The Night of the Rabbit - walkthrough (with achievements)
Dodane przez Kami dnia 28.05.2013 14:43
Act 1
Act 2
Act 3
Act 4
Achievements
Act 1
The Branch Labyrith
- Talk to the Woodsprite and continue to do that through the scene.
Getting the blackberries
Front of Jerry's home
- Either go through the tutorial or just take the empty basket.
- Take a carrot from the bed.
- Use the well camouflaged secret stash and receive matchbook, coin with hole and a decayed firecracker.

Wood crossing
The old path tree
Wood crossing
- Use the stick with thorny bush and the spider webs.
- Take the ripe blackberries, more tasty looking blackberries and even more blackberries.
Front of Jerry's home
- Use the Hazelnuts' mailbox 2 times and receive a mysterious letter.
- Click on the mysterious letter inside the inventory with RMB to open it.
Carrot flame
Wood crossing
- Use stick with acorns up high and take acorns.

The old path tree
- Use chalk quarry and receive crumbly chalk, then use it with strangely shaped rock and take squirrels’ bark.
- Use crumbly chalk with flat stone, then use heavy round stone with it and receive chalk powder.
- In the inventory use chalk powder with decayed firecracker to get powder mixture.
- In the inventory add to cola can: powder mixture, tree bark, three acorns and crisp carrot.
Wood crossing
- Use can with powder mixture, bark, acorns and carrot with the forest crossroads.
- Use matches with mysterious circle of powder with can.
- Take the poster from the impossible trunk and use the rip behind it.
- Take magic wand and use it with top hat.
- Talk with Marquis de Hoto.

The old path tree
- Use the magic coin with hole in the inventory or press Space bar.
Act 2
Town center
- Talk to pudgy animal with umbrella.
- A mouse with a backpack will show, talk to it and use magic coin with hole (Space) to get mysterious book.
Tree trunk cafe
- Ring the bell on the left and talk to Anja Mouse.

Stony path (bridge)
Get Humbert out of the way
Tree trunk cafe
- Use the bell on the right and talk to Anja. Receive sugar-free lollipop and very dry cupcake.
Edge of town
- Use sugar-free lollipop on beehive with honey to get honey lollipop.
Stony path (bridge)
- Use honey lollipop with Humbert.
Getting rid of the Greenhat
City wall
- Talk to pudgy animal with umbrella .
Edge of town
- Talk to the Hedgehog Brothers.
- Use use magic coin with hole (Space).

Behind town hall
- Chase the nasty greenhat!
Gardens
- Leprechaun appears again and he stands on flagstone with cloverleaf.
- Take the rake and use it with flagstone with cloverleaf.
Edge of town
- Chase the nasty greenhat!
Behind town hall
- Chase the nasty greenhat!
Gardens
- Walk into the gardens and watch the Leprechaun getting what he deserves.
- Take stolen tools. You will also get nail.
Edge of town
- Take wooden board and use it with narrow little tunnel between roots.
Behind town hall
- Chase the nasty greenhat!
Gardens
- Chase the nasty greenhat!
Edge of town
- The Leprechaun flees to his secret hideout - use the weird pumpkin... ups! Get Leprechaun cobalt and silver sugar spoon.
- Use stolen tools with the Hedgehog Brothers.
City wall
Saving Ursula
Radio station (floodplain)
- Take the shoelace and use it with radio antenna to receive sharp grappling hook.
- Use the very dry cupcake on scruffy crow.
- Use sharp grappling hook with radio antenna and get an ad for violin lessons, Ursula and crow's feather.
- Take marsh marigold.

Now take Ursula home (to the Town Hall) and give her to Conrad or she will rearrange your inventory.
Help Plato with the mail
Radio station (floodplain)
- Talk to Plato [if you didn’t take Ursula home, then go to another location and get back to the Radio station (floodplain) for Plato to appear].
- Take Plato's mail (which contain heavy, well packed package, package, letter that appears magical and perfumed letter).
Now go right and then down. You will find yourself on a hill overlooking Mousewood. Use magic coin with hole (Space) and take fish scale from the fish statue.

Tree trunk cafe
- Use the perfumed letter with Mole, receive mug with logo.
- Take the open envelope.
Town center
- Use package with Young Squirrel and get a leafbuck.
Edge of town
- Use letter that appears magical with strange mailbox.
Behind town hall
- Use heavy, well packed package with Mr. Churchmouse.
- Talk to Mr. Churchmouse, receive coin with hole on thread.
Calming the Catfish
Tree trunk cafe
- Use leafbuck with valerian drops and get calming valerian drops.
- Use the bell on the left to call Anja and give her ad for violin lessons.

