Creepy Tale 2 Walkthrough — Game Guide

Creepy Tale 2 Walkthrough

Creepy Tale 2 is a sequel to the original game with a standalone story. We’ll tell you how to complete Creepy Tale 2 and get all the achievements.

Chapter 1

Teddy bear for Ellie

Look around the room and go downstairs. Chat with the girl under the stairs. This is Ellie, the sister of the protagonist. She asks to find her teddy bear. Exit to the courtyard and go right. Pick up the teddy bear’s body near the hay cart. Move left and look at the tree. There sits a crow, quality in the mouth of a teddy bear.

Go to the house, go up to the second floor and in the foreground on the right side of the screen (to the right of the railing) look for a mousetrap with a piece of cheese. Take a piece of cheese, press you into the yard and use it on the crow (via permission Q). Pick up the fallen teddy bear head. Return to the house. Go downstairs and talk to Ellie to get the key from her. Open the locker on the second floor with the key, take the thread with the needle, open the inventory on I, select the thread with the needle with the E key, and then the two pieces of the plush toy. Pass the toy to Ellie.

Wood

As soon as you give the teddy bear to your sister, the father will call the hero and ask him to chop wood. Go outside, go to the right behind the fence and pick up three logs. Take them to the left, take the ax under the tree, place the log on the stump and use the ax. Press E to start swinging, and then click again on the same key to hit the log. Take the wood inside the house and go to bed.

ACHIEVEMENT. WHEN YOU WILL CHOP SOME WOOD, PRESS E ONCE TO SWING, AND THAT’S EVERYTHING. LET THE BOY DAMAGE THE AX 10 TIMES.

Brownie in the fireplace

Watch the cut-scene. The brownie will give you a cupcake, which you need to give to his brother who lives in the city. Go right and confirm the transition to the city. Walk right until you find the tailor’s house. Once inside, take a look around:

  • Pick up the padlock from the bench on the left
  • Pull the claw out of the wall to the right of the door
  • Pick up a skein of thread from the floor in the center of the room, closer to the foreground of the screen,
  • Pull the pin out of the clothes on the stand to the right of the window
  • A pin and a skein of thread can be combined immediately in the inventory

Go outside and read the letter lying on the window. You learn that the brownie lives in the fireplace. Go back inside the house and cut the coverlet on the fireplace using your claw. Examine the fireplace. The door is locked with a key that is in the cat’s mouth (under the ceiling, in the upper right corner).

We need to feed the cat with something. Go outside and head left. Use your claw to cut the rope on the cart and combine it with the lock found in the house. Use the rope lock on the roof of the tailor’s house. There is a wooden fence on the right. Take one board and go up to the roof. Apply the plank to the empty space between the buildings on the left. Get to the roof of the house, where there is a jug of milk on the second floor. Apply a skein of thread with a pin (a makeshift fishing rod) to this jug. Return to the tailor’s house, pour milk into the bowl, take the key and open the shelter in the fireplace on the right. By the way, you will need to leave the house for the cat to go down to the bowl of milk.

How to get out of the tailor’s basement

After talking with the brownie, take the hook that was used instead of the right hand. Turn the valve on the right to see the knot on the wall diagram. Return the wheel to its original position and interact with the diagram on the wall to insert the hook into it. Use the lever on the right and move the hook to the second point on the top row from left to right. Pull on the blue ring to secure it to the hook. Move the hook to the right and lower the yellow ring. Move the hook to the lower left corner and hook the green ring onto it. Then move the hook to the second knot (left to right) of the middle row and hook on the last, red ring. The stairs will go down and you can get out of the basement.

Chapter 2

ACHIEVEMENT. THERE ARE FOUR WELLS IN THE GAME. INTERACT WITH EACH OF THEM AT LEAST ONE TIME (MINIMUM) FOR LARS TO SCREAM. ONE WELL (1/4) (YOU WILL FIND IT RIGHT NOW) WILL BE AT THE BEGINNING OF THE SECOND CHAPTER, THE SECOND IN THE THIRD EPISODE OF THE SECOND CHAPTER, AFTER THE OLD WOMAN, BUT BEFORE THE PRINCESS WITH THE MONSTR IN THE FOURTH EPISODE OF THE THIRD CHAPTER.

