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Creepy Tale: Some Other Place Walkthrough — Game Guide

A detailed guide on passing all chapters of the game and solving puzzles.
Creepy Tale: Some Other Place Walkthrough — Game Guide
Author
Anton Latoshkin
Date of publication
31 May 2024

Creepy Tale: Some Other Place walkthrough

Chapter 1

Let's go fishing!


Finding yourself on a strange pond, we start fishing. You need to hit the timings when the cursor is in the green zone. If we do it correctly 3 times, we get the achievement “Rich Catch”. Chase the demon, yell into the well, climb into the hollow tree, ending up in Another Place.

Chapter 2

There is also a world outside the hollow tree.

We pick up a fallen fish from the ground and go to the hollow, trying to reach it, but to no avail. Go left to the pier, talk to the demon fisherman and exchange the fish for a shining stone. Go to the right, come to the cabin and Korogryz. We will not contact him. Insert the shining stone into the door of the cabin and go inside.

Examine the table, memorize the recipe (Fruit-Fish-Mushroom). Look in the cabinet near the pickles, take a wooden piece. Climb the ladder, carefully take two more pieces. Knock on the attic door, dried fish falls on the floor, pick it up too. Go to the cupboard by the front door, apply the parts to it, solve the puzzle. Its solution is always different, so I'll just explain the essence. From time to time all the locks on the door move, you need to carefully watch what icon is NOT moving and click on the corresponding part at the bottom.


Take the firebrick from the cupboard, go to the cauldron, use the firebrick and dried fish on it. Go out of the house, pick up the rotten fruit, throw it into the cauldron in the house. Korogryz ran away from his place, go there, pick up the mushroom, throw it into the cauldron. After a short clip, go up the stairs and knock on the attic door, we find ourselves on the roof. Go down to the lever on the first tree, pull it, go right to the third tree, turn on the lever on it, climb to the topmost branches, go left into the opened passage.

Turn on the left lever on the fourth tree, go around the top, turn on the right lever on the same tree, get a cone from the demon. Go right to the last lever, turn it on, go up through the passage in the third tree to the bird, give her a cone, go left into the passage. Shout into the well, reach the lake, and then dive into the well.

Chapter 3

This is not the “native land” we were aiming for....


Shouting to the well, we pass to the right, noticing the huge head-aggregate, and the gnome near the strange apparatus. Talking to the gnome, he won't let us inside. Nothing, instead we go down into the mine in the monster's mouth, take coal from the hanging pallet on the left, and pick up a slimy mushroom near the wagon. Back on the surface, apply the mushroom and coal to the huge head and get a ready mushroom. Feed it to the mine boss (in the far right corner of the mine), putting it on his plate. Search his sleeping body, finding the instruction for the gnome lantern. Now we have the ability to drag the gnome hanging on the rope with the device near the mine boss. We drag him to the left so that he starts chiseling with a pickaxe a strongly prominent and crack-covered stone. Industrial accident... Take the pickaxe. Now we need to set the lantern correctly, once again we look at the manual, noting that the unit on this dial is the standard 3 o'clock. Set R to 2, G to 7, B to 8. Now break three stones with a pickaxe, get a gem, put it in the tray in the left corner of the mine, knock the pickaxe on the stone. Go up to the surface, the dwarf near the machine is distracted, go inside.

Immediately pay attention to the mechanism on the right, examine it, turn the knob until the currently used arrow of the device is in the green zone, so you need to set 4 mechanisms. Pull the lever, knock the lock off the furnace with a pickaxe, get the electromodule, use it on the panel on the left. Set the necessary values, first move the toggle switch to N. For the left scale, light the third and fourth bulbs, press the red button. Turn the toggle switch to M, light the 6th, 7th, 8th bulbs, press the start button. Move the toggle switch to the middle position, pull the lever near this panel. Get in the chair, operate the machine.

Chapter 4

Let's go!


Jump on the machine so that the energy does not go into the red zone. At some point you'll get hit by a bird in the glass, so you'll have to be guided by the sound and the usual charging time. After the crash, get out of the apparatus, yell into the well, pull the thief out of the giant's clutches, and after a little conversation with him, head to the well.

Chapter 5

Dark Forest.

We shout into the well, go to the right as far as we can, try to enter the gate, but the way is closed. We notice Baba Yaga, who has appeared, and talk to her. The worst part of the game is coming - you need to give her a foot massage... Click on the bruises and hit the timings. Grandma's happy, let's move on.


Chapter 6

The Ring of Power.

