the Stranger
  • Head to the Town Center

Town Center
  • Talk to the Stranger
  • Enter the Town Hall

Town Hall
  • Talk to the Stranger
  • Head to the Gardens

Gardens
  • Look at the Large Butterfly
  • If you haven't already, take the Tap from the empty blue juice keg at the side of the path
  • Use Rockwhisper on the half-statue at the crossroads
  • Use the Magic Coin
  • Pickup the Green Garments
    A mini-cutscene plays
  • Lose the Green garments, recieve a hat
  • Use the Excting Book to change to night
  • Head behind the town hall

Behind the Town Hall
  • Enter the Town hall through the little window
  • Talk to Conrad
  • Examine the documents and papers on the ballustrade to get another quartets card
  • Move the cursor to the top right to find the way up the tower.
  • Talk to the Leprechaun
  • You can play Quartets with the Leprechaun
  • Exit via the route you took up there
  • Head to the Gardens

Gardens
  • Talk to the grumpy garden owner
  • You can play quartets with the grumpy garden owner
  • Change to day by reading the Exciting Book
  • Enter the cafe

Cafe
  • Wait until the backpack mouse goes outside and then use the key shaped clock part on top of the key on the hook
  • Speak to Anja - Recieve a list of ingredients
  • Talk to Steinberg
  • You can play quartets with Steinberg and Anja, playing against Steinberg will reward you with another card
  • Return to the Magician's House

Magician's House
  • Use the empty keg of blue juice on the cup of milk to get a keg of milk
  • If you didn't already; pickup the chocolate and tinfoil
  • Change from day to night either by using the hammock or reading the exciting book
  • Exit the house
  • Talk to the night watchman
  • Head to the destroyed radio station

Destroyed Radio Station
  • Talk to the guard
  • Examine the bush behind the guard
  • Use the Heat resistant tinfoil on the fire
  • Use the aromatic but hard cheese on the tinfoil pot
  • Use the Indian white pepper on the cheese fondue
  • Take Tasty smelling berries from the bush
  • Head to the Back of the Dwarf House

Back of the Dwarf House
  • Use the Tap on the huge beet
  • Use the mug on the huge beet - recieve beet syrup in a mug
  • Change to day and head back to the cafe (if you walk back, talk to the DJ, Stranger and Edith on your way you can play quartets with Edith)
  • If you change night to day (by any method) 30 times, you get an achievement

Cafe
  • Give the ingredients to Anja
  • Go outside and change to night
  • Re-enter the cafe through the back door
  • Talk to the Wood Sprite - receive Story #1
  • Head to Coldwater Brook and talk to him again to get Story #2
  • Head to The path overlooking the Dwarves' house and talk to him again to get Story #3
  • Head to The Edge of Town and talk to him again to get Story #4
    Note: Some people have found that Story 3 and Story 4 are switched. If you can't find the Wood Sprite at one, try checking the other first
  • Head to The river by the wheat field and talk to him again to get Story #5
  • Head to the back of the Dwarves' House and talk to him again to get Story #7
  • Head to The Path Tree and talk to him again to get Story #8
  • Change to daylight and re-enter the cafe
  • Ring the bell and examine the cake - Receive the cake
  • Head to the gardens and switch to night

Gardens
  • Give the Cake to the grumpy garden owner
    A mini cutscene will play
  • Receive the Trophy
  • Talk to the party guest to get a quartets card
  • Use the blank paper and pencil on Johnathan Squirrel
  • Pick up a glownut
  • Talk to the dancing mouse
  • Go to the town wall

Town Wall
  • Talk to the gunner
  • Head back to the cafe
  • Make sure the back door is unlocked
  • Use the mug on the coffee machine
  • Return to the gunner at the town wall
    One method to do this is (Thank you SonOfTzeentch9 for the tip!):
    • Exit the cafe through the back door and head towards the Hedgehog Brothers' House
    • Use the horn in this location to call Plato
    • Get Plato to drop you at the City Gates
    Another route for this is (Thank you to ZiЯA for this one!)
    • Take the exit in the top left corner of the Gardens to the Town Square
    • Take the upper left exit to the Wall
  • Use the Sleeping drops with the coffee to get coffee with reverse effect
  • Give the coffee with reverse effect to the gunner (you can hand it to him from the gates)
  • Go to and then examine the canon
  • Use the glownut on the cannon.
    A mini cutscene plays
  • Examine the note on the door left of the city wall.
  • Go to the back of the town hall and go through the window and up to the balustrade and outside.
  • Examine the documents and papers on the balustrade to get another quartets card

Tower
  • Use the branch to get to the leprechaun.
  • Talk to the Leprechaun.
    A cutscene plays

