Creepy Tale

Creepy

Detailed text walkthrough of the entire game.

Chapter 1

At the very beginning of the game, we need to collect four mushrooms hidden under the leaves, then follow the brother of the main character who ran after the magic butterfly. Jump over a boulder and a tree, run on. When the boy runs into the house, look out the window and watch a terrible scene in which two monsters put a cage on the head of a kid, then drag him out the door.

As soon as we get back control, take the mushroom that fell out of the basket and put it on the stump in front of the house.
Then knock on the door and move closer to the window so that you are not noticed. As soon as the monster goes for the mushroom, you need to run into the house.

When we find ourselves in the house , immediately climb into the chest and close the lid.

Chapter 1 Episode 1 At the very beginning of the game, we need to collect four mushrooms hidden under the leaves, then follow the brother of the main character who ran after the magic butterfly. Jump over a boulder and a tree, run on. The huge, dilapidated, dark building with the tall fence and a barbed wire on the top was making a creepy impression on the group standing in front of its destroyed entrance. The entrance looked like a cavernous mouth, whilst the windows seemed to be dark, staring eyes. Summary: Find out the dark story that befell the once-calm and peaceful forest, turning it into a creepy place filled with evil. Perhaps it is you who will be able to solve all the secrets of the forest and save the peaceful creatures? The tale gets creepier as the toe's very large owner comes looking for it, but the fantasy/folklore feel of it helps keeps things light, as does the ending. Children of all ages should be able to enjoy this fable without getting too frightened.

If you climb into the chest and don’t close the lid, you get an achievement – Naivety

After the monster sits on a chair and a butterfly flies out of it, you have to get out of the chest, go to the door and pull the bone out of the bolt. Fix the stool with a bone, then drag it to the table over which the key to the door hangs. Climb on a stool, wait for the action and take the key.
then open the door lock and leave the house.

Once again in the forest, run to the right, not far from the pointer will lie the first button of the three.
Take it and go on. Jump over a large pile of leaves and grab a stump, dragging it into the leaves, when the stump falls down, jump after it. Again, run to the right, in front of you will be a few purple mushrooms and a sleeping monster. Take one mushroom and jump over the rest, you can just pass the monster, it will wake up only if you catch the mushrooms while running. When you reach a huge plant, plant a mushroom at its trunk and brush off the spores from it.
After that, you need to hurry up to get on the leaves of the plant so that you don’t grab the awakened monster.Creepy tale controls

After a failed chase, the monster will fall clumsily down. Go down again, then to the left where the chest located and see how the monster cowardly hiding, come closer and get the achievement -Dominance

If going up the plant we go to the left and drown in the swamp then we will be given an achievement – Incorrigible researcher

Creepy Tale Wiki

After climbing up the plant, go right to the bridge. Consistently shift the pieces of wood to be able to pass on. At the end of the bridge, you need to leave a small gap, this will be useful for us further. Jump over it and take a new piece of wood. Run right to the new bridge, it will have a small square hole.
Insert a piece of wood and run on. As soon as you notice a small monster in the cage, the big one will wake up and rush at you. Run to the left, to the first bridge. Jump over your pit and wait for the monster to go back.
As soon as it starts to return, just follow without overtaking it. When you reach the lever, click the action and the monster falls into the water.

As soon as the monster is in the water, you also need to jump down to get the achievement – Dead together

Return the bridge to its original position and go right to the next chapter.

Go right, near the house take the hanging meat and go further. Jump down and pick up a small mushroom, then the well will have a structure that needs to break off a branch, and a little to the right under the leaves will lie the second button
As soon as you collect everything go back and go into the house.
Don’t pay attention to the cowardly devil, go to the center of the room and take the bucket, then go to the huge pot and plant the found mushroom there. Leave the house and run to the well. Hang the bucket on a rope, push the counterweight and thus collect water, take the bucket of water and run back to the house to put out the fire, then use the recently found stick on the extinct fire and collect the fallen coals. After that, go back to the well, collect water and go back to the house. In the house, water mushroom, which instantly grows up.
Drag the pot with the mushroom to the center of the room and jump to the second floor. Take the needle from the bed, leave the house and run to the right to the ritual stone. Use the remaining items found: coal, needle, and meat. After a small special effects run into the opened door in the tree.
We find ourselves in the witch’s house. As soon as the hero goes down the stairs, you need to go to the next room and hide in the closet without catching the witch’s eye. After the kitchen is empty, go there, take the flint on the fireplace and right in the corner of the boiler with water, then go down to the lower part of the house. Approach the fireplace and light the fire, then put the found pot of water there. Jump on the bed and throw off the pillow under which the key will be found. Remember the colours and location of the mushrooms in the picture and then go to the table with mushrooms, take the right ones and throw them into our pot of water.

If you throw a bunch of wrong mushrooms into the pot, then you will be rewarded with an achievement – Crazy chef

After we put the right mushrooms in the pot
the water in the cauldron will turn green and you will have to go back to the upper part of the house at the very beginning where you came from. Move the curtain and open the locker with the key that you found under the pillow, then take a small bottle, after which it is necessary to close the locker door again, otherwise the witch will suspect that someone was rummaging around.
Go down again to the lower part of the house and fill the jar with “witch elixir”, wait for the witch to leave the kitchen, quickly run there and pour the contents of the bottle into her cauldron. Go down as soon as the witch’s face becomes the same color as the contents of our bottle, you will be awarded the achievement – Alchemist. Approach the witch, take her key, go down and open the door on the right.