Town Gate
- Use calming valerian drops with large catfish.
Finishing the boat
City wall
- Use silver sugar spoon and sharp grappling hook with Spitzweg or leafboat and swim downstream.
Getting Humbert out of the way - again
Stony path (bridge)
- Because you gave Anja the ad earlier, she will persuade Humbert to take violin lessons and he will no longer bother you.
- Swim downstream.
Radio station (floodplain)
- Spitzweg will give you indian white pepper.
- Use the leafboat. li>
Finding a way to the dwarves home
Back of the dwarves' home
- Use sharp grappling hook or nail with window.
- Take shimmering snail and use it on the window.
The Dwarves' home
- Talk to Steinberg.
- Take gate key from the pin board.

Root Fields (front of the dwarves’ house)
- Use dwarf wicket key with locked wooden gate.
Curing a dwarf
Tree trunk cafe
- Call Anja and talk to her about the dwarf. Eventually you will get doctor’s prescription.
- Call Anja again and talk to her about the dwarf medicine to get cold medicine.
Radio station (floodplain)
- Use coin with hole on thread on the Blue Juice vending machine. Take Blue Juice keg and you will also receive Blue Juice sticker.
- In the inventory use full Blue Juice keg on the mug with logo and add to that the cold medicine.
- Use cold medicine in Blue Juice on silver sugar spoon.
The Dwarves' home
- Use cold medicine in Blue Juice (on silver sugar spoon) with Steinberg.
Sending the invitations
Townhall
- Talk to the Marquis, receive ancient invitation to the Tree Top Festival and magic postage stamp.
- In the inventory use ancient invitation to the Tree Top Festival with empty opened envelope. Then use on that the shimmering snail and the magic postage stamp.
Radio station (floodplain)
- Use giant pile of invitations with Plato.

Tree trunk cafe
- Use mug with logo on the coffee maker to get mug with hot coffee.
- Now go to Radio station (floodplain) using the shortcut to the Dwarves' house.
Radio station (floodplain)
- Use the mug with hot coffee on mail bicycle.
- Use giant pile of invitations with Plato, receive clicker.
Starting the apprenticeship
Townhall
Hall of Apprentices
- Take two half arc pieces.
- Use leprechaun cobalt with glass tube and metal ball to get metal ball.
- Use metal part, half a ball run and metal ball with the machine. You will receive ghostly key and a card deck.

