The Night of the Rabbit Walkthrough

The Night of the Rabbit is a point-and-click adventure game created by Daedalic Entertainment.  In this game, you will help young protagonist Jerry Hazelnut train to become a magician by completing objectives through the collection of items, solving of puzzles, and exploration of the world around him.  Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game.

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Game Introduction – The Night of the Rabbit

The Night of the Rabbit is a point-and-click adventure game created by Daedalic Entertainment.  In this game, you will help young protagonist Jerry Hazelnut train to become a magician by completing objectives through the collection of items, solving of puzzles, and exploration of the world around him.  Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game.

General Tips

Interacting with the World

The Night of the Rabbit

  • The Night of the Rabbit utilizes a single-click system in place of classic action buttons like “Use,” “Talk,” “Pick Up,” etc.  The in-game cursor will change to reflect the action that is taken with a specific object if you are to click on it; left-clicking confirms this action and Jerry then carries it out.
  • There are four types of actions and cursor states: Talk, Use, Look, and Move.  Talk is designated by a cursor that looks like a mouth, Use looks like a hand, Look looks like an eye, and Move becomes an arrow.
  • In the image above, Jerry’s mother has the Talk cursor on her, the carrot patch has the Use cursor, the Hazelnuts’ mailbox has the Look cursor, and the upper-right path has the Move cursor.
  • Thus, anytime you are asked to “Talk to,” “Use,” etc. an object in this walkthrough, you are really just clicking on the designated target.  While you will only have one cursor on the screen in-game, the walkthrough images will highlight all objects necessary per scene in a single image.
  • If the cursor is not near an interactive object or person, it will have a single line through it and merely resemble a leaf.  This is visible on the road in the image above.  Clicking when the cursor looks like this will cause Jerry to move to that location.
  • Note: if you double-click when the Move cursor is visible, Jerry will leave the area immediately instead of walking to the exit first.  This is a handy way to reduce travel time.

Inventory and Magic

The Night of the Rabbit

  • As Jerry collects items and magic spells on his journey, they will be added to his Inventory.
  • From the Inventory, you can select items to use—either on other items in your Inventory, or on objects in the world around you—magic spells to cast, as well as any menu options like Save/Load or viewing the Journal.
  • In the picture above, MAGIC SPELL – ADVICE SEEKER is highlighted, as well as the Use/Look option for the TAP.  Right-clicking will have Jerry examine an item while left-clicking will cause him to pick it up to use it, either on another item you select or in the world when you exit the Inventory.

The Journal

The Night of the Rabbit

  • Opening the Journal from the Inventory menu will provide info on current and past objectives. 
  • Grayed out items are completed objectives.
  • Yellow items are story points.
  • White items are current, uncompleted objectives.

Note on Dialogue and Order of Events

  • As with most adventure games, a bulk of the dialogue in The Night of the Rabbit is superfluous to merely completing the game.  If a conversation tree is necessary to progress, it will be called out in the walkthrough.  Pursuing additional dialogues with characters will never hinder progress, so players should feel free to interact with the inhabitants of The Night of the Rabbit freely beyond this guide.
  • Some puzzles may require a precise order of events, but completing other tasks along the way will save time and backtracking.  This walkthrough will suggest the optimal order of events, which means picking up items along the way that may not be used until later in the game.

Chapter 1: A Day During Summer Vacation

Overview: After a brief introduction to a mysterious rabbit, Odd Figure, and foggy expanse, we meet Jeremiah Hazelnut on his second-to-last day of summer vacation.  What begins as an ordinary excursion into the nearby woods for blackberries becomes a magical adventure to unknown worlds for the young magician-hopeful.

The Night of the Rabbit

  • Talk to the Odd Figure and select either dialogue option.
  • Talk to the Odd Figure again and select either dialogue option.
  • Talk to the Odd Figure a third time to leave the foggy area.