How to turn on the light in the house

After talking with the king, the hero will go to the forest. Move to the right past the well and loose earth and pick a pear from the tree. In inventory, combine it with a dagger to get a seed. Walk past the house, as it is dark inside, and place the seed on the left or right lever of the tree with the glowing fruit. Then go back to the pear tree and cut it with your dagger. Take the second pear, cut out a seed from it and place it on the other lever of the tree with the wood goblin. Knock for the goblin to open the doors and use the cupcake.

After that, the flaps will open for a longer time. Select the glowing fruit with the left lever, knock on the goblin and lower the right lever. The glowing fruit will fall to the ground and you can pick it up. Enter the house and place the fruit inside the lantern on the table on the right.

Puzzle inside a house in the woods

Pick up the diary under the table with the lantern. There is a padlock on the door on the right. In the background of the screen there is a puzzle with four cells, in which you can place different pictures. Walk towards the toy in the right corner, in the foreground. Start it up and count the number of beats between pauses. There is a shovel against the wall to the left. Take it and return to the well, where there is loose earth nearby. Dig up the skeleton and take the key from it. Return to the house and open the door on the right.

Number of strokes: 2/4/1/3. Place the images associated with these numbers on the box in the background from left to right:

  • II
  • Rhombus (4 corners)
  • Point
  • Triangle (3 corners)

Take living water, go outside and apply on the idol near the house. You will find out where the liquid is stored, which allows the idols to move. Use the shovel on the tree where the pears grew. You will receive a Vial of Red Liquid. If you use it on the idol outside the house, it will kill Lars. Therefore, go inside, take out another idol from the closet and apply the red liquid. Go with him to the reservoir on the right and throw him into the river. Go back and repeat the steps with two more idols located in the closet. Cross the reservoir.

ACHIEVEMENT. APPLY BLUE LIQUID ON ISTUKAN OUTSIDE THE HOUSE. THEN APPLY RED LIQUID TO IT. HE WILL KILL YOU. REPEAT THE ACTION ONCE AGAIN, APPLYING RED LIQUID ON ISTUKAN FOR THE SECOND TIME.

Ogre old woman

Go to the house on the right, go inside and you will be captured by old woman along with two other children. Push the cage to the right until you hit the barn. Repeat the steps twice more (push once to the left and again to the right) so that the board falls off the roof and knocks down the lock. Talk to the kids. The old woman wears the keys to the cages on her belt. Walk to the right and go inside the barn.

Take two watering cans from the shelves on the right. Walk left past the padlock table (no key) and pick up Rough Leather Gloves from the shelves in the corner. Go outside and examine the bush with leaves on the right. With watering cans, you can change the shape and color of the leaves. But for now, you have no containers to add them.

Walk left. The first door will be locked, but the second, farther one, is open. Go inside the house and see how the old woman feeds her grandfather without legs. Remove the key from the wall. Walk to the right and in the next room examine the plate on the wall. It features a yellow crescent moon, green spider webs, blue pitchforks, and a red bird. Return to the barn and unlock the lock on the table. Go through all the pages to find one that depicts a bird, pitchfork, web and crescent moon, and next to them – leaves of a certain shape. This is the key to solving the puzzle!