Edge of town
- Use ghostly key with strange door.
Waking the wizard from Mousewood
The old Wizard's home
- Take napkin.
- Use sharp grappling hook with ivy.
- Go inside the clock and use the napkin with drop of oil, receive napkin with oil.
- Use napkin with oil on metal arm.
- Use metal arm, receive key-shaped clock part.
- Use sharp grappling hook or… um, your hands on metal knob with thin slot.
- From now on you can play Quartets with other Mousewood inhabitants and change the time of day by sleeping in the hammock in the old Wizard’s home or using the day/night book (exciting book) in the inventory.
First spell
The Old Path Tree in Mousewood (night)
- Jerry steps through the portal back into his own world.
The Old Path Tree
- Talk to the Toad.
- Use indian white pepper on the Toad.
Front of Jerry's home
Wood crossing
- Use stick with lamppost post and talk to the woodpecker (it doesn’t matter what you choose).
The Old Path Tree
- Use clicker frog with Toad
- Correct dialogue options:
- I’m Jerry Hazelnut, mighty magician!
- The streams of time?
- The whispering of the rocks?
The Old Path Tree in Mousewood
- Use Rockwhisper spell with odd crystal statue.
Convince the Leprechaun
Gardens
- Use magic coin with hole (Space).
- Take green garments.
Behind town hall (night)
- Go through the window on the left.
Townhall (night)
Portal tree in Mousewood (night)
- Talk to the Grim Man In Green.
Get to the party – bring the cake
Gardens (night)
- Talk to the Grumpy Garden Owner (until he tells you about the cake).
- Use barrel, receive tap.
Tree trunk cafe (day)
- Talk to Anja, receive ingredients list.
- Use sharp grappling hook or nail with cheese wheel, to receive aromatic but hard piece of cheese.
Back of the dwarves' home
- Use tap with really huge beet.
- Use mug with logo with really huge beet with tap, to get mug with beet syrup.
The old Wizard's home
- Take chocolate. You will also get heat-resistant tinfoil.
- Fill the empty Blue Juice keg with milk by using the cup with milk. You will get keg of milk.
Radio station (floodplain) (night)
- Use heat-resistant tinfoil with small campfire.
- Use aromatic but hard piece of cheese with pot on the fire.
- Use indian white pepper with cheese fondue.
- Take tasty smelling berries.
Tree trunk cafe (day)
- Use sweet red berries, keg of milk, chocolate and mug with beet syrup with Anja.
Now return on the next day - switch to night and then switch to day again.
Tree trunk cafe (day)
Light the way
Tree trunk cafe (day)
- Use key shaped clock part with key while it's on the hook and the mouse is in the garden.
Gardens (night)
- Use cake with Grumpy Garden Owner. You will receive a trophy.
- Take glowing nuts.
- Use the Tree Trunk Cafe backdoor.
Tree trunk cafe (night)
- Use mug with logo on the Coffee Maker, receive mug with hot coffee.
City wall (night)
- Use calming valerian drops on mug with hot coffee, receive hot coffee with reverse effect.
- Use hot coffee with reverse effect with Gunner.
- Use Cannon.
- Use glownut with Cannon.
Portal tree in Mousewood (night)
- Go up on the branch.
- Talk to Grim Man in Green.
Second spell
Portal tree in Ireland
- Talk to the Grim Man in Green - you can choose any option you like, the result will be still the same.
Ireland Tower
- Use magic coin with hole (Space).
- Talk to Grim Man in Green.
- Take old flag.
Portal tree in Ireland
- Use trophy with Tower Window
- Use old flag with Dull Goblet in the Window.
Ireland Tower
Portal tree in Ireland
Find the fox (and learn some jokes)
Stony path (bridge) (night)
- Use greengrow spell on Fields with Eerie Green Lights.
Radio station (floodplain) (night)
- See the fox running away.
Town center (night)
- Talk to Mr. Churchmouse about the waternut, receive pencil and blank paper.
Gardens (night)
- Talk to Jonathan (the squirrel) on the party. You will get half jokes.
Radio station (floodplain) (day)
- Talk to Mole about wanting to be on the radio, receive complete jokes.
Town center (night)
- Talk to Mr. Churchmouse about replacing the waternut or just use complete jokes on him. You will get an absorbent waternut.
Radio station (floodplain) (day)
- Use absorbent waternut with Flooded Path.
- Use greengrow spell on Flooded path.
Stony path (bridge) (night)
- Use greengrow spell on Fields with Eerie Green Lights.
Portal Tree in the Swamp (night)
- Use rockwhisper spell on the Other Fox Statue.
Third spell
Portal Tree in Fox Land (Fox Shrine)
- Use magic coin with hole (Space).
- Take little bell in the bush.
- Use rockwhisper spell with Fox Statue (on the left) till you discover the guardian. It should be the third from right in the top row.
- Use Kitsune's golden bell with the Large Wooden Statue.
Japanese pond
Portal Tree in Fox Land (Fox Shrine)
Japanese pond
- Use clicker frog (2 times) with Frog Pond.
Portal Tree in Fox Land (Fox Shrine)
- Jerry will talk to Kitsune.
Opening the fourth portal - flower seed for the moths
Radio station (floodplain) (day)
- Use greengrow spell on Mushrooms.
Entrance to moth sanctuary
- Jerry needs to grow the mushrooms during the day, but here it has to be night, so use exciting book in the inventory.
- Use fox's cunning spell on Mysterious Moth.
Portal Tree at the Temple of Moths (night)
The Old Path Tree in Mousewood (night)
Back of the dwarves' home (day)
- Use sharp grappling hook with Forked Branch.
- Take Grappling Hook on Forked Branch and use it with Window.
The Dwarves' home
- Use the Switch to turn the machine off.
- Take Shoelace End and tie it to the Large Flywheel.
- Use the Switch again.
Back of the dwarves' home
- In the inventory use bundle of flax with Stick to get long brush
- Use mug with logo on Really Huge Beet With Tap, receive mug with beet syrup.
- In the inventory use long brush on mug with beet syrup and receive long brush with syrup.
- Use long brush with syrup on Restrained Forked Branch.
- Use old spiderweb with Sticky Restrained Forked Branch.
The Dwarves' home
Back of the dwarves' home
- Use long brush with syrup on Forked Branch With Net and Dandelion Seed, receive dandelion parachute.
Portal Tree at the Temple of Moths (night)
- Use dandelion parachute on Clay Pot with Soil.
- Use greengrow spell on Clay Pot with Seed.
- Step through the portal.
Fourth spell
