The Night of the Rabbit is a cheerful point-and-click adventure game. It takes you into the world of magic. This guide includes detailed and illustrated walkthrough, hints how to play, quartet card game rules and description of all spell. Also you can find where are hidden all quartet cards, dewdrops, story's and stickers.
This guide has been color-coded in a following manner:
Orange for characters
Blue for objects
Green for locations
Brown for spells.
Maciej "Psycho Mantis" Stepnikowski
This is a point-and-click game. You control character by clicking on places and objects. Type of cursor icon tells you what you can do here: take something (hand icon), talk with somebody (mouth icon), go to next location (arrow icon), possibility to combine this object with another in this location (sprocket icon). In the bottom of the screen you see objects, places and characters names (after you hold cursor over it).
Objects that you collect goes to Jerry's backpack. To see inventory use "I" button or mouse scroll (turning it up or down). In the same way you close equipment screen. In inventory you can hear some description about collected items - just click on them by right mouse button. If you click it by left mouse button you can use it in two ways. Firstly you can use it with another object in you inventory (e.g. to mix something together). Secondly you can close equipment menu and use this selected item on an object or character in location where you are currently.
While playing game you don't have to wait that Jerry enter a passage to next location. Click on this passage (arrow icon) twice with left mouse button - Jerry will jump to next location immediately. It's very helpful when you have to travel by many locations - it's saves a lot of time.
You can also use "esc" button. When you see a scene when character opens portal, slowly enters it and in next location portal again is opening and character slowly gets out of it, and you don't want to waste time press this button on the beginning of the scene - you will jump right after character leaves the portal in next location. This advice is effective in many places including conversations.
In game you have a journal. Basically it's not very helpful. It gathers information what you already done - there is no clues. You can use it when you have a little break in playing the game - then you can recall what you done lately.
Spells are presented in order of acquire. First one is advice seeker. After you use it you will get a hint what you have to do next. It isn't very helpful - usually you get the same information like in last conversation with main characters.
Rockwhisper spell gives you interesting ability. You can hear what statues have to say, and with some of them you can even talk. This spell it's necessary in many places in the game.
Thanks to greengrow spell you can make plants to grow immediately. Basically you can use it only during the day, but there is an exception to this. In the game you have to use a few times.
Fox's cunning allows you to get false pose expected by a character that you are talking with e.g. that you are rich or you are some creature. During game you use it a couple of times.
Glimmer of hope gives a person a new hope. You have to use it during all game only two times.
When you learn how to play quartet (old magician will teach you that) you will be able to play with Mousewood citizen's - for fun. To do that open inventory and select Quartets, and next click with it on one of characters.
"Quartet" is a real game. There is total 32 cards (8 families and in every of them 4 cards - no. 1, 2, 3 and 4). In the beginning every player has 10 cards - remaining 12 lie concealed in the stack. On the bottom of the screen you see your cards, in the top there are opponents cards. Goal of the game is to collect as many quartets as you can get (quartets - 4 card in the same family e.g. clover or leaf).
You asks opponent for a card, and then he do the same to you. When it's your turn first you select card family and next you select a card. When you are selecting card to ask from opponent remember: you have to complete quartet - four card from the same family. E.g. if you have two cards with clover, two with hazelnut and two with tree (and you don't have tree cards in the same family) you can select any of these families e.g. clover.
After you select family it's time for a card. E.g. you have clever no. 2 and 4 cards so from your opponent you can ask for no. 1 or 3 card.
If opponent has a card that you asked for this card will be yours. After that your turn continues. You have to analyze your situation again and select family and card to ask for. But if he doesn't have this card your turn ends and in this moment you get one card from stack. Then it's opponents turn - he asks for a card. If you have it you lose it and he ask for another card. If you don't have card that he asks, opponent turn ends and he gets one card from stack. Etc.
When you get four cards from one family you have a quartet - all four cards leaves game table and go to right-bottom corner. Those are your cards, and they don't take part in this game no more.
The most important for you is to remember what cards opponent ask for and what cards he took from you. E.g. if he ask for clever no. 2 card, it means that he has minimum one card with clever (no. 1 and/or no. 3 and/or no. 4). It also mean that in this moment he doesn't have this card (but remember, he can get it in the end of turn from stack). Memorizing what he took from you is also important - you know what cards you have to get back. Of course if quartet is completed you have to forget about those four cards that leave table. Remember that when you are asking cards from your opponent you can ask only about cards families that you have.
Game finishes in two ways. First when one of the players completed five quartets (more than half available quartets). Second when one of the players will no longer have any cards (and it doesn't matter how many cards have opponent or how many cards are in stack).
Click on Odd Figure to talk with him. He will twice ask you a question - answer as you want. Go after him and keep talking. Finally when he go to the left talk with him last time and an adventure will begin.
