A Juggler's Tale

A Juggler's Tale

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A Juggler's Tale - Complete Text and Video Guide
By Valadorn
Conquer "A Juggler's Tale" with ease! Our guide offers the, walk-through you need.
   
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Act 1 - The Circus

Go right until you spot the man in red signaling you. He'll shove a box into your path. Push the box to the fence, hop over it, and keep heading right.

Bullseye - Practice your throwing skills - left and right!
In "The Camp," your first achievement opportunity arises early on. When you encounter the second person in red who teaches you how to throw, keep aiming at and hitting the targets on both sides until you unlock it.

An apple a day... - Make sure the bear is well fed.
Keep moving right until you arrive at "The Big Show." Once you've navigated across the ropes to where the apples are, start throwing them at the bear's feet until the achievement unlocks. It should take around 8 apples to do the trick


Toss an apple over the bear to lure it away, then sneak in to snatch the hat while it's distracted. Once you've nabbed the hat, return it to the Ringmaster.

Once you're caged, two rats will bring you a Ball. Grab it from them and hurl it at the tools to your left. When the Ringmaster returns, seize the opportunity to snatch his key while he's bending over. After he leaves, use the key to unlock the cage and make your escape to the right.

Save the Bear and escape together.

On to adventure - Finish Act I.
Act 2 - A New World

Continue heading right until you stumble upon a bench under a tree.

Lunchtime - Enjoy your newfound freedom.
The nearest Chapter Select point is "On to Adventure.", you'll pass an area with a bench. press CTRL, and the Abby will sit on it, unlocking the achievement.


Continue heading right

On Dry Feet - Play through Act II without falling into the water.
It unlocks almost at the end of the chapter, just before the chasing sequence begins. Make sure not to fall into the water during the chapter. If you fail, you can replay from the checkpoint "On the Adventure" and still obtain it, without needing to start a new game. This achievement is the toughest one to get.

Keep heading right until you reach the windmill. Once there, pump the lever to start the water flow. Then, use your strings to change the direction of the water flow, allowing the cow to drink.

Proceed to the right and jump over the water. You'll need to find 2 planks to bridge the larger bodies of water. Throw them in front of you to create a path forward.

Keep moving to the right until you encounter the wolf. You'll face two choices: free the wolf or ignore him. To free the wolf, bring the cart over and hang the hook on the wolf's strings. Alternatively, you can simply push the cart down into the gap and ignore the wolf.

Animal Friend - Free the wolf.
The nearest Chapter Select point is "Trouble at the Hunter's Lodge." At the hunting cabin, you'll encounter a wolf with a cart blocking your path. If you attach the cart to the wolf's strings and then push it into the gap, you'll earn the "Animal Friend" achievement.

Scaredy-cat - Leave the wolf to his fate.
The nearest Chapter Select point is "Trouble at the Hunter's Lodge." At the hunting cabin, you'll encounter a wolf with a cart blocking your path. If you simply push the cart into the gap without attaching it to the wolf's strings, you'll earn the "Scaredy-Cat" achievement.

After navigating past the bridge and moving the cart, continue to the right. Ensure you light up the little houses and always carry a torch with you. When you reach the hollow log, throwing the torch through it will prevent it from extinguishing as you cross. Use torches to fight the spider. Shortly after defeating the spider, encounter a scared tree—throw your torch over it to climb up and retrieve your torch. At the Cable-Lift, jump down, ride it up to retrieve a torch, then ride it down again. Re-light your torch at the fire when you reach the bottom. Keep going right until you encounter the Hunter. Quickly throw your torch up and climb the rope while he investigates. Continue right until you spot the Ringmaster with Tonda, then proceed further.

Close Call - Attract the attention of the bandits three times without getting caught.
After you witness the Ringmaster hiring mercenaries to catch you, you'll need to sneak through their camp. Take the attention of the mercenary holding a lamp by stepping into the light. Repeat this action three times to unlock the achievement. Move quickly back to cover after stepping into the light to avoid being chased.

After sneaking past the first bandit, you'll come across a saw. This is the prime opportunity to achieve the mentioned Achievement above. Use the saw to cut a piece of wood, then push the small piece onto the head of the bandit. Wait for the chaos to ensue, then make your escape.

Upon encountering a rope tied to a crate, push the crate into the water to bring up a corpse. Hang onto the rope and jump to the other side. Drag the corpse to the trap, then climb back up the rope and continue to the right.



Upside Down - Finish Act II.


Act 3 - The Village

Proceed right until you come across a crane mechanism. Drag the coffin off and push it under the wooden plate. Keep moving right until you reach a yard with a dog. Jump up to break the ladder and obtain a stick. Then, throw the stick to distract the dog.

Childish - Play fetch with the dog until he is happy.
The nearest Chapter Select point is "A Fierceful Attack." To unlock the achievement, throw the stick for the dog multiple times until it unlocks.


Continue running to the right until you reach a bell.


Troublemaker - Really get on a villager's nerves.
The nearest Chapter Select point is "A Fierceful Attack." Upon reaching the village, you'll encounter a bell. Ring it as many times as needed to unlock the achievement.

Continue moving right, bypass the Baker, and proceed until you reach the Festival. Your task is to steal a cart and push it to the right without being detected. You can use apples to distract the guards. Escape by wiggling in the cage and running off to the right.



Changing your fate - Finish Act III





Act 4 - Resistance

Riot - Riot on the stage of the fourth act.
Begin moving to the right until you pass a trebuchet with a pile of stones. Take a stone and run all the way back to the start. Throw the stone at the hanging grass.


Return to where the stones were, then throw two stones into the sack. Next, climb the wall, throw down the hook, and enter the hole in the wall. Finally, continue moving to the right.

Worth a try - Annoy Tonda and the bandits.
The nearest Chapter Select point is "Declaration of War." Look for the Bandits in the background and locate the ballista. Use the ballista to unlock the achievement.


Keep moving to the right, where you'll need to outsmart Tonda and reach the boat. Row the boat until you reach the whirlpool.

Plumber - A few more barrels than necessary....
During your voyage across the sea, you'll encounter a whirlpool. Anything caught in its grasp will vanish. Utilize this at least three times, push the Barrels inside.


Once you've navigated past the whirlpool, you'll be pursued by bandits. Circle back to the whirlpool and ensnare the bandits within it. You can halt the whirlpool's activity by pushing a barrel into it. Row until you reach dry land once more. Continue running to the right until you confront Tonda again.


This is how it works - Free Tonda from a thread.
Cut Tonda's String with the scythe


Continue evading Tonda until you encounter a tree. Cut down the tree to make your escape to the right.
Engage in combat with Tonda by causing him to smash into the sides. Position yourself near the edge to lure him towards you, and throw objects to the other side to provoke him to move in that direction. For the final blow, jump onto his thread.



Triumph - Finish Act IV.
Act 5 - Homecoming

Move to the Left. Cut Strings and escape to the left with the Bear.


Together we are not alone - Finish Act V.

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