Basecamp
- Talk to the Polar Scientist.
Use Tarp and then Crate with Strings of Light. You will get experimental strings of lights.
Use Another Tarp.
Use experimental strings of lights with Scrub.
Take the Plug and use it with Battery Block.
Portal Tree in the North Pole
- Use Snow Covered Rock (2 times).
- Use rockwhisper spell with Head of a Statue and talk to it until the lights on the tree will glow again.
Basecamp
Portal Tree in the North Pole
Act 3
Front of Jerry's home (future)
- Use rockwhisper spell with Weathered Statue.
- Use glimmer of hope spell with Jerry.
The old path tree (future)
- Look at The Old Path Tree.
Releasing the Wizard
The old Wizard's home
- Look at the Shelf.
- Use nail with Small Sack and take the corn kernel.
- Use Case to get large monocle.
- Put the corn kernel in the Sunlit Gap and use large monocle on it. You will get three banishing bottles.
Elixir Lizard
Town center
- Use banishing bottle with Bottle Rack, receive captured lizard.
Banking Lizard
Townhall
- Use fox's cunning spell with Odd Figure.
- Sign two contracts with the Odd Figure to make him drunk.
- Sign a third contract and choose dialogue option:
- The price for acorns and nuts just crashed…
- Use itching powder from your inventory on the Armor.
Behind town hall
- Use magic coin with hole (Space).
- Use banishing bottle with Confused, Apparently Thirsty Lizard, receive imprisoned lizard.
Fortune Telling Lizard
Portal Tree in the Swamp
- Talk to Not Very Trustworthy Figure - choose dialogue option:
- Can you also tell your own fortune?
- Take blue beet.
- Talk to Not Very Trustworthy Figure - choose the previous dialogue option that makes him draw the white ball and dance.
- Use Pretty Flower and put the blue beet in the Drum Hatch.
- Pick up the white ball and use it with the blue juice sticker in the inventory.
- Talk to Not Very Trustworthy Figure - this time ask for your own fortune.
- While he tells Jerry his grim fortune use Pretty Flower and then put the manipulated white ball in the Drum Hatch.
- Talk to Not Very Trustworthy Figure - again, ask him to tell his own fortune.
- Use banishing bottle with Not Very Trustworthy Figure, receive incarcerated lizard.
The old Wizard's home
- Use one of the filled banishing bottles with the Old Magician.
The last step of becoming a Treewalker
Jerry's Wardrobe
- Use Red Coat.
- Use Royal Blue Coat with Gold Trimming.
- Use Stylish Second-Hand Tuxedo.
- Use Motley Ensemble.
- Use Daring Robe with Hat.
- Use Simple Checked Jacket.
- Look at the Light.
- Use Keyhole and go outside.
Jerry's Room
- Use Sliding Door.
- Use Corner of the Rug.
- Use Storage Niche.
- Use Musty Cardboard Box.
Opening the last portal
Hall of Apprentices
- Use leaf the marquis left behind with Metal Frame, receive uncanny sound carrier.
Root Fields (front of the dwarves’ house) (night)
- Use uncanny sound carrier with the Hole in Big Old Tree Stump.
Portal Tree at the Temple of Moths (night)
- Use uncanny sound carrier with Odd Crystal Statue.
- Take amber.
Portal Tree in the Swamp (night)
- Use uncanny sound carrier with Odd Crystal Statue.
- Take amber.
The Old Path Tree in Mousewood (night)
- Use uncanny sound carrier with Odd Crystal Statue.
- Take amber.
Behind town hall
- Use uncanny sound carrier with Odd Crystal Statue.
- Take amber.
Root Fields (front of the dwarves’ house) (night)
- Use all four ambers with the Big Old Tree Stump.
- Use glimmer of hope spell with Image Plate.
- Take silver key.
- Use silver key with Mysterious Wooden Door.
Act 4
Finding the way to the Clearing
The Branch Labyrith
- Use advice seeker spell and get tree bark.
- Talk to the Mysterious Raven.
- Use Stone Wheel.
- Use Cannon to get black powder and use the Stone Wheel again.
- Use Nets With Acorns, receive three acorns.
- Use indian white pepper on Stone with Marking.
- Use dried long brush with syrup on Rusty Metal Door, Half Pried Open to get dwarf root.
- Use Stone Wheel.
- In the inventory use black powder with indian white pepper.
- Now let’s make a Carrot Flame as before. On mug with logo use:
- powder mixture
- tree bark
- tree acorns
- dwarf root
- Use mug with powder mixture, bark, acorn, and root on the Crossroads.
- Use Campfire, then use the log on Powder Circle with Mug.
- Talk to the Masked Magician.
- Take the magic coin with hole from the inventory and choose the following paths:
- Path Into the Light
- Bright Path
- Path Into the Light
- Into the White
Clearing of the First Tree
- Look at the Great Zaroff.
Wood of the First Tree (theater) - removing the nails
Wood of the First Tree, Act I
- Talk to Toad and take the styrofoam chestnuts.
- Use Scenery and the Light Switch behind it.
- Use the Voice Tube.
- Use styrofoam chestnuts with Toad while it’s in the spotlight.
- Talk to Plato, then use the clicker frog on him.
Wood of the First Tree, Act II
- Use iron nail with Rift in Landscape.
- Use the Lever, switch it to the middle position and then push the button. Part of the lawn will get stuck to the sandbag.
- Switch the Lever to the lower position and push the button.
- Take the Hat.
- Use the Tree With Nail.
Wood of the First Tree, Act III
- Use uncanny sound carrier with Bell.
- Use kitsune’s golden bell with Kitsune and then talk to her.
Wood of the First Tree, Act IV
- Take the candy cane.
- Look at Christmas Tree, receive string of lights.
- In the inventory use string of lights with giant candy cane, receive festive fishing rod.
- Use festive fishing rod with ocean.
- Use the Cable two times.
- Look at Machine and then use the Nail.
The last battle
Clearing of the First Tree
The final battle! Zaroff will cast a spell and Jerry has to counter it with the same kind. That’s the easy part, because every spell has its own color. The next part is trickier, cause’ you have to match the nail color/metal which you probably don’t remember from the cut scenes.
The correct matches are:
- Blue - Gold
- Purple - Black
- Red - Bronze
- Green - Silver
Town center
- Talk to the Old Magician.
- After that, the Woodsprite will appear. Talk to him, to see the final events.
Waiting for the Rabbit to be unleashed!
Achievements
Dewdrop Collector
There are 32 dewdrops in total.
- Abandoned train station - 1
- Edge of town - 2
- Behind town hall - 3