You are in the house of Jeremiah Hazelnut, also called Jerry. Press LMB (left mouse button) on radio. If you want to skip tutorial press X in top-right corner of the screen. If you are continuing do everything that you hear from the radio. Take empty basket and open inventory (use "mouse scroll" or press "I"). To check what object you have press on it RMB (right mouse button). Now click LMB on the empty basket and you will damage it. To fix it click LMB on basket handle and click with it on basket without handle and you will repair it. Next click with empty basket on Jerry's Mother.
If you skip tutorial you will start in this moment. Next to the house is carrot bed - click on it and you will take crisp carrot.
On the right you can find well-camouflaged secret stash were you will pick matchbook, coin with hole and decayed firecracker. Now you can go to forest by passage.
Pick up cola can - it's just next to place where you came in. Go to next location - deeper into the woods.
Go through the wooden footbridge - on the left you will discover chalk quarry. Take it from there crumbly chalk.
On the right pick up stick - it's nearby mushrooms. Go back to previous location.
Go right, next to wall and city. You will get to thorny bush. You have to destroy it to get access to blackberries. Use stick on thorny bush. Jerry will pick up rose hips.
Pick up rise blackberries and more tasty-looking blackberries. Use stick to destroy spiderwebs and collect the last blackberries. In inventory you have basket with lots of berries. Go left and go back home.
You will notice that a strange letter flew to The Hazelnuts' Mailbox. Click on the mailbox once, then the second time, and the letter will fly out and fly to Jerry's pocket.
Open inventory and click LMB on the mysterious letter to read it. You will read something like a instruction. Go back to forest to location where you have found stick and crumbly chalk.
Next to the chalk quarry is a strangely shaped rock - use on it crumbly chalk, and Jerry will draw a sign. On the right squirrels will appear and they will leave a bark - pick it up.
Next to the place where you enter this location is a heavy, round stone. Open inventory and get crumbly chalk to the flat stone next to heavy, round stone. Then pick up heavy, round stone and drop it on the crumbly chalk. You will get chalk powder.
Open inventory and mix chalk powder with decayed firecracker, you will get powder mixture. Combine it with cola can.
Go back to previous location - forest crossroads. Use stick on acorns up high on tree. Pick up acorns that felt down.
Now it's time to complete instruction from mysterious letter. Open inventory and combine cola can with (in that order): bark, acorns, crisp carrot.
Place the can with powder mixture, bark, acorns, and carrot on forest crossroads, vis a vis way to deeper into woods.
Next use matchbook on mysterious circle. The impossible trunk of The Great Zaroff will appear.
From the impossible trunk take a poster. Next click on the rip behind place where the poster was. You will find magic wand - take it. Use magic wand on a top hat. The Marquis de Hoto will appear.
Hi asks you few questions - answer as you want. Marquis will teach how to use a magic coin - it will be very helpful. It shows things that you can pick up, see or ways to next locations. Jerry will fallow Marquis to deeper into woods location.
Use here the magic coin with hole and you will see gigantic toad. To go forward during the conversation ask Marquis: "Portal tree? What does that mean?" and "But how do you use a portal tree?".
After that Marquies will open portal and you will go to different world.
You get to Mousewood, and more specifically to town center. You can talk here with Young Squirrel, Dancing Mouse and Pudgy Animal With Umbrella.
First of all you have to wait for Mouse with backpack. Talk with him and you will her that he thinks someone is following him.
Use the magic coin with hole (earlier it was coin with hole) and you will notice a Odd figure behind him. It will disappear. Mouse with backpack will give you mysterious book.
Marquiz gets back for you and together you enter town hall. After a quite long conversation ask rabbit: "What exactly I'm supposed to do now?". He will give you ancient invitation to the Treetop Festival, magic postage stamp and magic spell - advice seeker. End the conversation, get out from this location and get back to town center.
Go to cafe - door to it are on the left.
Press bell on the left - Anja will appear. Talk to her: "I'm supposed to order blue juice and baked goods for the Treetop Festival!" and she will direct you to dwarves.
Press bell on the right and Anja will go on this side of the cafe. She give you sugar-free lollipop and very dry cupcake. On the right you can talk to a guy from the radio.
Get out from the cafe and get back to town center. Now go left, a way that goes a little up.
Talk with Pudgy animal with umbrella - you get know that his name is Spitzweg.
Go back to town center and use a way on the left from town hall.
You are in garden. Take a hard rake lying next to a sleeping rabbit. Then get a tap from a barrel on the left. Go to the next location using passage on the left-bottom corner.
You will get to edge of town. Open inventory, select sugar-free lollipop and combine it with beehive with honey - it's just next to you, on the right. You will get honey lollipop.
Go to Hedgehog Brothers and talk to them. After you finish use a magic coin with hole and you'll see Greenhat. After he escape take a wooden board - it lies next to the leafboat. Go to next location to chase the thief - passage is in the back, it's a tunnel.