The Night of the Rabbit

  • This is a tutorial section.  To skip it, click the X in the right-hand corner.  Otherwise…
  • Use the Radio.
  • Talk to the Radio and select any of the dialogue options.
  • Pick up the EMPTY BASKET off the windowsill.
  • Open your inventory and look at the EMPTY BASKET.
  • Use the EMPTY BASKET; it will break in your inventory.
  • Use the BASKET HANDLE on the BASKET WITHOUT HANDLE to put the basket back together.
  • Use the EMPTY BASKET on Jerry’s Mother to complete the tutorial.

The Night of the Rabbit

  • Use the Carrot Bed to get CRISP CARROT.
  • Use the Well-Camouflaged Secret Stash to get MATCHBOOK, COIN WITH HOLE, and DECAYED FIRECRACKER.
  • Move to the ??? location, which takes Jerry to the Forest Crossroads.

The Night of the Rabbit

  • Use the Cola Can to get COLA CAN.
  • Move to the ??? location, which takes Jerry to the Path Deeper Into the Woods.

The Night of the Rabbit

  • Use the Chalk Quarry to get CRUMBLY CHALK.
  • Use the Stick to get STICK.
  • Return to the Forest Crossroads.

The Night of the Rabbit

  • Use STICK on Acorns Up High to make a pile of acorns fall.
  • Pick up Acorns to get THREE ACORNS.
  • Move Jerry to the far right side of the Forest Crossroads.  You will have to click at least twice to get there.

The Night of the Rabbit

  • Use STICK on Thorny Bush to move the bush and automatically get ROSE HIPS.
  • Use STICK on Spiderwebs and Blackberries.
  • Use Ripe Blackberries to get BASKET WITH A FEW BERRIES.
  • Use More Tasty-Looking Blackberries to get BASKET WITH A FEW MORE BERRIES.
  • Use Even More Blackberries to get BASKET WITH LOTS OF BERRIES.
  • Return to Jerry’s house via Way Home on the far left side of the scene.

The Night of the Rabbit

  • A brief cutscene takes place; Jerry will lose the BASKET WITH LOTS OF BERRIES.
  • Look at The Hazelnuts’ Mailbox.
  • Look at The Hazelnuts’ Mailbox again.  A MYSTERIOUS LETTER will fly out and into Jerry’s pocket.
  • Open your inventory and look at (right-click) the MYSTERIOUS LETTER.  It contains a poem describing how to make a “Carrot Flame.”
  • Return to the Path Deeper Into the Woods.

The Night of the Rabbit

  • Use CRUMBLY CHALK on the Strangely Shaped Rock.  Squirrels appear and leave something near the mushrooms.
  • Pick up Squirrels’ Bark to get TREE BARK.
  • Use CRUMBLY CHALK on Flat Stone.
  • Use Heavy, Round Stone on CRUMBLY CHALK to get CHALK POWDER.
  • In your Inventory, use CHALK POWDER on DECAYED FIRECRACKER to get POWDER MIXTURE.
  • Use POWDER MIXTURE on COLA CAN to get CAN WITH POWDER MIXTURE.
  • Use TREE BARK on CAN WITH POWDER MIXTURE to get CAN WITH POWDER MIXTURE AND BARK.
  • Use THREE ACORNS on CAN WITH POWDER MIXTURE AND BARK to get CAN WITH POWDER MIXTURE, BARK, AND ACORNS.
  • Use CRISP CARROT on CAN WITH POWDER MIXTURE, BARK, AND ACORNS to get CAN WITH POWDER MIXTURE, BARK, ACORNS, AND CARROT.
  • Return to the Way to the Forest Crossroads.

The Night of the Rabbit

  • Use CAN WITH POWDER MIXTURE, BARK, ACORNS, AND CARROT on the Forest Crossroads.
  • Use MATCHBOOK on MYSTERIOUS CIRCLE OF POWDER WITH CAN.  Abracadabra!

