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The Boogie Man is a freeware horror adventure game by Uri made in WOLF RPG Editor. It is the third game in the Strange Men Series. Keith Baring is a cold, devoted detective whose boss decides he needs to take some time off. While on a tour of an old castle with his wife Helena, she makes a startling confession to him. Keith goes to bed bewildered - but things only become stranger as the Boogie Man's game begins. (Content Severity: Discretion Strongly Advised) Click here for content warnings.
Blood and gore. Various kinds of death and murder. Suicide. Mention of self-harm. A few cases of ableist language re: mental illness. Animal death. Swearing.
The Strange Men Series The Crooked Man | The Sandman | The Boogie Man | The Hanged Man Download The Boogie Man (Version 3) | (Mirror) (Chrome may falsely flag the download as malicious, but it's safe to ignore.) The Boogie Man is now available on Steam and Playism for $3. The game will remain free here, but you can show Uri your support by purchasing it. Supported Platforms The game's engine is made for Windows only, with no native support for other platforms. To play on Mac, you can try a general-purpose tool like WineBottler. Usage Notes Videos are allowed, but should not be profited off of, with the exception of YouTube monetization. Live streams are allowed. Fanworks are generally allowed and can be sold. However, you should not sell anything that uses any specific resources from the game. [1] Japanese rules page Troubleshooting Make sure to extract the game to its own folder instead of running directly from the ZIP file. If you don't do so, any saves made will be lost the next time you run the game. If pictures aren't appearing where it seems they should, you must run the game as an administrator. Right-click Game.exe, go to Properties, and under the Compatibility tab, check 'Run this program as an administator.' (The first such picture should be a closeup of Keith at the very beginning.) You may get an error about Game.dat not being found if the game folder's filepath contains special characters (accents, etc.). This can be fixed by moving the game folder somewhere without special characters in the path. There may also be errors when running in certain locales, but it should always work in English or Japanese locale. Screenshots Walkthrough I've provided a walkthrough. It gives the steps to reach the end and the happy ending requirements. The endings branch based on two major events and whether or not you get all the 'optional' happy end flags. Click or highlight the black boxes to show spoiler text. Walkthrough Introduction Enter the building and talk to Stevie at the table on the right. Go around the ship and meet everyone, and talk to them afterward. Once you've talked to everyone, the ship will arrive. In the castle, there are optional scenes in each of the three doors up on the second floor. To advance, go to the study (toward the south in the hallway with all the guest rooms) and check the right book on the table. You can go back to the dining room and talk to everyone there. To advance, return to the Barings' room. After waking up, check the bedroom. Leave the room and head to the reception hall (middle door on the second floor). Finding Stevie Head to the south end of the hallway with the guest rooms. Enter the top room and get the wrench hammer from the toolbox. Enter the middle room and check the note on the door. Enter the bottom room and take the corkscrew from the corpse. Use the corkscrew on the door in the middle room. Enter the top room and push a chair up to the breaker on the wall to fix the power. Return to the middle room, flip on the lightswitch beside the door, and enter. Finding Lance Get the 2F Passage Key from the open drawer behind Stevie. Use it to unlock either of the doors upstairs to the 2F passage. For Happy Ending (Click to Show)
Enter the room on the east side of 2F. Check the head from the front and 'take what's inside.' Get the video tape from the body that falls afterward. Enter the room on the west side of 2F. Turn on the lights and check the fishtank. After seeing the message, go to the cafeteria (middle door on 1F) and check the fish on the wall for the Theater Key. Open the middle door in the 2F passage with the Theater Key. Play the video tape on the projector. (The tape will break after saving the Grundlers, so watch it before then.) Down the stairs to the east is a note claiming to have the passcode for the panel in the 2F passage, 21653704. However, using this code only gets you a slight hint. Finding the correct code is more of a puzzle. Hint: Refer to the records in the top-right room on 2F. Hint 2: The colors on the dials are more important than the numbers. Answer: Look at the color used for the word 'boogie' in those albums on both sides. Purple, red, white, orange, pink, green, blue, yellow. 71065324. After putting the correct code in the panel, go up the stairs, but don't walk too far forward. Carefully navigate around the suits of armor, never standing in front of one, or you'll die. For Happy Ending (Click to Show)