Here you see Greenhat - he will escape once again. Talk to Mr. Churchmouse and select answer "I'm afraid I don't have enough money...". He will add a thread to your magical coin with hole. Go left and you get to town center.
Go to the garden (passage is on the left of town hall). Again the little thief appears. When he disappear open inventory, select hard rare and put it on fragstone with cloverleaf. Follow the thief in edge of town, tunnel leading behind the town hall and go to the town center. From there go to the garden.
The Leprechaun appears in garden once again but this time he will have a little accident with hard rare, but he will escape. Pick up tools - in your inventory appears stolen tools and nail. Look at the flagstone with cloverleaf and Jerry will pick up the hard rake and return it to its place. Go to the left to the edge of town.
Talk with Hedgehog Brothers. They will ask you to rid off Leprechaun for good. Go to the left and use old fence pocket (you pick it up near the leafboat) on the narrow little tunnel between roots - Jerry will fasten it with nail. Once again follow Leprechaun by tunnel leading behind the town hall, town center, garden and you will get back to edge of town.
The passage is closed so Leprechaun will hide in his home. Click on the weird pumpkin - it's a big pumpkin on the left. Accidently you will destroy leprechaun house but also you will get rid of him for good. From his house Jerry will take leprechaun cobalt and silver sugar spoon.
Now talk to Hedgehog Brothers. They will finished the leafboat for Spitzweg. You can go to him and talk. Go back to town center and go on the left up to the town wall.
Spitzweg tells you he still need few things: anchor and rudder. Also you have to get rid of catfish from a brook. Go back to the town center and get out from the town - the exit is on the left.
You will be in town gate. You can talk with town guards. You have to go to the right - the passage is in the right-bottom corner of the screen.
Talk with Humbert. Give him a honey lollipop.
Cross the river by footbridge and go by passage to next location.
In the center of this location you can find marsh marigold. Take a bud from it and in inventory you will see bright yellow marsh marigold bud. Now go to the left-bottom corner of the screen. Use coin with hole on thread on blue juice vending machine and pick up keg - you will get full blue juice keg and blue juice sticker.
Go back to the center of this location. You can see that Ursula is hiding from the crow in destroyed radio station. On the left is a shoe - get from it a shoelace. Now use a shoelace on radio antenna. It will not help but you obtain sharp grappling hook.
Use very dry cupcake on destroyed radio station and crow will move away from Ursula. Now use sharp grappling hook on radio antenna and crow will fly away.
Mouse with backpack will arrive and give you a ad. So in inventory you find be Ursula, crow feather and ad for violin lessons. Go to the passage next to the destroyed radio station, the way that Mouse with backpack came in.
Here is the home of dwarfs but notice that there are not here. Go back to the radio station.
Mailman Plato appears here. Talk to him and next pick up Plato's mail lying next to the bicycle to offer him help. In your inventory you will see four things to deliver: heavy well-packed package, package, letter that appears magical, perfumed letter. This time use a passage on the right of this location.
Go to the bottom of the screen.
Use magic coin with hole to see what is on the fish - pick up shiny fish scale. Go to the left and you will open a shortcut - you will get to the town wall.
Go to the town hall and give Ursula to Conrad. You will also give him crow feather. For sure Ursula did a mess up in your inventory and she rearranged it.
It's time to deliver all packages. Go to behind town hall (it's the way on the right from the town center). Heavy well-packed package give to Mr. Churchmouse.
Go forward on the right to the edge of town. Here leave letter that appears magical into the strange mailbox on the left.
Go back to town center. Give the package to Young Squirrel (her name is Edith). You will receive from her a tip, one leafbuck.
Go to cafe. Perfumed letter give to Mole. When he opens it he'll put a open envelope on the table. Mole will give you mug with logo. Pick up an empty opened envelope from the table. Now use nail on a cheese wheel in right-bottom corner and you will get aromatic but hard piece of cheese.
Call Anja with bell on the left. Give her ad for violin lessons. Click on the table on calming valerian drops - Jerry will spend one leafbuck to buy it.
Go to town wall - you should obtain all required things. Use calming valerian drops on the large catfish to get rid of it. Next on leafboat use sharp grappling hook and silver sugar spoon. Then with Spitzweg you will jump into the boat. Go downstream (at the bottom of the screen).
Next to the footbridge you will be stopped by Humbert - he ask for the leafbucks again. But Anja comes and she takes him with her (that's because you gave her ad for violin lessons). Go downstream.
You get to radio station. Spitzweg gets off - he give you indian white pepper. Jump into the leafboat and go downstream.
Leafboat will fall down in the waterfall, but Jerry will survive. He jumps on the tree and recovers silver sugar spoon and sharp grappling hook. You are behind dwarfs home. On the left take shimmering snail from really huge beet. On really huge beet use tap. But don't fill mug with logo with the syrup from really huge beet.
Door to the house are closed. Use a sharp grappling hook on a window on the right. Next use shimmering snail on the same window and you will get in.