Creepy Tale 2 Walkthrough
Creepy Tale 2 Walkthrough

Go back to the house with the old woman. While she is feeding her grandfather, run to the right and move the flap on the door. Now the house can be entered through two passages. There is a wardrobe to the right of the stairs leading upstairs. From the shelf you can pick up the dagger that the king gave Lars. Stand to the left. When the old woman goes down and passes to the right, go upstairs and hide behind a barrel near the right wall. When the old woman leaves to feed her grandfather, take the bowl that is to the left of the large cauldron and run downstairs. Go outside and follow the bush. Use those watering cans to choose the color and shape of the leaf (one changes color, the other shape). Pull the following leaf:

  • Yellow leaf in the shape of stars (or maple leaf)
  • A green twig, consisting of many leaf and resembling a Christmas tree
  • Blue oblong leaf
  • Red standard leaf

All leaf shapes are shown in the screenshot above! You need to pick the petals with gloves made of rough leather. If you have collected four correct leaf, you will receive a message that the resulting solution emits a light.

Return to the house, go up to the second floor and pour the potion into the cauldron. Don’t forget to hide behind the barrel. After the grandmother feeds his grandfather with soup and potion, he will fall asleep. Grandma will go downstairs. Take a moment, go downstairs and run out of the house. Use the knife on the spikes on the left. You will receive a SHEARED THORN. Take a moment and place the thorn on the chair near the stairs leading to the second floor. Next time go downstairs and add the potion to the tea (apply to the samovar). The old woman drinks tea with a potion, falls on a chair and pricks herself on a thorn, which will kill her. Take the keys and enter the room with the old man.

ACHIEVEMENT. IT IS NECESSARY TO APPLY ON THE CAGE WITH THE CHILDREN THE KEY FOUND IN THE HALLWAY (WHICH YOU REALLY OPEN THE DRAWER IN THE TABLE INSIDE THE BARN), AND THEN – THE OLD WOMAN’S BINDING. ONLY FOR BOTH ATTEMPTS ACHIEVEMENT WILL COUNT!

Take the bunch of keys on the curbstone on the left and go to the exit. When grandfather grabs Lars, use the dagger from inventory. Go outside and free the children from their cages. On the way to the tree with the monster and princess, you will find the second well (2/4).

Princess and monster

You will see a monster trying to pull the animal out of the hole, as well as a girl with a diadem. She looks like a painted girl that the king gave you. Walk right to the middle of the tree, remove the knife and pick up the jug. There is a cut on the branch on the right. Use a knife to cut the lantern on the left. This will distract the monster. He will start walking left and right, and the girl will move away from the stairs.

When the monster goes to the right, go downstairs, go to the right and cut the rope from the bush. Return to the tree and tie the rope to the slot. When the monster leaves to the right, go down again and tie the jug to the rope. Go upstairs and pull the rope with a jug to you. Take a moment and throw the jug so that it hits the monster’s head. My monster walked from left to right, and the horn from his head flew into the princess (and killed her). Perhaps if he moves in the other direction, it will be possible to avoid the death of the princess?

How to save the princess?

Information is being clarified.

Talk to the animal, go to the right and examine the boat. Come back and talk to Yanni again. He will say that the river needs a gift. Take the princess’s corpse to her.

How to get out of sleep

After swimming into the cave to the owls, talk to them. As a result, you will find yourself trapped (in a dream). You need to find and crush some red growths. Go up first and crush the first one. Go even higher and crush the second one. Follow left and up (diagonally) to find the third. Move higher and find the fourth. The fog will dissipate. Walk right and find a light. Interact with him to get out of sleep.

How to escape from owls

Each door has 3 symbols. The right symbol is the numbering of a specific door. And on the left, you can choose only one of the two characters. The highlighted symbol indicates the passage through which you exit if you go through the nearest door. For example, if the Z button is highlighted, then you exit through the door with a purple Z symbol on the right. There are purple spheres in several places, but you can’t pull them out with your bare hands.

So, move to the door with the purple letter “I”. You will see an owl on the right sitting on a chair. Pull the nearby lever to grab her attention with the green sphere under the ceiling. Select the “spiral” symbol at the door “I” to move to the door with a spiral. Then at the door with the purple “spiral” select the button with the X symbol and go through. You will find yourself at the door, which was constantly looking at by an owl sitting on a chair. But now she’s gone. Run to the right and pick up a tool (chisel) from the shelf and quickly leave this place.

