![]() Use the ‘Break’ action to take the lantern off of the fishing rod. Put away the fishing rod and quickly take a piece of gingerbread or the entire bag from the side of the stall. You have a good few seconds before he comes back. When he sees the lantern hanging in the air, he thinks it is the Wandering Light and runs away in panic. ![]() Keep walking to the right until you reach the Gingerbread man. ![]() Head back to the village and equip this new contraption. Walk towards the right and pick up the lantern and fishing rod that was left there. Go to the Watermill (exit the Village on the left side). You will need to acquire a piece of gingerbread. If you observe the Wandering Light’s behaviour (from afar) you may notice, it hangs around by the Gingerbread stall quite a lot. Instead ot taking the doll from under the rock, you can try to lead the Wandering Light to the doll. When it reaches the doll, a cutscene will be triggered and the quest completed. Find the Wandering Light and give it the doll.Īlternatively, you can take the doll in your hand and approach it. Sit on the bench to pass the time until midnight. Now that you have levelled up in Strength, you can move the rock and pick up an old doll from under it. There is something hanging out from under the big rock. Walk towards the right edge of the screen, with the willow tree and the stones and reeds. This gives you an additional 1xp in Strength and you level up. Use the mug of wheat with the millstone to make flour. Walk to the left edge of the screen and leave the village. you can attach the rope to the well or the bucket, the order doesn’t matter as long as it is logical. Note: the Rope, Bucket and Well can be combined and taken apart in almost any order. Combine them in any way you see fit and get a bucket of water from the well. It is missing the rope and bucket, but no worries, you have collected them. Walk back to the well on the left edge on the village. If you picked up the magical glasses from the previous section and used it and talked to the Master’s wife, you know about the doll. This will unlock the gates to her Backyard where they keep the animals. ![]() It looks like the entire household has been enchanted to fall asleep during the night, so they can’t catch the thief. She tells you that her husband (the Master) and her are having a problem with a goose thief. You will encounter an old lady crying outside her house. You will see a piece of rope lying on the ground. Walk past the Gingerbread salesman – you can’t get gingerbread from him yet.Ĭontinue to the right. Just as you pass the well, there is a bucket on the ground. The Innkeep will then tell you about a mysterious little light that keeps the villagers in terror at night.Įxit the Tavern. To the left of the screen there is the Innkeep, behind the counter. The first building you see in the background is the Tavern. For an even better experience, we encourage you to try different combinations of actions on different objects and characters, and engage in conversation with them.Īfter the intro video, Johnny walks into the village and you can take over control immediately. This part of the guide will only include the required bits to finish the two quests. The two short stories included in the demo are only loosely connected and parts of them can be resolved in many combinations. Note: It is not necessary to do things in this order.
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