In the armor maze, look at the painting in the back. (You can push the suit of armor just below it left to safely reach it.) Three of the armors surround and face a single tile, and when you step on it, they'll swing their swords to the floor. After seeing the painting, push those three armors forward so they all strike that tile. Get the bit-key. Open the door to the left of the armor maze with the wrench hammer and some kicks. Open the gate with the bit-key, and proceed to the cell for a scene. In the room of green graffiti, use the wrench hammer to get the axe off the wall. Enter the door in the next hallway to find Lance. To save Lance, use the axe on the door three times and get the Restraints Key inside to free him. Everything else is a red herring or unimportant for the time being. (The code for the hidden panel is 12111, though.) Searching With Lance After saving Lance (or during), knock down the shelves and take the iron plate on the left that comes loose. Continue down the halls outside the room where Lance was until you reach an L-shaped hall going to the left. If you go down the hallway, you'll be shot at, so use the iron plate anywhere in the room. Grab the doll from the side or behind. Continue until you reach the 2F passage again. Enter the room of mounted animals on the top-left. Read the paper. Look at the 'wolf' to get some information from Lance. The other hint for the puzzle is on a painting in one of the 3F rooms. Answer: The eagle is the predator and the sheepdog is the protector. Push the sheep behind the dog, all the way to the right wall. From top to bottom: The 'coward' facing right is on top, by the bow. The 'rebel' facing left is below it, aligned with the dog. And the 'fool' facing down is below the rebel. The positions should look like this. After placing the sheep, the pistol will come off the wall. Take the pistol, shoot the eagle with it, and get the Hooked Gem. Place the gem in the eagle emblem behind the note in the 3F hallway. After going up the stairwell, enter the big door in front. Talk to Lance to take him along, and go back downstairs the way you came. Enter the left door and move the table onto the spikes. Go back to the room and talk to Sophie from the left side. David and Shirley Go south from the safe room and jump over the hole. Enter the room and look at the painting. Continue downstairs. Don't step on the electrified floor to the west or you'll die. Go east. Pick either weapon; they'll both serve the same purpose. There's a tall statue in the same hallway where there was the gun-toting doll (downstairs and then left). If you've checked the painting of Salome (the woman holding a severed head), you can notice something in the statue's mouth, but can't grab it. Instead, use the saw or sledgehammer to break the statue and get the heart key. Return to the hallway with the electrified floor and open the control panel with the heart key. The switch inside will turn off the electricity so you can safely head west. For Happy Ending (Click to Show)
Get the rope from the right room. Go back to the hole in the floor and use the rope to go down and get a video tape. (Note: You can't use the rope or go down if David is with you.) Return to the stairs beyond the once-electrified floor. Enter the right room and play the tape. (The player with be destroyed when you find David, so watch it before then.) The left room has a hint on how to get access to both the saw and sledgehammer. Note, though, that getting both isn't strictly necessary. Answer: On the left side of the stage Sophie and Richard were hung above, there's a panel. The circles show the code for this panel, which opens both glass walls in the weapon room. (The O's are the buttons to press.) X X O X X X O X X X X X X O X O X X X O Go up the stairs and talk to David on the outside bridge. Proceed past the bridge. In the room of colored tiles, only step on the black or white tiles, not the red or green which kill you. Kick the control panel at the end to disable the traps. Take the knife from the middle case on the wall. At the four-way intersection, head east to the dead end, then walk back. Open the box. Check it again after the scene for a key. Open the south door at the intersection with the Chapel Key and enter the chapel. Once the fire starts, use the knife to pass it to David so he can get Shirley free. Leave the chapel and head west at the four-way intersection. Either use the saw/sledgehammer to open the boarded door, or keep kicking it until it opens. Inside, get the fire axe and use the control panel to raise the water pressure. Continue west to the outside area. Climb up to the window you see the Boogie Man jump out of. Go down the hatch. Then go down the ladder past it. Use the fire axe to break the pipe. If the water pressure is high, it'll put out the flames. (Breaking the pipe and raising the pressure can be done in either order, but yeah.) Go to the chapel and check on David and Shirley. Searching With David Return to the chapel (take the door north of the safe room), push the cross backward, and climb up it through the window. Walk left along the pipes, and definitely not down. You'll climb up when you reach the end. For Happy Ending (Click to Show)