- Gardens - 3
- Town center - 1
- City wall / Town Gate - 3

- Road to Mousewood - 2
- The Old Path Tree in Mousewood - 2
- Stony path (bridge) - 3

- Radio station (floodplain) - 3
- Portal Tree in the Swamp - 2
- Entrance to moth sanctuary - 2

- Root Fields (front of the dwarves’ house) - 3
- Back of the dwarves' home - 2

Card Collector
There are 32 cards in total. First 18 you get automatically. 16 from the Machine, plus one extra and one from the Old Magician. Those two extra cards are from the hazelnut collection, which is tied to the story and which you get automatically as the game progresses.
- Hazelnut collection
- automatically, one extra from the Machine - three
- automatically, after learning to play Quarters - two
- automatically, after touching the rainbow - four
- automatically, at the end of the game, after choosing your coat - one
- Eye collection
- in the Dwarves' home, under the loose floorboard - one
- look at the board next to Junior in Town Center at night, then return the beetle to him (City Wall, in the grass above the right guard post) - two
- after finding and returning Ursula, talk to her and play hide and seek (she hides at: Edge of town, City wall, Gardens, Town center) - three
- talk to the party guest in the Gardens at night - four

- Leaf collection
- upstairs in the Town Hall, between Papers - one
- bring coffee to the party guest (Gardens) during the day - two
- upstairs in the Town Hall, between the Documents - three
- play with Steinberg (dwarf) while he’s at the café during the day - four

- Treewalker collection
- all cards are hidden in the Cabinet, that the Hedgehog Brothers are working on. But you have to make them turn away in order to get those cards. Choose dialogue option: “You work to earn money - it doesn’t need to be fun”) - four cards
Story Collector
You have to find the Woodsprite during the night and talk to him. There are 8 stories in total.
- Tree trunk cafe
- Radio station (floodplain)
- Back of the dwarves' home
- Edge of town
- Stony path (bridge)
- The sixth you get automatically after returning from the Fox Land
- Root Fields (front of the dwarves’ house), near the hollow tree
- The Old Path Tree in Mousewood



Sticker Collector
There are 8 stickers in total.
- Abandoned train station, under the rock windowsill - Fish
- Behind town hall, the top part of the overgrown mural - Ladybug
- Town center, on the bottom of the advertising pillar - Ninja
- Town Gate, on the right guard post - Snail
- Radio station (floodplain), inside the busted radio - Bee
- Portal Tree in the Swamp, on the porch of Plato’s home - Bunny
- The Dwarves' home, on the vase - Butterfly
- Front of Jerry's home, on the bike - Lizard
You can collect this sticker only during Act I and while learning your first spell.