After a little chat with dwarf Steinberg talk with him once again - he will tell you that Ania can help him. On the board on the left take a gate key. Use a door on the left to get out from dwarfs home - you get in front of the house.
Use dwarf wicked key on a locked wooden gate - you will open it (you don't need the key any more so Jerry will leave it). Go left to radio station and then still left - you will get back to Mousewood.
Go to cafe, use the bell on the left and talk to Anja. Tell her: "One of the dwarves is sick!".
You will jump to the dwarves house. From Anja you will get a doctor's prescription. You both will jump back to cafe.
To make a medicine you need: bright yellow marigold bud, shiny fish scale or indian white pepper. All components you should already gain. So use a bell to call Anja.
Tell Anja: "About the dwarf medicine...". She will take all ingredients but she return to you rest of the indian white pepper. She will also give you a cold medicine.
Go to the dwarves home. If the mug with logo isn't empty use it on very clean sink - it's in the center of the room. Next you have to prepare the medicine. Combine mug with logo with full blue juice keg. Then received mug with blue juice combine with cold medicine.
Received cold medicine in blue juice combine with silver sugar spoon. In the end use a medicine (which is on a sugar spoon) on Steinberg.
Hi will open for you tunnel 47 leading to cafe - use it.
Use a mug with logo on a coffee maker and you will get mug with hot coffee. Go back by a tunnel 47 to dwarves home. Don't waste time and don't visit other location because coffee will be cold.
Go out from the dwarf's house on the left and go to radio station. Use mug with hot coffee on mail bicycle - ice will gone.
Time to prepare invitations. Open inventory and:
- combine empty opened envelope with ancient invitation to the Treetop Festival,
- received old invitation in open envelope combine with shimmering snail (you will let go shimmering snail),
- received old invitation in sealed envelope combine with magic postage stamp and you will get giant pile of invitations.
Give to Plato giant pile of invitations. He will tell you that he will deliver it.
He offers you his service. To travel with Plato on his bike you can use clicker frog on golden horn with frog which can be find in many locations. This time select Mousewood town center.
Go to town hall. Talk with Marquis de Hoto. You will travel to the hall of apprentices.
Take two half arc laying next to a tree and in your inventory you will see metal part and half a ball run. Use both of this parts on a machine on the right.
Use leprechaun cobalt on glass tube and metal ball on the bottom and you will get a metal ball. Now use this ball on the machine. Jerry will pick up a ghostly key and cards. You will get back to town hall.
Go to edge of town. You can go by feet or you can use a clicker frog on golden horn with frog and then select location.
Use the ghostly key that you gain recently on the strange door on the left.
Use the passage through broken window. You will get to very big world.
Use empty blue juice keg on cup with milk to get keg of milk. Next take napkin from a cup with milk.
At the bottom of screen take chocolate and you will get chocolate and heat-resistant tinfoil.
Now use sharp grappling hook on ivy on the right and you will make a path to the clock. Go by ivy to this clock.
Use metal arm and metal knob with thin slot but the clock won't work. Use napkin on drop of oil, and next use this napkin with oil on metal arm.
One more time use a metal arm and piece of the clock will fall off - Jerry will pick up a key-shaped clock part. Then once again use a metal knob with thin slot and clock will work but it doesn't wake up the man.
Jerry will go to the left by ivy and the clock will fall down and wake up the man. Marquis will show up. The sleeping giant is Aro Molen and he will downsize himself to keep company to you. Odd figure appears and Jerry will give him mysterious book. The magician gives you star map, quartets cards and exciting book. Jerry go asleep.
Jerry has now exciting book which in seconds can turn day into night and night into day. The same effect you can receive if you go sleep on hammock. In night Mousewood is so different. Also you have a star map.
Go to town center and talk with Mr. Churchmouse. Ask him: "Your son is a magician, too? I don't believe it!" and then select "Can I borrow your waternut?" and "You want jokes?! I'll improvise for you!". Then end conversation with "Break a leg! I have to go!". Mr. Churchmouse give you a pencil and blank paper.
Go in front of town walls. Next go to the portal tree - use the passage next to town walls.
Next to the tree rabbit and magician will be waiting for you. You will go by portal to "your world".
The toad is sleeping - you have to wake it up. First use indian white pepper on toad and birds will fly away.
Go to forest crossroads. On the left use stick on lamppost. Select twice "Pock?" and woodpecker will fly away. Go left to your home.
Here click on the dry rain barrel and cricket will stop his noise. Go back to the toad.
Use clicker frog on toad and it wake up. Now say to her: "I'm Jerry Hazelnut, mighty magician!", "The streams of time?" and "The whispering of the rocks?". Toad will learn you new spell - rockwhisper. You will go back to Mousewood.
After you come back use this new spell. Open inventory and select violet icon of rockwhisper spell - it's just next to the wand. Use it on odd crystal statue.