Go inside and into the first door. Play the music box by the bed. After it finishes, the key will fall out; take it. Enter the large door at the end. Note that if you check the corpse and leave, you can't go back in. Use the music box key on the front of the piano. Check it from the right side to open the top panel. Press the switch inside the piano to open the painting. If you don't check the corpse - which causes David to run away - you can borrow his lighter here, but it doesn't make much difference. Read the storybook page inside. Head south from the outside area after going along the pipe. You need to align the pieces on the giant chessboard such that 'the battle hasn't begun.' They should look something like this, but all that matters is their horizontal position. Push the white pieces left into the column with the white flags, and push the black pieces right into the column with the black flags. The gate will then open. Where's Sophie? Check the bathtub to find Sophie's escape route. Head back south to the hallway where you heard Richard's voice. Enter the door to the study. You can translate the Stale Papers by using them with the diary on the table. In the hall of four rooms to the left, go in the third room (Svnoyiehinvdo's) and get Stale Paper 2 from under the bed. You must translate Stale Paper 2 before you can solve the associated puzzle. Hint: There are several sources of info for this puzzle: the Child's Diary, the 'dictionary,' the Stale Papers, and the names on the room plates. Hint 2: The song in the Child's Diary plus Stale Paper 2 imply that the key was passed in the order of sun, wind, flower, moon. The servants' names have those meanings. Answer: There's a key under the grate in Atsilvsgi's room. Atsilvsgi's name means 'flower,' making him the one the girl met, who was quickly executed and thus failed to pass on the key. Head to the hallway left of the chessboard. Open the locked door on the top-left with the key. Proceed out through the garden and enter the other building. In the vents, head toward the upper-left until you find a grate that opens. During the dog attack scene, running out of HP will simply be a game over. But if Sophie is at 30 or less HP (the bar will turn red) when Keith and David arrive, she'll die, leading to bad endings. She must be above that to survive the scene. You can quickly end the scene (for either result, depending on your current HP) by using the Shelves Key from the previous room on the bottom-right shelves to hide inside. Searching With David Again Head left from the safe room, walking past the room where Sophie and Richard were suspended. You'll hear footsteps; check the broken wall to the right of that room to have David help you over. For Happy Ending (Click to Show)
Go to the bottom-right hallway and enter the room. Check the balled-up paper, and you'll hear footsteps. Turn off David's lighter and hide in the top-left corner, left of the shelves, so that the Boogie Man won't see you - if he does, he'll run away. The Boogie Man will enter, and Keith will try to ambush him. If you have all the happy ending flags so far, the Helena scene will play out better. Afterward, there will be a piece of paper and a recorder in the passage. Listen to the message. Go down the long stairs and enter the door across from the foot of them. Walk along the waterway and check the corpse for a rusted key. Return to where you entered this secret area and climb back over the wall. Head back through the garden to the other building where Sophie was attacked by dogs. Go right and through the now-open gate. Check the door, then just turn around. After the scene, open the door with the fire axe, and quickly dodge to the left or right upon entering. Take the small key from the arrow. Use it to open the door to the west. As David, open the curtains above. To survive, you must tear down one of them and wear it. In addition, there are some puddles on the floor from fallen barrels - do not step on them. Break through the window and run through. You can climb over a barrel to avoid the first puddle. As Keith, head outside, to the other building, then to the room with the valve upstairs. Open the trap door with the Rusted Key. Walk through the water to the west. Check the hole full of knives, but don't just grab the bronze key, or Keith will bleed to death. Instead, head back east to the small room and get the towel. Wrap it around your hand, then get the bronze key and open the door with it. To the Top Return to the hallway where David fell in the trap door and proceed. Bad End 1: Boogie's Fine Tonight Requirements: Both Sophie