The Night of the Rabbit

  • Use Poster to receive POSTER and reveal a rip in the Impossible Trunk’s lining.
  • Use Rip to reveal Magic Wand.
  • Use Magic Wand to receive MAGIC WAND.
  • Use MAGIC WAND on the Top Hat to reveal the Marquis de Hoto!
  • He will ask you three different questions during the following conversation; answer with any response you like for all three.

The Night of the Rabbit

  • The Marquis leads you back to the Path Deeper Into the Woods. 
  • Use your MAGIC COIN WITH HOLE.
  • Answer the Marquis, “Portal tree? What’s a portal tree?” and then “But how do you use a portal tree?” to begin your adventure.

Chapter 2: Journey to Mousewood

Overview: Jerry’s trip into the woods is quickly turning into an adventure.  After making a magical trunk appear out of thin air, Jerry has agreed to become the apprentice to the Treewalker magician Marquis de Hoto, a white rabbit who seems to be suffering from slight amnesia.  The two travel through a portal tree to Mousewood, where Jerry’s apprenticeship will begin.

The Night of the Rabbit

  • Note: Jerry’s COIN WITH HOLE is now his MAGIC COIN WITH HOLE.  It can be used to see hotspots in the world or to solve certain puzzles.  To use the coin, either press spacebar or open your Inventory and click on the coin’s icon.
  • Talk to Pudgy Animal With Umbrella.
  • After a few seconds, Mouse With Backpack will appear. 
  • Talk to Mouse With Backpack.  He thinks someone is following him.
  • Use MAGIC COIN WITH HOLE to see who is following the mouse.
  • Mouse With Backpack will give you MYSTERIOUS BOOK.
  • After a few more seconds, the Marquis de Hoto will reappear and take you into the Town Hall.

The Night of the Rabbit

  • After the conversation, speak to the Marquis de Hoto and choose ” What exactly am I supposed to do now?”
  • He will give you ANCIENT INVITATION TO THE TREETOP FESTIVAL, MAGIC POSTAGE STAMP, and MAGIC SPELL – ADVICE SEEKER.
  • Select “I’ll get back to work, then!” to end the conversation.  Move back to Town Center.

The Night of the Rabbit

  • Enter the Tree Trunk CafĂ©.
  • Look at Barrel With Healthy Cakes.  CafĂ© owner Anja will appear.
  • Talk to Anja and select “I’m supposed to order blue juice and baked goods for the Treetop Festival!”
  • Use the Bell on the table to get SUGAR-FREE LOLLIPOP and VERY DRY CUPCAKE.
  • Exit the Tree Trunk CafĂ© back to Town Center.

The Night of the Rabbit

  • Move to the path that looks like a wall ramp to reach Path to City Wall.
  • Talk to Pudgy Animal With Umbrella.
  • We learn his name is Spitzweg, and the Hedgehog Brothers are building him a boat.
  • Exit back to Town Center.

The Night of the Rabbit

  • Move to the path just to the left of the Town Center Colorful Wooden Clock to enter Path Over Tree Root.
  • Use the Rake to get HARD RAKE.
  • Use the Keg to get TAP.
  • Move to the path just below the Keg to access Edge of Town.

The Night of the Rabbit

  • Use SUGAR-FREE LOLLIPOP on Beehive With Honey to get HONEY LOLLIPOP.
  • Use Wooden Board to get OLD FENCE PICKET.
  • Talk to either of the Hedgehog Brothers.
  • Use MAGIC COIN WITH HOLE to see the Greenhat.
  • The Greenhat / Leprechaun will escape through the red-lighted exit; follow him to Tunnel Leading Behind the Town Hall.

The Night of the Rabbit

  • The Leprechaun will appear and escape again.
  • While you’re here, talk to Mr. Churchmouse.
  • Select “I’m afraid I don’t have enough money…” to receive COIN WITH HOLE ON THREAD.
  • Return to the Path Over Tree Root, where the Hare’s Garden is.