    The Second Portal
  • Talk to the grim man in green
  • Lose the hat
  • Talk to the Leprechaun and select the third dialogue whenever possible to get an achievement
  • Examine the cross, island across the water and the little tower
  • Enter the little tower
  • Take the flag
  • Use the magic coin
  • Talk to the Leprechaun
  • Use the Trophy on the Leprechaun
  • Go outside
  • Use the Trophy on the window
  • Use the flag on the trophy
  • Enter the tower
  • Examine the rainbow - receive the Green Growth Spell and a quartets card
    A cutscene plays
The Third Portal
Destroyed Radio Station
  • Change to daylight.
  • Go to the destroyed radio station.
  • Talk to Ludwig Burrower by the radio station.
  • Give him the half jokes
  • Change to night and return to the Town Center

Town Center
  • Give Mr Churchmouse the jokes - receive the waternut
  • Return to the destroyed radio station.

Destroyed Radio Station
  • Change to daylight
  • Check the flooded path to the swamp right of the large boot.
  • Place the waternut in the flooded path.
  • Use the greengrow spell on the waternut
  • Go down the path to the Swamp

Swamp Radio
  • Examine the blue beet, pretty flower and the dewfly.
  • Use the rockwhisper spell on the fox statue and the crystal statue.
  • There's a dewdrop on a leaf on the top left leaf and another one above Plato's house.
  • There's a sticker on the base of Plato's house.
[/i]
  • Go to the wheat fields
  • [/list]

    Wheat Fields
    • Change to night again. Talk to Plato. See the fox fire.
    • Use the greengrow spell on the wheat fields
    • Go to the swamp

    Swamp
    • Do the rockwhisper spell on the fox with 9 tails.

    The Third Portal
    • Use the rockwhisper spell on the fox statue.
    • Use the magic coin
    • Take the golden bell from the bushes to the left of the fox statue.
    • Examine the large wooden statue
    • Examine the iron bell at foreground.
    • Examine the fox statues on the left.
    • Use the rockwhisper spell on the fox statues.
    • Follow the clues to locate the gatekeeper. (The gatekeeper is the second from the left on the top row).
    • Talk to the gatekeeper.
    • Ring the bell on the foreground
    • Use the golden bell on the gatekeeper.
      A cutscene plays
    • Talk to Kitsune the young girl.
      Ask - Are you sure they really hate you?
      Tell her - For your information happy is my favorite word in the whole dictionary.
    • Go back to Basho, the poet by the pond.
    • You can play quartets with Kitsune and Basho - You can play Quartets with Kitsune in Fox Statue or Human form, so you have plenty of opportunities to catch her
    • Examine the frog pond and the bamboo grove.
    • Talk to Basho
    • Use the clicker frog on the frog pond
    • Use the clicker frog on the curious frog.
    • Talk to the basho.
    • Go back to Kitsune
      A cutscene plays
    • Receive Cunning Spell & Story #6
    The Fourth Portal
    Destroyed Radio Station
    • Change to daylight.
    • Go to the mushrooms under the falling snow.
    • Use the Greengrow spell on mushrooms.
    • Climb up the mushrooms.

    Cold Hill
    • Change to nighttime.
    • Talk to the Hespera, the mothwoman.
    • There's a dewdrop on a leaf at top of the column at the center and one under the rock where Hespera sits.
    • Use Fox' cunning on Hespera
    • Enter through the archway
    • Talk to the priestess.
    • Go right and examine the waste dump.
    • Examine the statue of the high priestess to come.
    • Examine the clay pot with soil in front of the statue.
    • Take the bundle of flax from the fence at the left.
    • Dewdrops and stone stele: If you now have all 32 dewdrops; go back to the home of the old Magician and click on the stone stele outside the entrance (hole in the wall) of the Magician's home.
    • Head to the Path Tree

    Path Tree
    • Take the spiderweb.
    • Go to the dwarves' house.

    Behind the Dwarves' House
    • Change to daylight
    • Use the grappling hook on the forked branch.
    • Place the end of the shoelace through the cut window.
    • Enter the house
    • Turn off the blue juice machine by flipping the switch to the right.
    • Attach the shoelace end to the large flywheel at the bottom.
    • Turn the machine back on again.
    • Exit to the back of the house.
    • Use the mug on the tap of the large beet.
    • In your inventory; combine the bundle of flax with the stick to make a long brush.
    • Combine the long brush with the mug with beet syrup to get a sticky brush.
    • Use the sticky brush on the restrained forked branch.
    • Use the spider web on the sticky forked branch.
    • Go back inside the house.
    • Go back outside.
    • Use the sticky brush on the caught dandelion parachute-seed.
    • Go back to the Temple of the Moths.