Go to the town and there to the garden. Use magic coin with hole and you will see Leprechaun. On the table you can see green garments - take it! After a little cheat-chat with him he will help you. In your inventory you will have a green hat.
Use the exciting book to change day into night. You will see a party. Talk to grumpy garden owner (use always the first answer from top) and you will know about a cake that he is waiting for. Once again use the exciting book to change night into day.
Go to cafe. Ask Anja about the cake ("I've heard that the Hare family is waiting for a cake."). She will give you ingredient list.
When a mouse with backpack will go out use a key-shaped clock part on the key in the back of cafe. Use tunnel 47 to go to dwarf home.
Use back door. Here use mug with logo on really huge beet with tap and you will get mug with beet syrup. Go to front of dwarf house. Then go left and you will reach radio station.
Use exciting book to change day into night. Next to a guard you can see a small campfire. Use on it a heat-resistant tinfoil. On created pot on the fire use aromatic but hard piece of cheese. On received cheese fondue use Indian white pepper.
Now you can pass the guard and get some fruits - in your inventory you will receive sweet red berries. Use exciting book to make it day. Go back to town and go to cafe.
You should have all four ingredients that Anja asks. Give her: mug with beet syrup (she will give you back empty mug with logo), sweet red berries, chocolate and keg of milk. Cake will be ready next day.
Get out from cafe and twice use exciting book: to change day into night and vice versa. Go to cafe. Cake will be on the left side - take it.
Go out from the cafe and go to the garden. Use exciting book to change day into night. Now use the cake on grumpy garden owner - he will let you in.
Party guest will give you a trophy. Go on the right side and talk with Jonathan - you will write down his half jokes. Just next to him you can see glowing nuts - take it and you will get a glownut.
Go to cafe but use the back door in the garden.
Use mug with logo on coffee maker and you will get mug with hot coffee. Add calming valerian drops to mug with hot coffee. Now go out through back door of cafe and go to the town center and from there go to town walls. You have to hurry because the coffee has to be hot. If it gets cold you have to go back to cafe, use mug with cold coffee on sink (it's next to the coffee maker) and get hot coffee again.
Use hot coffee with reverse effect on a gunner. When he go sleep click on the cannon to turn it over to the city. Next use a glownut on cannon.
Go back to town center and go to the right to behind town hall. Go to town hall by a window.
Now go up to passage to next location.
Jump to the branch and talk with grim man in green. The portal will open and you will jump to a different world.
Once again talk with grim man in green. It doesn't matter what kind of response you choose. In the end of conversation you will give him back: green hat, leprechaun cobalt and silver sugar spoon. He will disappear. Go into tower from the left.
Use magic coin with hole to see him again. Talk with him and then take an old flag from window on the left. Go out from the tower.
Use the trophy and put it in a tower window. It will be no so shiny so use the old flag on this dull goblet in the window. Man in green will disappear in the rainbow. Go into the tower again.
Touch the rainbow and you will learn next spell - greengrow. Jerry will find here another card. Go out from the tower.
The portal will open. Click on tree to go back. Marquis will tell you that it's time to learn another spell.
Get out from the town and go to radio station - way to it is well-known for you. Use exciting book to change night into day. Give to Mole the half jokes and you will get the other half of jokes - in you inventory you see complete jokes. Again use exciting book to get night.
Go back to town center. Talk with Mr. Churchmouse and select answer: "I think I know how I can replace the waternut!", and then: "I've collected genuine Mousewood Jokes!". Jerry gets absorbent waternut.
Once again go to radio station. Change night into day. Put absorbent waternut on flooded path - it's on the left, just next to a shoe. Now use greengrow spell on flooded path. You will unlocked a way to swamp and Jerry will use it. Go back to radio station. From here move left to the bridge.
Change day into night. Stand next to Plato. Use greengrow spell on fields with eerie green lights. You will see a fox. Go after him to radio station. Here use a passage next to a shoe to go to swamp.
Use rockwhisper spell on other fox statue. Fox will open a portal and jump into it. Jerry will go after fox.
Go to the left and use rockwhisper spell on fox statue - top row, second from the left.
Use magic coin with hole and you will see Kitsune's golden bell just next to the large wooden statue. Pick it up and use it on large wooden statue. Go through a gate that will be opened.
You will see a conversation after what Jerry come back in front of the gate. During talking with Kitsune say: "This is probably a silly question, but what are you? Fox or human?", and then: "But I'm a human, not a fox!" and in the end use answer whatever you want, it doesn't matter. Use the gate to go to garden.
Here use clicker frog on frog pond and curious frog will jump out. Next use clicker frog on curious frog. Go back in front of the gate. After a conversation with Kitsune she will teach you a new spell - fox's cunning. Jerry will back with her through portal.
Go left to go back to radio station. Change night into day. Use the greengrow spell on mushrooms on the right. Thanks' to that you create mushroom stairway - use it to go up.
To go in here you have to change day into night and then use fox's cunning spell on mysterious moth.