Yell into the well, walk to the right, examine the monster's body pinned to the tree. Take the creepy skull. Go to the bridge, apply the skull to the troll, solve the riddle. The essence is this - after pressing the action button comes out a tooth of a certain color with a symbol, you need to click on the symbol that does not fit to the tooth came out neither color nor content. Yellow deer comes out - click on the white moon, etc. You need to think fast, time is limited, you need to do so with 8 teeth. We get a ring that controls time.


Try it near the troll, he demands some tribute. We use the power of the ring near the place of the fight, the lion revives and starts walking. We see that he stops near a makeshift bed, use the power of the ring on it, it grows a regular radish, use the power again outside the action, the radish becomes rotten. Use the ring power on the radish, it will now turn bright red. The leshy will try to eat it, but it is too tough, and flies off into the dead leshy's hand. Use the power of the ring on him, get a hard radish, give it to the troll at the bridge.

Chapter 7

Apply the power of the ring on the dead monster, wait for it to reach the head on the stump, apply the power of the ring so it grabs them both. The head is free, go further, use the ring on the vine thicket, go to the other side. Reach the woodcutter, use the ring on him, when he reaches the pressure plate - put him to sleep with the ring. Stand on the pressure plate to the left of the huge stone chthonic Tsathoggua, another head is free. Take the axe from the stump, apply it to the thicket near the pressure plate where the lion is now standing. Now use the ring in such a way that both the lion and the former thickets are in the field of action.

The leshykh passes through them, ends up on the tree, and when he is right above the ritual altar - put him to sleep and get the leshykh's hand. Climb up to the upper branches in the same way as the leshy, jump to the stone head, use the ring, the head's mouth opens. We go down, use the lion's hand on it, and now with the power of the ring we revive the singing heads. Two we have already found and freed, the third we find on the right near the bridge. Jump over the troll's head, use the ring to grab both the troll and the head, he releases it. Now use the ring so that it doesn't touch the troll, it is put to sleep, the head is sent to the stone mouth. Send the other two heads into the stone mouth, climb inside. Use the ring twice, now we need to play a melody on the singing heads. The order of pressing (from left to right) is 2-1-3-1-1-2-2-3-3-2-3-3-1-2.

Chapter 8

In the name of science.

Cross the bridge, use the ring on the dead goat. Go further to the quarry, hide behind the logs, sneak to the skeleton's arm and the berry bush, use the ring on them. The guard at the fire throws out a scheme, pick it up and examine the rune at the fire. Go back behind the first log, apply the ring on the first tree, the fruit is ripe, go to the second tree and when the guardian with the mirror is under the fruit, apply the ring on the second tree, take the lens. Back to the house and apply the ring to the layout of the planets, examine each one, sketch the runes. Now we need to figure out the number of each from the Sun and memorize it. Knocking on the door, we expose the symbols from the planets with the corresponding number. The order of knocking - 6 o'clock - 1 o'clock - 7 o'clock - 3 o'clock - 12 o'clock. We enter the house.

Go up the stairs, take the star pin. Examining the papers on the table, dragging them, we see that one point on the constellation Coffin is marked with a bright light. Go to the globe, apply the star pin on it and stick it into this point, spin the globe. We pick up another star pin from the floor, lower the lamp over the table as far down as possible, examine the papers again. Now the point is marked on the constellation Butterfly. Raise the lamp a little higher, search the papers, see the mark on the constellation of the Mushroom. Back to the bridge where we started, from the wanted poster we take another pin.

Put all three pins in the right place on the globe, rotate it, go up the stairs. Give the lens to the scientist, pick up the shard near the quarry. Go back to the quarg near the fire, give the skeleton's hand the shard, go further behind the log, use the ring on the berry bush near the skeleton's hand, the guardian moves further away, now we can take the smoked hilt near the fire. Use the ring on the berry bush near the bonfire, take the berries. Use the ring on the berry bush near the cliff, the quarg is torn off, move further away from the cliff and apply the ring again, take the knife. We revive the goatherd by the bridge with the ring, feed it berries, it starts pecking something near the models of planets.

Use the knife, take the eyepiece. Give the pen and eyepiece to the scientist. When the quarg grabs the hero by the neck, hit him with the dagger. Apply the ring on the wounded scientist, look through the telescope. Drop down, focus on the two quargs, the girl and the quarg cook. The scientist opens a secret passage, climb into it, find ourselves on the balcony. Examine the beer machine, notice the symbols of a drop and a molecule. We look at the diagram at the window, we need to understand the numerical value of the drop and molecule, the riddle is very simple. The answer is 2 and 4, we put these numbers in the beer machine, press the button, we get a mug with brogue, put it on the scales, the ladder goes down. Come down, give the dagger to the skeleton's hand, pick up the shard, use the ring on the quarg. Now quickly run all the way to the left, when the quarg comes to the mountain of skulls, press the button with the skull. Shout into the well, go further.