    Temple of The Moths
    • Change to night and enter the temple.
    • Use the dandelion parachute on the clay soil.
    • Use the Greengrow spell on the clay pot with seed.

      If you have completed any bonuses you wanted to, go through portal. You cannot complete them after this point.

      The Fourth Portal
      • Examine the snow covered rock at the right twice.
      • Use the Rockwhisper spell on the statue.
      • Talk to the statue.
      • Take the path at the left.
      • Examine the sea.
      • Talk to the scientist.
      • You can play quartets with the scientist - she should be the last opponent you need to face to get the achievement.
      • Examine the shrub
      • Remove the tarp under the broken radio
      • Remove the tarp on the right.
      • Take the string of lights from the middle crate.
      • Use the string of lights on the shrub-tree.
      • Use the the string of lights' plug on the battery under the broken radio.
      • Go back to the god statue.
      • Use the Rockwhisper spell on the statue.
      • Talk to the statue.
      • Irritate the statue by using the first dialogue choice
      • Go back to the camp
      • Talk to the whale. - Receive the Glimmer of hope spell
      • Return to the portal and leave
    Jerry's Test
    Old Woods
    • Examine the scenery
    • Go to the crossroads.
    • Go right and examine the landscape
    • Go back towards home (to the left)
    • Examine the poster
    • Use the Rockwhisper spell on the statue-dwarf left of the door
    • Use the Glimmer of Hope on Jerry.
    • Go back to the Old Path tree in the woods and use the portal
      A cutscene plays

    The Edge of Town
    • Talk to Edith
    • Enter the Magician's home.

    The Magician's Home
    • Look at the shelf
    • Talk to the Magician.
    • Examine the lizard in a bottle
    • Take the monocle from under the red bag at the left.
    • Examine the bag above the red bag.
    • Use the nail on the bag to get a kernel of corn.
    • Use the corn kernel on the sunlit gap to the right of the magician.
    • Use the monocle on the sunlit gap.
    • Receive 3x banishing bottle
    • Go to the Town Center

    Town Center
    • Watch the stranger
    • Place the banishing bottle in the bottle rack-cart.
    • Talk to the stranger.
    • Go to the Town Hall

    Town Hall
    • Talk to the money lizard
    • Use the Fox' cunning spell on the stranger.
    • Talk to him again.
    • Choose to sign
    • Talk to him again and choose to sign again.
    • Talk to him again and say that the price of acorns and nuts just crashed.
    • Examine the costume.
    • Examine the armor
    • Check your inventory - the rose hips dried up into itching powder.
    • Use the itching powder on the armor with the lizard.
    • Follow the lizard through the window
    • Use the magic coin
    • Talk to the lizard
    • Use a banishing bottle on the lizard
    • Go to Swamp Radio

    Swamp Radio
    • Talk to the luck lizard. Ask him to tell his own fortune.
    • Take the blue beet.
    • Talk to the luck lizard again. Ask him to tell his own fortune.
    • Immediately use the pretty flower
    • Quickly use the blue beet on the open hatch
    • Pick up the white ball.
    • In your inventory, place the blue juice sticker on the white ball to get a manipulated white ball.
    • Ask him to tell Jerry's fortune.
    • Use the pretty flower again.
    • Quickly use the manipulated white ball on the hatch
    • Once the ball is in place, ask the lizard to tell his own fortune again.
    • Give the empty banishing bottle to the lizard.
    • Go back to the Magician's home.

    The Magician's Home
    • Give the magician the lizard filled bottles.
    • Examine the red coat, royal blue coat with gold trimming, stylish second hand tuxedo, motley ensemble, daring robe with hat and simple checkered jacket.
    • Click on keyhole
    • Enter another room.
    • Open the sliding door at the left.
    • Pull up the corner of the rug that was inside the closet
    • Open the niche.
    • Open the musty cardboard box.
      A cutscene plays
    The Fifth Portal
    Hall of Apprentices
    • Examine the metal frame at the base of the tree.
    • Use the leaf on the blue circle. Receive the sound carrier.

    Old tree stump:
    • Use the sound carrier on the hole of the old tree stump.
    • Examine the tree stump
    • Go to each of the crystal statues at the 4 trees (Swamp Radio, Temple of The Moth, Path Tree & Behind Town Hall) and do the following:
    • Use the sound carrier on the crystal statue
    • Collect the amber
    • Go back to the old tree stump.
    • Place the 4 ambers on the old tree stump
    • Examine the image plate below the head of the caterpillar.
    • Use the Glimmer of Hope spell on the slider puzzle.
    • Take the silver key.
    • Use the silver key on the door.
      A cutscene plays