After you enter temple of the moths take bundle of flax - is nearby the entrance. Go out and go to portal tree - place where you came to Mousewood.
Take from here spiderweb - it's on the left. Change night into day. Go to back of dwarf's house. Remember: you can use golden post horn to travel faster.
Use mug with logo on really huge beet with tap and you will get mug with beet syrup. Then use a sharp grappling hook from your inventory on forked branch.
Now grappling hook on forked branch put into window. Then go into dwarf's house.
Use a switch - it's just next to the door. Then use shoelace end on large flywheel. Now again use the switch and go out.
In your inventory use mug with beet syrup on bundle of flax. Use bundle of flax with syrup on restrained forked branch. Now use old spiderweb on sticky restrained forked branch and you will get sticky restrained forked branch with net. Go into dwarfs house again and shoelace will break. Go back of dwarf's house.
In your inventory use bundle of flax with syrup on stick and you will get long brush with syrup. Now use this long brush with syrup on forked branch with net and dandelion seed and you will get dandelion parachute. Go back to radio station and from here by mushroom stairway go to temple of the moths.
Change day into night to enter the temple. In clay pot with soil put dandelion parachute and use on it greengrow spell.
Treeportal will opened. BE ADVISE! If you want to do any more things in Mousewood (e.g. collect stickers, cards, dewdrops, stories or other things) this is your last chance - when you get back the world will be looking different. When you are ready click on the portal and select "Yes, I'm ready! I've got everything I need.".
On the right click on a snow-covered rock and then again click on snow-covered rock. Now go on the left by passage to next location.
Just next to you pick a tarp and take from a crate with strings of lights, which is under the tarp, an experimental strings of lights. Next take off another tarp - it's under the broken radio.
Use experimental strings of lights on scrub. Next plug connect to battery block. Go to previous location.
On head of a statue use spell rockwhisper. Next select answer: "You are the first statue that actually wants to talk to me." and "What kind of a god are you, then?". Lightning will strike and lights Christmas tree. Once again go to the second location.
Click on a polar whale and you will learn the last spell - glimmer of hope. Go back to the first location.
The portal will open - use it to go back.
After you return you will see an interesting conversation. Marquis de Hoto will disappear and you will came back to your home. In inventory you will get leaf the Marquis left behind.
As you can see world has changed. Go to your home. Read a faded poster and you will know that you were absent for a very long time. Use rockwhisper spell on weathered statue on the left side of the screen, just next to your home. When Jerry sit down and starts crying use glimmer of hope spell on him.
Go to location of a portal tree. Click on old path tree and portal will open - Jerry will jump into it.
Go to town center and then to edge of town. Use the strange door on the left to go to old magician. He is bottled up on a shelf. Click on this shelf to look there and old magician will transport you there.
On the left there is a case - take from it a large monocle. Above the case is a small bag - use on it a nail.
Take corn kernel. Use this corn on sunlit gap - it's on the right side of this shelf. Next use on sunlit gap a large monocle. Shelf will collapse, bottle will broke, old magician will be free and he will transport you near him. He give you three banishing bottles, where you gone have to capture lizards.
Go to town center. Use banishing bottle on bottle rack. Thanks to that a few seconds later you will have in your inventory first captured lizard.
Go to town hall. On odd figure use a fox's cunning spell. During conversation say: "Sure, where do I sign?".
Talk with him again and select: "Sure! A bird never flew on one wing. I want another contract!". Talk with him one more time and say: "The price for nuts and bolts just crashed."
On armor on the left side, where lizard is hiding, use itching powder.
Go out from town hall by back exit to go after lizard. Use magic coin with hole to see him. Now use on him banishing bottle and thanks to this little trick you will have in your inventory imprisoned lizard.
Leave town and go to radio station and from here to a swamp. Remember that when you are in town center (and many other locations) you can use a clicker frog on golden horn with frog and then select destination point. Talk with not very trustworthy figure and tell him: "Can you also tell your own fortune?". After a few seconds Ludwig will go sleep and Buzzy will fly to nearby pretty flower. From this flower will fall a blue beet - pick it up.
Again ask lizard the same question - "Can you also tell your own fortune?". Next go fast to pretty flower on the left and move it - Buzzy will start flying. When lizard is trying to catch it use dwarf root price (blue beet that you pick it up) on drum hatch - it's on the lizards' back.
One more time talk with lizard and ask him the same question: "Can you also tell your own fortune?". He again gets a white ball but when he toss it into container it will bounce from dwarf root price. Pick up white ball and in your inventory use it with blue juice sticker.
Again talk with not very trustworthy figure and ask him: "Can you tell me my fortune, too?". When he gets a ball fast use a pretty flower. When lizard is trying to catch Buzzy use manipulated white ball on drum hatch.
For the last time ask lizard the same question: "Can you also tell your own fortune?". Then use on him banishing bottle and you will catch him. In your inventory you have incarcerated lizard.