Chapter 9

In the ring of enemies.

Go left to the junkyard, apply the ring to the scarab. Now make your way to the treadmill wheel with the demon and wait1 for the cook to start sharpening his knife, now quickly apply the ring to accelerate the wheel, the cook goes to the cauldron. Apply the ring at the cauldron, the cook is defeated. Pick up the beetle's fang, near the princess' cage - the cook's hand, from the aquarium near the cauldron - eyes.

Tear radish from the vegetable garden, feed it to the beast in the cage, quickly apply the ring and take the purple mushroom. We go to the sacrificial meadow, near the altars we use the ring and can notice what we need to put on this or that altar. We have all the items - fang, eyes, mushroom, hand, put them on the appropriate places, quickly pull two levers. From the iron maiden take the bow, shoot the quarg, go to the right, shoot the second quarg, enter the tent, fight with the monster. After the victory we get to the princess' cage, unlock it with the key, return to the monster's tent.

Chapter 10

Make our way through the quarg camp, the only snag may be near the screaming head, you need to quickly run past it, grab a club and crack it, then kick it into a barrel. Steal the boat, fight off the quargs. Rejoice in a good ending!

Achievements

An achievement stretched over the entirety of most chapters.

Screamer

You need to shout into all possible wells. The cursor does not always change its view near them, so if you see ANY well, stand near it and press the action button.

Chapters with wells:

  • Chapter 1 - Before climbing into the hollow tree.
  • Chapter 2 - When we walk through the branches with the bird and head towards the lake with the besyat.
  • Chapter 3 - Right at the beginning of the location.
  • Chapter 4 - Right after the robot crashes.
  • Chapter 5 - At the beginning of the location.
  • Chapter 6 - At the beginning of the location.
  • Chapter 8 - Not far from the location of the quarg, which you will defeat with a knife and a skeleton hand. the well is covered with branches.

Chapter 1

Rich Catch

Successfully catch fish 3 times in a row while fishing.

Chapter 2

There's no turning back

Go back to the hollow tree and knock on it 5 times.

Ornithologist

A very difficult achievement, to get it you need to return the bird on the branches to its original place. To do this we must:

  • Open with a switch the first door that the bird will enter.
  • Open the door where the bird will exit.
  • Close the door from step 2, the sound of its closing attracts the bird's attention and it turns around. Knock on this closed door from the inside, entering the door from step 1.
  • Open this door again, the bird walks through it, returning to its seat.

The achievement has been obtained.

Chapter 3

Alarm Clock

When you get the pickaxe, bang it three times on the stone in the far left corner of the mine, hitting the timings clearly.

Chapter 5

Unexpected Find

You need to find a light brown button on the ground, located 10-12 steps to the left of the zombie bird. The button does NOT change the cursor in ANY way, so you literally have to almost step on it and press the action button.

Skillful Hands

Plot. Give Baba Yaga a foot massage.

Chapter 6

Ancient technology

Plot, get it after solving the puzzle with the skull.

Lord of the Maggots

Try out the new ring power a few times, make sure to do it near the body of the leshy and the well.

Vegetable Grower

You need to grow and pick all three possible radish tubers - normal, rotten and hard.

Tribute

Plot, get it when you give the hard radish to the troll.

Chapter 7

Melomaniac

Apply the power of the ring to the head on the stump.

Necromancer

When you drop the woodsman lumberjack from the tree onto the sacrificial altar, do not take its hand, but use the power of the ring on it several times.

Parkourist

Reach the troll holding the head, jump on that head instead of the troll, use the ring power. PARQUOUR!

Chapter 8

Games with Death

When you revive the goatherd with the berries, then run away a certain distance and use the power of the ring to put it to sleep.

Brake

In the final chapter, the scientist will open a secret door for you. Do nothing and do not enter it until it closes.

Recklessness

When you defeat the quarg near the stairs, use the ring on him again.

Chapter 9

Healer

Use the power of the ring on the captive.

Eat is served

When you defeat the cook, then try to give some food (mushroom, radish, eye) to the princess in the cage.

Feeding

Feed the caged beast with the mushroom, radish and eye.

Training

Kill quarians with a bow.

Miss the target

Miss twice with a bow when fighting a monster.

Berserk

Gain it after defeating a monster.

Chapter 10

This is the end of the tale

Get it after completing the game.

To be continued...

Don't skip the end credits, the achievement will unlock right after.