    The place between worlds
    • Use the Advice Seeker spell. - Receive Tree Bark
    • Talk to the raven.
    • Review the triangular letter in inventory.
    • Turn the wheel
    • Take black powder from the cannon in the center window.
    • Turn the wheel again.
    • Take acorns from the net in top window.
    • Use the stick to pry the rusty metal door in the left window open - receive dwarf beet root
    • Use the white pepper on the stone with marking in the center window
    • In your inventory; combine the white pepper and the black powder.
    • Place the powder mixture in the mug.
    • Add the tree bark to the mug.
    • Add the acorns to the mug.
    • Add the dwarf beet root to the mug.
    • Use the mug with all the ingredients in on the crossroad (center of the 3 circular stones).
    • Turn the wheel again.
    • Get a log from the campfire in the left window.
    • Use the lit log on the circular powder on the crossroads.
    • Talk to the dangerous magician
    • On each screen; use the magic coin. Move the ring over all of the windows. Enter the one with the strongest purple aura. (Bottom, left, Bottom, Right)
    The Great Zaroff
    Act 1: Mousewood
    • Approach the toad
    • Pick up the Styrofoam chestnuts
    • Read the script at the left.
    • Move the boulder scenery at the left of the toad.
    • Use the light switch
    • Use the voice tube at the left wall.
    • Immediately use the Styrofoam chestnuts on the toad.
    • Talk to Plato
    • Use the clicker frog with Plato
    • Receive black nail

    Act 2: The Emerald Isle
    • Read the script.
    • talk to the Leprechaun
    • Go left
    • Use the black nail on the rip in the scenery
    • Move the lever to the middle position.
    • Push the round button.
    • Move the lever to lower position and press the button again
    • Try to take the leprechaun's hat
    • Take the bronze nail from the tree


    Act 3: Land of the Foxes
    • Talk to Kitsune.
    • Read the script.
    • Examine the large bell in the foreground.
    • Use the sound carrier with the large bell
    • Use Kitsune's bell with Kitsune.
    • Talk to Kitsune
    • Receive gold nail

    Act 4: The North Pole
    • Look at the whale and the ocean.
    • Read the script.
    • Examine the Christmas tree. Receive string of lights
    • Take the candy cane.
    • In your inventory; combine the candy cane with the string of lights to get a festive fishing rod.
    • Use the fishing rod on the ocean.
    • Pull the cable twice
    • Touch the wind machine
    • Take the silver nail.
      A cutscene plays

    Finale
    Zaroff and Jerry face off in a duel (The duel puzzle is skipable).
    Zaroff has 4 spells to be destroyed. When Zaroff casts a spell, Jerry must cast a counterspell. Then a nail should be selected to throw the cast spell back at Zaroff.

    When Zaroff casts his first spell:
    • Open your inventory and select the spell of the matching colour.
    • Use the selected spell on the magical energy
    • open your inventory again and select the appropriate nail and use it on the magical energy
      Spell Colour
      Nail Colour
      Blue
      Gold
      Red
      Bronze
      Green
      Silver
      Purple
      Black

    • After the first round, the spells and nails will be selectable from the bottom of the screen.
    • Completing the duel unlocks an achievement

      After the Duel
    • A cutscene will play
    • Talking to every guest during the credits gets you an achievement
    • The final cutscene plays

      End
    90 Comments
    LaST]ONE[Down Mar 13 @ 11:06am 
    Perfect and accurate. Went through all of it with 0 problems. THANKS FOR YOUR WORK.
    Monster w/ an Attitude Jul 30, 2024 @ 4:12pm 
    Great guide; thanks!
    HobbyTan  [author] Feb 17, 2023 @ 2:18pm 
    Thanks for the suggestion jc. I'll put some time into updating that when I have a moment :)
    jcdenton666 Feb 17, 2023 @ 1:39pm 
    by the way, counters for the collectibles would help a lot. e.g. dewdrop (26) on the carrot leaf (yeah that's NOT A BEET)
    Aniyha Nov 30, 2022 @ 8:40pm 
    An excellent guide! Thank you very much!
    HobbyTan  [author] Oct 31, 2022 @ 6:11am 
    Ah! thanks orkivp! I hadn't realised I'd missed her from the list. That's updated now :)
    orkivp Oct 29, 2022 @ 6:53am 
    i figured out the bug in a good hand? achievement, you also need to play against anja
    ZiЯA Feb 5, 2022 @ 7:00am 
    Oh so you can add that it works for all achievements, you don't have to play the whole game again all you have to do is play from the eralier save and do the stuff you have missed. Also you could write a list of characters you have to play quarters with
    HobbyTan  [author] Feb 5, 2022 @ 6:46am 
    Thanks ZiЯA, I'll update the guide now :)
    ZiЯA Feb 5, 2022 @ 5:49am 
    Btw i don't know what happend but i got back to my first save and got the first sticker that i've missed and i got the achievement