and David dying. Walkthrough: Keep walking down the stairs. Enter the left gate. Climb the stairs to the top and pull the lever twice. Go back down and go through the right gate. Enter the door. Bad End 2: White Room Requirements: Sophie dying and David living. Walkthrough: After the conversation in the room full of graffiti, check the painting to find a secret passage. Head all the way down and enter the room there. Check the stack of books. Proceed along to the room with two gates and enter the left one. Go out to the veranda and head back. Travel back to the safe room. Bad End 3: Precious Box Requirements: Sophie living and David dying. Walkthrough: The Crooked Man Mac Download VersionKeep walking down the stairs. Enter the left gate. Climb the stairs to the top. Defeat the Boogie Man. Take the key. Go down and open the right gate with it. Find Helena downstairs. Bad End 4: Happy Dream Requirements: Both Sophie and David living, but without all the happy ending flags. Walkthrough: The Crooked Man Mac DownloadAfter the conversation in the room full of graffiti, check the painting to find a secret passage.Head all the way down and enter the room there. Check the stack of books. Go back up to the room of writing and proceed left. Enter the left gate. Climb the stairs to the top. Defeat the Boogie Man. Happy End Requirements: Both Sophie and David living, with all the happy ending flags. 1. Watch the Video Tape from the body in the decapitated head room. 2. Meet Helena in the cell you reach by heading left from the armor maze. 3. Watch Video Tape 2 down in the hole near the safe room. 4. Read the Punchinello story behind the painting opened by the piano switch. 5. Listen to the recorder after getting knocked out by the Boogie Man in the secret passage. If you get all the flags, you'll be locked onto the happy ending route instead of Bad End 4. Walkthrough: After the conversation in the room full of graffiti, check the painting to find a secret passage. Head all the way down and enter the room there. Check the stack of books. Head back down the hallways and enter the now-open door. Get the video camera. Enter the secret room to the left using the chapters of Genesis indicated by the notebook scrap: 5711. Play the video in the video camera on the video/DVD player. Proceed left from the room with the stack of paper. Enter the left gate. Climb the stairs to the top. Defeat the Boogie Man. Extra Links These contain spoilers for all aspects of the game. Only read after you've beaten it fully. Translator's Notes Bonus Thoughts Don't blame it on the sunshine. The Sandman is a freeware horror-style adventure game by Uri made in WOLF RPG Editor. It is the second game in the Strange Men Series. For days now, Sophie Grundler has been unable to sleep. Bullied at school, and her father busy with work, she simply has to endure. Then one night, the clock in her room stops ticking. (Content Severity: Very Mild)
The Strange Men Series The Crooked Man | The Sandman | The Boogie Man | The Hanged Man Download The Sandman (Version 3) | (Mirror) (Chrome may falsely flag the download as malicious, but it's safe to ignore.) The Sandman is now available on Steam and Playism for $3. The game will remain free here, but you can show Uri your support by purchasing it. Supported Platforms The game's engine is made for Windows only, with no native support for other platforms. To play on Mac, you can try a general-purpose tool like WineBottler. Usage Notes Videos are allowed, but should not be profited off of, with the exception of YouTube monetization. Live streams are allowed. Fanworks are generally allowed and can be sold. However, you should not sell anything that uses any specific resources from the game. [1] Japanese rules page Troubleshooting Make sure to extract the game to its own folder instead of running directly from the ZIP file. If you don't do so, any saves made will be lost the next time you run the game. If pictures aren't appearing where it seems they should, you must run the game as an administrator. Right-click Game.exe, go to Properties, and under the Compatibility tab, check 'Run this program as an administator.' (The first such picture should appear in the shower during the intro.) You may get an error about Game.dat not being found if the game folder's filepath contains special characters (accents, etc.). This can be fixed by moving the game folder somewhere without special characters in the path. There may also be errors when running in certain locales, but it should always work in English or Japanese locale. The Crooked Man Mac Download MediafireScreenshots The Crooked Man Mac Download Windows 10Walkthrough I've provided a walkthrough if people get stuck. Click or highlight the black boxes to show spoiler text. Walkthrough
