Hapland Trilogy

Hapland Trilogy

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Walkthrough of Hapland 1 w/ Second Quest
Von ExpertCoder14
This is a simple walkthrough of the first game in the Hapland trilogy. With contextual explanations, this guide hopes to help less confident players complete this level, while encouraging them to discover as much as possible by themselves.
   
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Introduction
Welcome to this walkthrough of the first game in the Hapland Trilogy. Needless to say, this game is all about figuring things out for yourself, so please consider trying some things out yourself before reading this walkthrough!

Common objectives for all three Hapland games
In each level, the objective is to light the portal. The portal is lit when all of the level's torches are activated. A torch is activated by allowing a character to reach one of the arched doorways.

We can only indirectly influence the events within the level by clicking on different objects and characters to see what they do. There is no dragging or keyboard input.

However, there is no indication of which effects are helpful or unhelpful, and some small, seemingly irrelevant actions are often revealed to be important later on. There are also several timed events in which a different outcome is achieved by clicking on items in a quick timed succession.

Good news! Timed events have quite a large acceptable timeframe. If you miss the window or are just a bit too early, chances are that was not the correct time in the first place. Adjust to a different timing cue.

Hapland 1 information
Starting state of Hapland 1
The first game in the Hapland trilogy has a relatively simple solution with obvious signs when the level has been made unsolvable. Its solution can roughly be broken down into three distinct sections, described in the walkthrough below.

Best click score: 25.

Part 1: Unlocking the underground gate
The stickman in the cave needs to get to the door on the right. To open the gate in between them, he needs to find a keycard. The keycard is located in the cannon above the cave, but unfortunately it is the last item there. Before the keycard there are two rocks and two bombs that must be fired.

First, we need to man the cannon. Click on the manhole cover to the right of the cannon, then click on the arrow button underneath. A stickman pops out and walks up to the cannon, and you can now click on them to fire the cannon. You can click on the barrel of the cannon to adjust where it points.

Fire the first rock low to the wooden plank to knock it over. This will bridge the house on the left with the rest of the land.

Before firing the second rock, you need to click on the window on the aforementioned house to open it. When you fire the second rock high and hit the bell atop the platform, the stickman inside the house will hear the bell and open their door. The rock will also fall and sit atop the left side of the spear next to the tower.

Now you have to get rid of the two bombs without destroying any stickmen or important objects. Unfortunately, firing them high will destroy the bell tower and spear, and firing them low will kill the stickman in the cave. However, notice that you can click on the wooden plank that has now formed a bridge to make it “jump.” By firing the bomb out of the cannon and then quickly clicking on the plank, the bombs' trajectories are changed, exploding in midair and averting damage.

Finally, you have reached the keycard. Fire it low, and watch it bounce into the cave. The stickman there will spot the keycard and use it to unlock the gate!

When finished, your level should look like this:

Screenshot of Hapland 1 after completing part 1
Does your level look like this? Great! You may be tempted to click on the stickman in the cave again to make him walk towards the torch doorway, but you'll quickly realize that there is… something… who does not want that to happen. In order to be able to clear this “dog” enemy, we first need a stickman in the other arched doorway, so let's do that next.
Part 2: Removing the landmine
If you were to click on the door that you opened by ringing the bell, the stickman inside would emerge, and follow the arrow sign directly outside. If it is pointing to the left, he will just return into the house, closing the door and window behind him, and you've missed your chance. So let's turn the sign around right now to point it to the right.

Now the stickman will follow the sign to the right, crossing the bridge and walking towards the first torch door. But the red device on the ground is a landmine, which will kill the stickman unless it is dealt with first. The only way to get rid of the landmine is to have something else trigger it first.

Click on the stickman next to the cannon again. All of a sudden, the stairs lift up, and he gets tipped into the cannon! When you push the arrow button again, another stickman pops out of the manhole and mans the cannon again, ready to fire him out.

Here comes a tricky manoeuvre. Firing the stickman low has no effect, as he will destroy the bridge. We need to fire him high, to get him on top of the bell tower. In order for him to make it, we need to click on the spear to tip it slightly, but we need to do so as the stickman passes it. If done correctly, the stickman should stand up next to the bell tower. If done incorrectly, well, you will see very clearly that you have.

Click on the stickman that you've just got to the bell tower, and he'll push the tower to the right. Now click on the bell three times to dislodge it. The bell falls onto the right side of the spear, which works like a catapult to launch the rock (the one that you fired in part 1) to the right. The rock is launched and hits the landmine perfectly, eliminating it. Now the path is clear.