Once again in the forest, run right to the tree. Next to it will be the third and last button for which we will be given an achievement – Follow to the brother then examine the lower hollow and take the pipe. Jump from the mushroom to the branch and after examining another hollow pick up the glowing stone. Go right to the next tree, insert this stone into the door and go inside. Inside you will meet a monster that immediately runs out

If you immediately follow the monster, jumping on a branch, and then play the pipe, the monster will throw a stone at the hero and this will reward you with an achievement – Fake tune

In the house, “dream catchers” will hang above the ceiling. The lever to move the amulets is against the wall on the right side of the room, you need to find a blue owl and leave it over the bed
After that, you need to go to bed, look at the dream how to play the pipe, go out of the house, jump on a tree branch and play the pipe.

If you watch all five dreams, you will be rewarded with an achievement – Idler
(Please note: to watch one of the dreams, you need to leave the mechanism on and lie down on the bed)

Creepy Tales Game

After playing the pipe, the monster will throw us a glowing stone. We go down, pick up the stone from the hollow and go left to the first bush. Play twice on the pipe until the berry becomes red, then go to the next bush and play twice again. Go to the tree, open the locked door with a stone. Once in a new part of the forest we play in front of another bush after that, you can safely walk in front of the tree with a face. The tree will let us pass on, then there will be a small meeting with the girl and her servants, then go further to the right in the final chapter of the game.

Chapter 3

Cross the bridge and go to the first tower. Collect stones with runes and fishing rod after that, go outside and go to the next tower. There will be platforms with buttons in the tower, you need to go up and pull the lever.

If you passed the puzzle with platforms and made no more than three mistakes, we get an achievement – Intuition

After the platform drops to the right, we stand on it and climb up. At the top, take the bell and go down on the same platform. Leave the tower and watch a small scene.

If you throw a fishing rod where there is no fish and wait for the hero to get it out of the water, then you will be rewarded with an achievement – True fisherman

After the scene with the girl and monsters, run to the right where the fish jumps, use the fishing rod and pull the fish out of the water, then run to the first tower.

There are two options for passing, let’s start with a quick one. First: run to the second floor and hang the bell on the rope, go down and pull the rope, quickly run to the second floor and stand to the left of the passage, nothing suspicious, angry librarian goes to the bell and you run upstairs, and then to the attic. The second option: hang a bell on the second floor, go to the first, move the plant to the right corner of the room. Pull the rope, run to the second floor and remove the bell, then run down, hang it on the far rope on the left, wait for the librarian to be on the second floor, pull the other rope to ring the bell and quickly stand on the plant, thereby hiding in the leaves While the librarian is looking for a troublemaker, quickly run to the third floor and then immediately to the attic.

Once in the attic, take the mask in the right corner and pick up a stone with a rune near the red book. Use the mask on the bird cage and then pick up the last stone.
Next to it will be a lifting mechanism with a hook, lower it to the desired level so that you can attach the fish to the hook. After that, lower it down so that the hungry librarian notices it, then immediately raise the fish to about 4 shelves with books and watch the librarian’s desperate attempts to get the fish. Go down to the third floor and click the action on the game board. Here you need to pass the stones in the correct order and then pick up the key
Go down and exit the tower. Run to the second tower, climb the already lowered platform and insert the key. Climb to the top of the plates, at the very last use the fishing rod to pull the lever from below. From the new platform, jump to the left side of the tower and again use the fishing rod to lower the stairs. Go up, run past the cells and go out on the balcony. Once on the balcony, jump down, so that you’re picked up by the ghosts and moved to another tower

Now we’re in the house of a very evil creature. First of all, examine the lying book, it will prompt you to solve further puzzlesGo up to the second floor, from the shelf on the left you take a jar with a butterfly and go to the alchemical table. Mix the three colors as shown in the bookuse a jar with a butterfly on the boiler and get a blue butterfly. Go to the monster in the right room and use the butterfly. Then go down and take the carrot from the table, and try not to be noticed. Go upstairs, lower the old brew from the boiler with a tap, remember the illustration from the book and cook a new elixir
Soak the carrot in the pot and give it to the monster. Now you can control the monster

After getting control of the monster and grabbing the guard of the evil girl, wait for twenty seconds before pressing the throw enemy button, then you will be rewarded with another achievement – Sweet feeling

Creepy Tale Walkthrough

Go down, strangle the monster, and then grab the evil midget and interrupt her nefarious business. When we return to control the boy run down to the “abacus” in the wall, there will be a simple puzzle
Pass it, the door opens and run down. At the bottom there will be a lot of shelves with banks, go to the right corner, take the ladder and drag it to one of the cans where there is a key
Take the key, go to the left corner, activate the platform and go down. When the elevator stops, ignore all the victims of the maniac and run to the right corner of the tower, there will be hanging the brother of the main character, click the action, the hero will remove him, crush the vile worm and get a happy ending.
Congratulations! You passed the game!

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