Youcan choose from joystick control, keyboard or computer mouse. On the initial screen, you can select the language of the menu, because the rest of the game is multilingual, i.e. all desires and decisions are expressed by pictograms that do not require translation.
The inventory is located at the top of the screen and is available for interacting with items by clicking the left mouse button (LMB) on the backpack icon in the upper right corner. To use an item from the inventory, you need to hold down its LMB and drag it to the location. If you collect all the necessary items, they are automatically combined for further use.
The game is divided into short episodes. After completing the passage of each episode, it can be downloaded and replayed. After the end of the game, it will be possible to replay any of the 15 episodes.
We get to the telephone booth, pick up the receiver, and listen to the interlocutor on the other end of the wire. We continue to move to the right screen. We pass by a lonely standing mirror. We notice in it the reflection of a bear instead of our own.
We suddenly notice a cup floating in the air. We clicked on the left stone, which turned out to be the goblin's stone head. Alternately click on the stone heads, and take the teacup. We go to the right screen.
We reach three dandelions in the field. Click first on the left and then on the right so that all three flowers turn turquoise. A cute monster appears from the ground, which we stroke in the face. We go further to the left. We pass by a locked door that requires a key.
We take away the watering can with the image of the moon from the outstretched hand, which appeared in the opening of the open door. With a watering can in inventory, we follow to the place of the royal tea party.
Now we have to assemble the gears into a single moving chain to start the alarm clock. To do this, move the tiles to the side with the left mouse button so you can put a gear in its place. For engagement, the gears must be in contact with each other.
We click on the walkers on the wall and understand that they do not have a pendulum. We go into the room on the right. We see that the brother is fascinated by the electronic toy and does not pay any attention to us.
We take out things from the basket with linen and find a yellow ball at the bottom of the basket. We are trying to lure a cat out of a cardboard box with the help of a ball, but nothing works out for us. We take the bell from the bedside table. We use the bell on the cat, but also to no avail.
We push the shoulder of the brother. We hide behind the back of the sofa, scream heart-rendingly and show our tongue. The brother moves from his seat, and we find the key, which we take into inventory.
You can use the bell on the sleeping dog. To wake the dog, you need to solve a simple puzzle in which the dog drives the sheep to their places in a dream. Move the dog figurine using the arrows at the bottom left.
We play a small mini-game in which we need to click on selected areas while running, similar to the shadow from our mask. At the top, a counter is turned on, which shows that we must step on such areas six times.
We pass to the left screen and exit a clearing with three frogs. We click on the cup. Automatically pick it up in inventory. We ask the frogs how we can help them. The frog on the right needs to get the red cap. The frog on the left needs to open a can of frog treats. The central frog cannot pull the sword out of the stone in any way. We pass to the right screen. We go out to the meadow with the bear.
Please be sure to note the knife, grab it. Unable to hold back a joyful cry, we attract the attention of a horned bear and run away from the clearing. We immediately go back and carefully raise the knife from the ground. We move to the location of arrival.
We put a cup with resin on a stump, on which a blue moth sits from time to time. A forest goblin tries unsuccessfully to catch him. The moth sits on a cup of resin and sticks to it. The goblin grabs the moth by its paws and flies away from the clearing, releasing a hollow log for us.
We go to the meadow with the bear. We are interested in the blue lever we spotted in the grass near the tree. We climb into a hollow log. We click on the frog so that he begins to distract the horned bear.
We ask the goblin to give us the lever, but he agrees to return it to us only if we win on the checkerboard. The goblin moves with a black checker that can move across the board in any direction. We have four white checkers at our disposal, which can only move forward to the cells indicated by the arrows. Pieces cannot jump over each other and cannot attack each other. Our task is to drive the black checker into a position from which there will be no way out of it. If we lose, the game starts over. The game is random, so it is impossible to offer a step-by-step guide.
We approach the button, and point to it the helper frog. He understandably stands on the button. We return to the clearing, and pull the lever. The frog jumps up and takes the can opener off the string.