Go to old magician home and give him one of captured lizards. You will be transported to... a closet.
Click on every coat to push it to the right: red coat, royal blue coat with gold trimming, stylish second-hand tuxedo etc. Next look at the light which was cover up by coats. Click on keyhole and get out from there.
On the left side of the room click on a sliding door. Next click on a corner of the rug which is nearby the door.
Open storage niche hidden under a rug. Finally open musty cardboard box. You get back to old magician and together you will be transported to the hall of apprentices.
Use leaf the Marquis left behind on metal frame in the tree. You will get uncanny sound carrier. You will be transported nearby house of dwarfs.
Go to top of the screen. Use uncanny sound carrier on big old tree stump.
Go left to radio station and here by mushroom stairway go up to temple of the moths. Use uncanny sound carrier on odd crystal statue. Crystal will break. Pick up an amber which was in the crystal.
Go back radio station and go to swamp. Here again use uncanny sound carrier on odd crystal statue next to the tree. Take the second amber.
Now go behind town hall - the fastest way is to use help of Plato. For the third time use uncanny sound carrier on odd crystal statue. Of course take an amber.
Get out from town and go to the treeportal which brought you to Mousewood. For the fourth and last time use uncanny sound carrier on odd crystal statue next to the tree. Take the last amber. Go to location with big old tree stump (nearby front of dwarf's house).
Use all for ambers on big old tree stump - Jerry will input it in correct places.
A room made of glass will appear. Go inside and on image plate use glimmer of hope spell.
Fountain stops. Take a silver key. Use this key on mysterious wooden door. You will use a fifth portal.
You are in the place where Marquis de Hoto was in the beginning. You have four passages to continue your adventure: bright path, path into the light, passage into the unknown, into the white. Go to any of them and you come back to the beginning of this location. Go to any of available passages three more times - every time Jerry will reappear in the beginning. Finally he say something about old magician.
Use advice seeker spell and old magician will appear and give you tree bark. When he disappear on the right side of the screen you will see mysterious raven. Ask him "What kind of place is this?" and he will show you stone wheel.
Select answer "I'll keep trying my luck". Go to stone wheel (it's in right-top corner of the screen) and use it once.
You will see new paths: campfire, old acquaintance, flooded city, cannon, seaside lighthouse. Click on cannon in the center of location and you will get black powder.
Use the stone wheel one more time and again available paths will change: rusty metal door half pried open, suitcase, stone with marking, anglerfish, nets with acorns. Use long brush with syrup on rusty metal door half pried open - stick will broke but you will get dwarf root.
Next click on nets with acorns at the top of the screen and you will get three acorns. Now use Indian white pepper on stone with marking in the center of location.
Use the stone wheel and you will see paths from the beginning. Open inventory and use Indian white pepper with black powder. Now to mug with logo add four things (in this order): powder mixture, tree bark, three acorns, dwarf root.
You will have mug with powder mixture, bark, acorns, and root. Use it on crossroads - it's in the center of the location. Thanks to that you will get powder circle with mug on crossroads. As you see you are again doing everything from instruction from the mysterious letter.
Go left to campfire and click on it. You burn yourself but you will have fire (you won't get it to you inventory). Use it on powder circle with mug.
Right next to Jerry appears a person in mask. Talk to him and select all three available dialogues. He will give you advice about magic coin with hole.
Open inventory and select magic coin with hole. To get out from this trap you have to use paths in correct order. Hold cursor with magic coin with hole on every of paths. If this is the correct one around the coin you can see a violet color. To get out from this use portals in this order: path into the light, bright path, path into the light, into the white.
You will arrive to the clearing of the first tree. Look at Great Zaroff to get close to him. During conversation use any of available answers. He will transport Jerry to "theatre".
Talk to toad. A styrofoam chestnuts will fall from ceiling - pick it up. Use a scenery on the left side and you will uncover light switch - use it.
On the left side it will uncover voice tube - use it. When a strong light will enlighten toad fast use on it fake chestnuts. Next use clicker frog on Plato, and you will release the tree from the first nail. In you inventory you will get iron nail.
You will be transported to second location. On the left side of the stage use iron nail on rift in landscape - you will reveal lever in upper position and a round button. Use once lever in upper position and you will get lever in middle position. Now press round button. Next click on lever in middle position and you will get lever in lower position. Use round button.
Go next to Leprechaun and use his hat. On the right a rainbow appears. Get on the rainbow take nail. You will have second nail - it's bronze nail.
After you get to third location use uncanny sound carrier on big bell. Next fast use Kitsune's golden bell on Kitsune. Then use again Kitsune's golden bell on Kitsune. Thanks to that you will free the tree from third nail. You will get gold nail.
You will be transported to fourth and last location. Use Christmas tree and you will get strings of lights. Take candy cane - it's just next to the tree. In inventory combine candy cane with strings of lights. You will get festive fishing rod - use it on ocean around you and you will pull up a cable.