Loren Catholic School After leaving home, get the town map on the nearby board (right past the cafe right of Sophie's apartment). Wander around until you meet someone in the central park. Go southwest to find the school. Check the locked gate. Go up a screen and into the shack on the right to get a ladder. Return and use it (from the menu, while standing by the wall) to climb the wall. Check the front door, then go check the shiny spot on the left to get a shovel. Use it to open the door. Go east to the dorms, then to the second floor to find Anne's room. Once you don't find her there, go to the chapel (across from the stairs on 2F). Searching for Anne: Hint: The shadows are all lying, so use them to know where not to look. Answer: Go to the cafeteria (right of the stairs on 1F) and into the kitchen. Push the box blocking the lower entrance. Blumberg Shopping Mall Go to the mall, south from the park with the cutscene. Check the door, then the security panel. Go left and up a screen, and check the car on the road to enter it and get the security card. Open your inventory and check the card. Return to the security panel and enter the code. Hint: The numbers on the panel tell you which numbers from the card to use. Answer: 241917 Go up to the top floor and to Theater B on the right. Open the door slightly to look inside. Take the back entrance to talk to Regan. Check the far-right desk two rooms back for cutters, and use them to cut the ropes. (Or just get the cutters before talking to Regan.) Get the cardboard box which falls down and put it on. Make your way down the floors. Watch the patterns and make sure to stay still while squatting most of the time, only moving when they're not looking. On the first floor, use the doll to distract the soldiers, then run out. Go meet David in the northern park. JP Gordon & Chase Go to JP Gordon & Chase in the northeast. Check the card reader and the employee poster. Go to the subway in the southeast of town. Open the gate with the passcode. Hint: Check the cellphone. Answer: 120000 Check the sleeping person behind the gate for an employee pass, and return to JP Gordon & Chase and use it. Go up to the third floor and enter the one open room. Check the photo on the desk. Go up to the top floor and enter the open room. Run out of the building. After being knocked out of the building, go back in. Leave again and get the tooth outside. Go to the central park. Follow the shadow to the apartment, and go upstairs. Going to the Sandman's House Navigate the forest. (Taking the wrong path will take you to the same area.) When you reach the swamp, stay as far away as possible as you walk by, or you'll get grabbed. Talk to Nixie afterward. Go back a screen and enter the house. Show Sophie's tooth to the Tooth Fairy, and he'll refuse it. Then go to Nixie to ask about Tibbyoung Grass. Return to the forest to find it and use its dew on the tooth, then give the Tooth Fairy the baby tooth for a coin to give to Nixie. Continue on and check the small house. Go back to the plain and enter the log (Littlogrow), exit it, and check it again to take it with you, then place it in front of the house. The Sandman's House Go up the stairs and through the middle door. Go through the tile maze (from the entrance: up, up, right) and press the switch at the end to disable the tiles. In the next room, try to open the far door, then walk back. Let yourself be caught. Keep refusing to eat the food. Pick up the memo in the entryway. Continue past where you encountered the Sandman. In the left room, get the note from the wall. Go to the right room and talk to Lullaby, then show them the memo and the notice to have them read. Go through the room of fire-breathing statues. (For the last ones, note how the flames come out six times, then there's a break.) Pull the lever in the next room to disable them. Navigate through the maze of clear glass walls. Your goal is the left door, not the stairs in the middle, and there are no forks in the path. Get the red bottle in the next room and use it in the maze room to mark the path. Enter the bottom door in the small medicine room. Then run. (You want to have the emerald flame down so the Sandman falls down the hole.) Enter the door where the Sandman started chasing you. Grab the mirror on the table to get around the castle faster. Keep going through the mirror (reverse controls) room. When the statue starts singing, do four of these five things to wake yourself up: bang head on statue, play music with cellphone, splash face with bucket of water, yell out a window, or use the stick (if you have it already). Make sure not to use the mirror here, or you'll lose it for the rest of the game. Working with Unicorn Leave the house (you can use the Magic Mirror to warp to the entrance) and go east to find Unicorn. Back in the house, go right to find a Dust and a fallen painting. Talk to it, and you'll notice the code that was hidden behind the painting. Warp to Medicine Storage and use the code on the left door. Numbering the jewels 1 to 8 from left to right, it's 32754168. Inside the sandy room of shelves, get the stick and a sack from the wall. Hide in the closet once prompted. Go right from Medicine Storage