We click on the bear, we watch the video. When we are on the ground, first, we click on the frogs so that they distract the bear. At this time, we quickly crawl along the arrow between the bear's paws and promptly run to the next location. We find ourselves in caves where we must escape from the bear in five different caves. The bear, like us, can only move one position. If we find ourselves in the bear's line of sight, it starts to move after us. The red stripes are the zone of his aggression. The yellow stripe is a blind zone for the bear, in which he does not see us. We can only move to the highlighted position.
Running away from the horned bear in the correct positions, we automatically pick up the figurine, outwardly very similar to us. We run out of the last cave to the magical clearing. We see a king frog tied to a tree.
We put the figurine with our own image in the center of the magic circle. Use the rope on the bear tracks next to the circle. Our attention is drawn to the niche with the image of a snake. We head towards the entrance to the cave. Around the entrance are inscribed strange symbols that remind us of their image around the magic circle.
To solve the puzzle, look at the image of a snake. The points in the figure show the number of turns of the disk in the direction of the arrow. The small arrow indicates that you should start counting from the tail and move toward the head. Rotate the circles using the arrows on the right and left. We twist: three times to the right, four times to the left, and two times to the right. The image of the snake on the stone and the magic circle glowed in turquoise.
The old woman tells us about her adventures with the kidnapping of her bag. Click on each of the five drawings to build a coherent story out of them. We pay attention to the geometric figure in which each character of this adventure is depicted. Click on the geometric shapes on the bag in the correct sequence.
We notice another duckling on a stick waved to us from behind the bushes. We are invited to exchange the duckling for pizza. We click on the box. We find in it a phone number by which you can place an order. We fix for ourselves with what ingredients you want to order a pizza: mushrooms, tomatoes, herbs.
Our attention is drawn to a coin glittering in the bark of a tree. When you try to reach it, the pigeons flock to us. We take out the bread from the inventory and crumble it into a plate under the tree. While the birds are busy eating, we pick up the discovered coin. We head to the pay phone booth.
Note . If we chose the wrong ingredients for pizza and the customer rejected it, then we again approach the telephone booth and dial the desired phone number without putting a coin into the machine.
We approach the garden gnomes, whose colored hats correspond to the multi-colored roofs of houses. We click on the gnomes and align them in height in the same way the houses are aligned in height. We pick up the duckling (3/4).
Getting a flag and returning all ducklings to the start line is necessary. Initially, each duckling has 100 units of energy. Swimming one position takes 25 units of energy from the duckling. Ducklings can share energy with each other using the up arrow. When you click on the duckling, directional arrows appear. It is proposed to pass one of the possible options.
A new scale with a slider appears on the right. In order to leave the heron, it is necessary to swing as much as possible, holding the legs of the bird. Hold LMB and move the slider up/down until the scale at the bottom is completely filled with green. We automatically release the legs of the heron and go down to the sailboat in the open sea.
We swim to the left until it stops. Use the pirate doll on the toys above the surface of the water. We select a bottle. We automatically take out the cork from it and get a firefly with an ultraviolet glow. Now we are heading to the two captains.
We select this bait and emerge. We take out the worm from the inventory and throw it to the whale for the brother, who automatically catches the bait. We go down under the water and click on the brother to transfer control to him.
We have to line up our crabs horizontally or vertically four pieces in a row faster than our opponent. We play orange crabs instead of chips. The figures move in a straight line to the first obstacle.
The angry pirate seagull still brings us the coveted chest from the whale fish. We swim up to it and open the chest with the key received from the brother. We take out a navigation device from the chest, with the help of which we play another mini-game.
We place a glowing red light on the lamp plant on the left. A crab with a shell on its back rushes under a column of light. We click on the sink, we take it into inventory. We swim to the sleeping monster.
We use the shell on the sleeping monster as a mouthpiece, bring it to life. We ask the monster for his fluffy process on his head. The three-eyed whale agrees to share this offshoot with us on the condition that we solve a few logic puzzles and prove our wit to him.
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