Your level should look like this after completing the above steps:

Screenshot of Hapland 2 after completing part 2
Once you've successfully cleared the path, it's time to light the torches!
Part 3: Lighting the torches
Click on the now open door on the house on the left. The stickman inside walks out, follows the arrow sign to the right (assuming you flipped it as I wrote in part 2), jumps the gap in the cave, makes it past the cleared landmine, and enters the first arched doorway, lighting the first torch.

Remember the Dog, who came out of the hazard box near the portal? Now we can deal with them. If you were to click on the now-illuminated window underneath the cannon, the stickman promptly appears and slams it shut again. But notice that it dislodges some rocks to fall in the cave below—that will help us deal with the Dog.

Click on the stickman in the cave to start this timed sequence, and click on the window at the correct moment. The correct moment to click is the instant just before the Dog hits the ground. After that, there is nothing to stop him from reaching the second torch doorway, lighting it and the portal and completing the level.

Here's how it looks when completed:

Screenshot of Hapland 1 after completing part 3
Additional notes
Here are some points not mentioned above:
  • Don't click on the bridge before knocking it down with the cannon. If you do, the bridge will tip over to the right and you won't be able to knock it down to the left anymore.
  • Don't click on the lightbulb in the cave. If you click it four times, the stickman there will become annoyed and destroy the lightbulb, moving away from the opening where the keycard will fall.
  • You only get one shot to fire a stickman out of the cannon. If you get him killed, even if he did no damage, the stairs will not tip another stickman into the cannon again.
  • A bug used to exist that would allow you to click on the spear as the rock falls onto it, triggering the catapult mechanic and clearing the landmine in a fewer number of clicks. Unfortunately, this has since been fixed and no longer works.
The Second Quest
After completing Hapland 2, the Second Quest variant of Hapland 1 is unlocked. This level is similar to Hapland 1, but there are some differences that change how we must work to complete it.

Spoiler alert! It's more fun to discover the Second Quest by yourself! In order to access the Second Quest, you need to complete Hapland 2. If you need help, check out my other guide.

Here are the differences in Hapland: The Second Quest:
  • The items in the cannon are now different. While the first item is always a rock, the second, third, and fourth items consist of the keycard, another rock, and one bomb, randomly shuffled.
  • The fifth item in the cannon is a red bomb that has a longer delay after being fired before it explodes.
  • The rockfall that eliminates the Dog now blocks our stickman's path.
  • It is now raining in Hapland, and once the first torch is put on, it doesn't take long for the rain to put it out.
Solution
Here is a list of the changes we need to make to solve Hapland: The Second Quest.

Seriously, spoiler alert! The solution to this level is marginally different from that of Hapland 1. Do consider giving it a try and figuring out what you need to change.

1 – Dealing with the shuffled cannon order
Pay close attention to which order the items are in the cannon. The two rocks should be shot to the plank and the bell in turn, the keycard should be shot into the cave, and the green bomb should be deflected by the bridge, exploding in midair.

2 – Dealing with the weather
Let's try to continue solving the level like Hapland 1. We can eliminate the landmine in the same way, and we can get the first stickman in the first torch doorway in the same way. However, the rain puts out the torch within only a few seconds. This is a problem as it prevents us from completing the level.

This is where the cloud comes in; notice how it blocks the rainfall. Furthermore, we can even click and hold on the windmill in the background in order to blow the cloud towards the left. We can use this to protect the first torch from the rain, so we don't need to worry about it going out.

Furthermore, by doing this, it causes the rainfall to stop the landmine from functioning! This is perfect as we don't need to send a stickman to the bell tower, which in turn means that we don't need to fire the red bomb until we are ready. It looks like the puzzle is slowly coming together.

3 – Dealing with the rockfall
In this level, the rockfall kills the Dog, but it also becomes a barrier for our stickman. We need to find a way to destroy it. This is where the red bomb comes in. Remember how moving the cloud allows us to save the red bomb for later? We can use it to clear the path again.

After killing the demon enemy, let's fire the red bomb into the cave. Its delayed action allows it to roll all the way to the barricade, and destroy it. There's only one small complication: it kills our stickman in the process. If only there was some way to get him out of the way… and of course, there is.

Hint: Try reading the “Additional notes” section of the original level again, and see if something comes to mind.

Remember that I told you not to click on the lightbulb, as it moves him away from the cave opening? Well, if you do so after the barricade has fallen, then he jumps back towards the cave opening, away from where the red bomb will explode. This allows us to destroy the barricade with the red bomb safely.
Video walkthrough
Here's a video walkthrough for those who would prefer a visual instruction:

Hapland 1

Hapland 1: The Second Quest