Now, use the chisel to pick out two purple spheres. Return to the passage with the purple Z and head right to pull the first purple sphere out of the wall. Immediately go through the nearest door by selecting the button with an inverted “T”. To the right of the door with the purple inverted T symbol is a second purple sphere. Dig it out.

Return to the aisle with Z and place the two purple orbs by the aisle on the left. Go through the door that will lead you to the main owl. Click on the buttons to the left of the door and quickly hide behind the nearest column. When the main owl passes to the right, you can pick up the key from the throne. Hide immediately behind another column.

Use the key on the door to the left of the throne to reveal a puzzle. Count the number of sectors on the two circles on the left and right and the number of question marks at the top. You get a combination. Press LMB for the first time and select 8, the second time – 4, the third time – 6. The correct code is 846. Select the letter S by the aisle. Now the alarm will not work. Go through the door and find yourself at another boat.

ACHIEVEMENT. HIT THE SAME COVE 15 TIMES. ANY.

When traveling by boat, remove the flashlight and shine on creatures trying to get into your boat.

ACHIEVEMENT. TO GET THIS Achievement, COMPLETE THIS LEVEL IN SPENDING NO MORE THAN 5 MINUTES.

Chapter 3

In the end, you will reach the opposite bank. Click on four stones near the cave until they all go out. Move through the cave until you come to a room with a crown. Watch the cut-scene.

ACHIEVEMENT. TO GET THIS ACHIEVEMENT, AS YOU ARE AT THE CAVE, CLICK ON THE SECOND AND THIRD STONES (LEFT TO RIGHT) TO INSTANTLY SOLVE THE PUZZLE.

House

After that, you will go to the location on the right. At the very beginning there will be the third well (3/4). Be sure to shout at him. Next, there will be a house with a closed door and an interesting combination lock. To open the door, you need to put the keys on the right, left and top, and a butterfly below. Take the knife from the table. A terrible hedgehog sits near the fireplace. Take the kettle from the table near him.

Go up to the second floor and cut the web from two boys with a knife. Pour black tea into the boy on the left. Nothing will come of it. Leave the house. Ellie and the monster will leave, so you can walk to the right. Pick the mushrooms from the bridge and add them to the tea. Give it to the boy on the left in the attic. Go downstairs after talking with the boy.

ACHIEVEMENT. AFTER COMMUNICATION WITH THE SAVED BOY, LEAVE THE HOME AND WAIT 15 MINUTES WITHOUT PAUSE THE GAME. THEN RETURN TO THE HOUSE AND UP THE ATTIC. THE BOY WILL NOT BE ALREADY, AND YOU WILL RECEIVE ACHIEVEMENT.

The creature dies, and you can pick up a jar with a lid that stands above the fireplace. Use it to catch a butterfly in the attic. Go downstairs, leave the house and use the butterfly on the monster to the right of the building. Ask the monster to move the stone slab on the right and go down into the cave.

Cave

After going downstairs, run away from the monster to the right. Lock the nearest door behind you to stop him. Climb the stairs and lower the hatch behind you. Quickly turn the valve on the left and head up the stairs on the right. Lock the hatch behind you, take the key from the shelves on the right and stand on the left. If the valve is turned, there will be no grate. Wait for the monster to break through the hatch, and then quickly jump down. Use the key to unlock the lock on the hatch on the left and go downstairs.

ACHIEVEMENT. NOW YOU MUST RUN LEFT TO THE WOMAN, BUT RUN RIGHT INSTEAD. THIS WILL BE A DEAD END, YOU WILL DIE BUT RECEIVE ACHIEVEMENT.

Run into a room with a woman and a lot of butterflies. The monster will spit on it, and you will lock the door. Remove the diadem from the woman, and then take the key from her. Go right and open the door.