to the glass maze. Face the unreachable stairs, then use the stick to break the wall. Pick up one of the glass shards. Go up into the room of jewels. Take the pink jewel. but you'll die if you take this to Unicorn. Go up and get Notice 2 from the wall in the back room. Show it to Lullaby in the Tea Room to have it translated. Return to the back room and wash the jewel in the water bucket. Once you've had the note translated, you can use the machine to make a real pink jewel. Leave and give it to Unicorn. There's a significant choice after you give Unicorn the jewel. I want it back: Leads to two possible bad endings. You can have it: Leads to a bad ending or the good ending. Go west to the cave and check the entrance to talk to Dwarf. Get the cage to the left and catch the Glimmers on the screen left of that. Then enter the cave. Go back to the Sandman's house and to the fire-breathing statue room (right from the Emerald Flame Room). Use the stick to help the Dust for the Translation Lenses. (If you never had Lullaby read the memo or notices, you can put them on to read those now.) Go to the world map room (south of Medicine Storage). There's a hole in the bottom-left; go down it and get the Somewhere Key. The Somewhere Key unlocks the door in the statue room, but first, collect the sleeping sand ingredients from the first/second floor areas. Put a piece of Crygel in the empty bottle, pick up a Snora fruit, and cut off the Caterlizard tail in the kitchen with the shard of glass (from the broken wall in the glass maze). Use the Somewhere Key to open the door behind the singing statue. In the sand-making room, get the leather gloves from the counter. Use them on the red candle to carry the flame to the pot. Grind the Snora Flora Fruit in the milling machine. Climb the ladder and check the pot. Put in the Snora Fruit Powder and Crygel Fluid, then wait. Once the broth turns blue (4 color changes from the initial white), put in the Caterlizard tail, then it'll turn yellow. Grab the bowl on the left, and use it on the pot to bring the broth into the funnel. Push the button, and finally, put the sleeping sand in the sack from the sand storeroom. Go to the Emerald Flame Room and raise the lever. Use the leather gloves to pick up the flame. (You can put the lever back down afterward.) Go to the small room with the candles (left in the hall before the fire-breathing statues) and light them. In the secret room, put on the Translation Lenses and read the diary. Go to the long corridor and enter the door in the middle. Avoid all the holes on the way up. Endings Bad Ending 1: Let Unicorn keep the jewel, and kill the Sandman. Bad Ending 2: Take the jewel, and kill the Sandman. Bad Ending 3: Take the jewel, and use Sleeping Sand when the Sandman is down to 10 HP. Happy Ending: Let Unicorn keep the jewel, and use Sleeping Sand when the Sandman is down to 10 HP. Bonus Keep doing the job. Read the secret memo. Go out and get leaves from Unicorn's lake, water from Nixie's swamp, and Truants from the forest. Go to the sand-making room (warp to Tea Room, then go left and past the statue). Climb the ladder and put the Slimy Swamp Water in the pot. Pick up the leather gloves and use them on the candle to carry the red flame. Grind the Peachy Tree Leaves with the milling machine. Slice up the Truants on the cutting board. Check the pot and put the Sliced Truants in. Once the broth turns green (2 color changes from the initial white), put in the Peachy Leaf Powder, then it'll turn red. Grab the bowl on the left, and use it on the pot to bring the broth into the funnel. Push the button and get the sand. Then do the job. Read the secret memo. Go to the Tea Room to wait for Lullaby. Read the secret memo. Warp to the entrance and go to the kitchen to make a meal. Then warp to the hallway outside Sandman's room and you'll hear Sophie coming. Go down to the long corridor and go after her. Read the secret memo. Go to the sand-making room for the sack of sleeping sand. Enter the world map room from the Medicine Storage, then go back out and go after Sophie again. Read the secret memo. Exit the world map room and go left to the sand storeroom. Read the secret memo. Get the pink paints from the canvas in Sandman's room, then go to the Jewel Room and paint the clear jewel. Read the secret memo. Warp to the entrance. After confronting Unicorn, go left. Read the secret memo. Go to the Tooth Fairy for money, then to the bed in Sandman's room. Check the bottom-left shelves for an English book, leave the coins at the register, then return via the bed. Read the secret memo. Go to the long corridor and use to the key on the door up to the roof. Win for the bad ending, lose for the good ending. After the battle, read the diary. Extra Links These contain spoilers for all aspects of the game. Only read after you've beaten it fully. Translation Notes Story Behind the Game Mr. Sandman, bring me a dream. Comments are closed.
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