Use cable once, then second time. Now use machine which appear on the right side - it will change wind direction. Now take the last nail - you will get silver nail.
Now it's time for final battle with Zaroff. When Zaroff use a first spell look what color it is.
Now fast open inventory and select spell in the same color as his.
Now use your spell on his spell. See that after that in right-bottom corner of the screen you will have icons of all your spells.
Now fast open inventory and pick up one of collected nails. Use it on magic ball. After that all four nails will appear in left-bottom corner of the screen.
How defeat him? As you were told wait for Zaroffs spell and then use spell in the same color on his spell. Next fast use one of your nails on this magic ball in the center of screen. Which one? If you selected the third spell from the right you have to select the third nail from the right. So if enemy will use green spell you have to use green spell (third spell from the right) and then you use third nail from the right. When you block all four spells you win!
Marquis de Hoto and old magician will appear. Now you can watch game ending and explanation of everything.
During game credits you can talk to every Mousewood citizen. In the end talk with old magician. Woodsprite will appear. Talk to him and select answer: "Yes, I'm ready.". Congratulation! You have completed the game!
In game there is Quartet card game. You can get all cards - there are 32 of them (8 families, 4 cards in every family). Most of the cards you get in the game with progresses of the story. Most of them you get from machine in the hall of apprentices - 16 cards. 4 cards from hazelnut family you get during game - there are very important for story. Three quartets (12 cards) you have to find.
So far gained cards you can check in main menu - select bonus collection, and then quarters.
When you are in dwarf's house click on floorboard - you find there a card from "Eye" family, no. 1.
In town center look at sign next to mousses. Get out from town and click on green beetle hiding on town wall. Jerry will come back to town center and give back the beetle. In return he gets a card from "Eye" family, no. 2.
After saving Ursula go to town hall and click on her. During a short conversation say: "Yeah, sure. What does she like to play?" After you have an answer (hide and seek) she will disappear. You have to find her four times.
1. Go to edge of town and find her just next to tunnel entrance.
2. Next go in front of town walls and you find her behind huge statue.
3. Next she is in garden in right-bottom corner.
4. Go back to town center - Ursula is just next to the entrance to town hall. Jerry will find there a card from "Eye" family no. 3.
During night go to garden and click on party guest, and he will give you a card "Eye" family no. 4.
During night go to town hall (entrance is on the back). Go upstairs and click on papers - you get "Leaf" family - no. 1.
During day go to cafe and use mug with logo on a coffee maker. Next get out and go to garden. Use mug with hot coffee on party guest. He wakes up and give you card - "Leaf" family no. 2.
Go to town hall during night. Go upstairs and click on documents - you get "Leaf" family card - no. 3.
Later in the game Steinberg will be in cafe during day. Open equipment and use on him "Quartet" cards. It doesn't matter if you win or lose - you get from him a card from "Leaf" family no. 4.
After you get back tools to Hedgehog Brothers and they finished leafboat talk with them and select answer "You work to earn money - it doesn't need to be fun.". Then they turn around - fast click on a cabinet between them. You find there four cards - all from "Tree" family.
In game you can find 8 stickers. Very often they are well hidden. Here you have information where to find it.
Gained stickers you can check in main menu - select bonus collection, and then stickers.
1. Lizard - Jerry's' House (to gain only at the beginning of the game)
2. Snail - town walls
3. Ninja - town center
4. Ladybug - behind town hall
5. Bee - radio station
6. Butterfly - dwarf's house
7. Fish - passage to old magician house
8. Bunny - swamp
In the game you can find dewdrops. You can collect them - to do that just click on it. There are 32 dewdrops. Remember that you can find them only during day!
Treeportal - 2 dewdrops.
Way to Mousewood - 2 dewdrops.
Town wall - 3 dewdrops.
Town center - 1 dewdrop.
Behind town wall - 3 dewdrops.
Edge of town - 2 dewdrops.
Passage to old magician house - 1 dewdrop.
Garden - 3 dewdrops.
Bridge - 3 dewdrops.
Radio station - 3 dewdrops.
Front of dwarf's house - 3 dewdrops.
Back of dwarf's house - 2 dewdrops.
Swamp - 2 dewdrops.
Temple of the moths - 2 dewdrops.
In the game you can meet woodsprite, which like to tell a stories. To obtain a story you just have to talk with him. There are 8 stories and you have to collect them one by one (it's doesn't concern on 6th story - you get it during game automatically). Remember one thing - woodsprite will be in this places only during night!
Gained stories you can check in main menu - select bonus collection, and then audio book.
1. Cafe.
2. Radio station.
3. Back of dwarf's house.
4. Edge of town.
5. Bridge.
6. Swamp (you get it automatically after you get back from foxes world).
7. In front of dwarf's house, it's just next to big old tree stump.
8. In treeportal location, place where you arrived to Mousewood.