Church

After getting out into the forest, shout to the last well (4/4), for which you will receive the achievement. There is an organ to the right. Go to the church on the right. Take the wooden plate with the notes burned on the surface from the bench. You can interact with the shepherd’s altar to see a puzzle consisting of four diamonds with red dots each. From left to right, the points should be directed:

  • Up
  • To the right
  • To the left
  • Up

If everything is done correctly, the lift will lower. Drive upstairs to see some candles.

ACHIEVEMENT. LIGHT ALL CANDELABRA CANDLES INSIDE THE CHURCH.

Immediately…

ACHIEVEMENT. AFTER LIGHTING ALL THE CANDLES, EXTINGUISH THEM TO GET THIS ACHIEVEMENT.

Return to the organ and install the wooden board. Don’t worry, you won’t have to play the melody with these complex notes. Instead, the presence of a wooden slab activates the organ itself. Press the white keys in order and remember which ones make a sound and which ones don’t. The number of white keys matches the number of candles on the ceiling of the church. Keys with sound – burning candles, without – no.

ACHIEVEMENT. TOKKAT. FOR THIS IT IS NECESSARY TO PLAY THE FAMOUS TOKKATA AND FUGUE RE MINOR. NUMBER THE WHITE KEYS FROM “1” TO “14” LEFT TO RIGHT, AND AFTER PRESS ON 14, 13, 14, 13, 12, 10, 7, 6, 7.

Return to the candles and light the following from left to right:

  • 1
  • 3
  • 5
  • 6
  • 7
  • 10
  • 12
  • 13
  • 14

If everything is done correctly, the last candle will appear at the bottom. Go down and set it on fire. Listen to the Keepers of the Forest. Go outside. Walk left while the girl is playing. If she doesn’t, stand still! In this way, get to the well.

Swamp

Go right, bypassing the places where bubbles appear. And do not linger, otherwise you will drown in the swamp. This will get you home. Knock on the house and see the approaching waterman. Run left and hide in the grass in front of the bridge. IT IS IMPORTANT! There are two reeds, and you need to hide in the one on the left. Wait. When the water one passes by and starts sniffing, quickly run into the reeds on the right. Do the same when the watermark is on the right. After that, he will go to the right.

ACHIEVEMENT. YOU MUST DROWN IN THREE DIFFERENT PLACES. AFTER APPEARING AT THE LOCATION, sink in the swamp to the left of the well, then – in the swamp to the right, and AFTER – in the swamp to the right of the house.

Knock on the door again and hide behind a tree stump near the house, in the middle of this location. The water one will go to the left to the reeds. Run to the right. There is a dry bush and a tree here. You can hide both there and there. First, hide behind a tree, then run over to the bush, and then again behind the tree. Just as they did with the reeds. The water one will go away. Follow him and knock on the door a third time. But wait a little for the monster to go all the way to the left. Hide behind a stump near the house and outwit the water one, again using the two reeds on the left. For the fourth time, knock on the door to meet the wizard.

Cave

Creepy Tale 2 Walkthrough
Creepy Tale 2 Walkthrough

The old man will return you to the cave and ask you to open the cage next to the butterfly. Go inside, go deeper and find a butterfly, father and Ellie. And here are the choices that affect the ending of the game:

  • Open the cage and imprison the mother’s soul
  • Do not open the cage, but instead put on the crown and join the family

Achievements “Exodus” and “Dark Side”. You will receive depending on the choice of the ending. In any case, after choosing one, you can reload the game and specify the other.

Добавить комментарий

Ваш адрес email не будет опубликован. Обязательные поля помечены *

Этот сайт использует Akismet для борьбы со спамом. Узнайте, как обрабатываются ваши данные комментариев.


grandpashabet
grandpashabet
Meritking
Meritking Twitter
ultrabet
casibom güncel giriş
zbahis
Hair Transplant istanbul
da pa kontrolü
casibom giriş
marsbahis
replika saat
eskişehir temizlik
sms onay
ankara nakliyat
ordu nakliyat
Vozol Puff
iqos terea