The Night of the Rabbit

  • The Leprechaun will appear and run away again.
  • Use HARD RAKE on Flagstone With Cloverleaf.
  • Return to the Edge of Town, where the Leprechaun will appear again.  Then to the Tunnel Leading Behind the Town Hall, then back to the Path Over Tree Root.
  • Use the Stolen Tools that the Leprechaun drops to receive STOLEN TOOLS and NAIL.
  • Look at the Flagstone With Cloverleaf; Jerry will pick up the HARD RAKE and return it to its original place since it is no longer needed.
  • Return to the Edge of Town where the Hedgehog Brothers live.

The Night of the Rabbit

  • The Leprechaun is still on the run, but you can now stop him for good. 
  • Use OLD FENCE PICKET on the Narrow Little Tunnel Between Roots to board it up.
  • Chase the Leprechaun one last time through the same scenes: Tunnel Leading Behind the Town Hall, Path Over Tree Root, and then back to Edge of Town.
  • This time he’ll bump his head on the wooden board and escape into a pumpkin.
  • Use the Weird Pumpkin that the Leprechaun’s footprints disappear into.
  • The pumpkin wall will collapse and Jerry will pick up LEPRECHAUN COBALT and SILVER SUGAR SPOON.
  • Talk to the Hedgehog Brothers to return their tools.  They will finish Spitzweg’s boat and send it down the brook to him.
  • If you returned to Spitzweg now, he’d inform you the boat still needs a rudder, anchor, and the catfish needs to be removed from the river before he can set sail.  You can skip this dialogue though, and go straight to the Coldwater Bridge.
  • So, return to the Town Center and take the exit to Outside The Town Gate, then the Stony Path towards the fields.

The Night of the Rabbit

  • Talk to Humbert.  He won’t let you pass the bridge without paying a “troll.”
  • Use the HONEY LOLLIPOP on Humbert.
  • Cross the bridge to the exit toward Path Through The Fields.

The Night of the Rabbit

  • Ursula Owl is being attacked by a crow!  Jerry needs to help her.
  • Take Shoelace off the Old Boot to get SHOELACE.
  • Use SHOELACE on Radio Antennae to get SHARP GRAPPLING HOOK.
  • Use VERY DRY CUPCAKE on Destroyed Radio Station.
  • The crow will move over to eat the cupcake.
  • Use SHARP GRAPPLING HOOK on the Radio Antennae to smack the crow away.
  • Backpack Mouse will appear and give you AD FOR VIOLIN LESSONS.
  • Jerry will pick up Ursula, which will give you URSULA and CROW FEATHER.
  • While you’re here, use Marsh Marigold to get BRIGHT YELLOW MARSH MARIGOLD BUD.
  • Use COIN WITH HOLE ON THREAD on the Blue Juice Vending Machine.
  • Take Blue Juice Keg to get FULL BLUE JUICE KEG and BLUE JUICE STICKER.
  • Exit this area towards any direction and then immediately return.
  • Plato the Mailfrog will now be here, with his frozen bike and a stack of packages. 
  • Use Plato’s Mail and Jerry will offer to deliver the packages for Plato.
  • You will now have HEAVY, WELL-PACKED PACKAGE, PACKAGE, LETTER THAT APPEARS MAGICAL, and PERFUMED LETTER.
  • Looking at the packages in your Inventory will tell you whom they need to be delivered to.
  • Exit on the right-hand side, toward Forest Path On This Side Of The Brook.
  • Continue South on the forked path (this path has no name).

The Night of the Rabbit

  • Use your MAGIC COIN WITH HOLE to uncover a secret on the fish statue.
  • Use Fish Scale to receive SHINY FISH SCALE.
  • Continue on the western path, Trail Towards Mousewood.
  • This path leads to the previously locked gate next to Spitzweg; Jerry will open the gate (creating a shortcut for future use).

The Night of the Rabbit

  • Before we take off with Spitzweg, let’s deliver Plato’s mail.
  • Return to the Town Center. 
  • Use the purple PACKAGE on the Young Squirrel, Edith.
  • She will give you LEAFBUCK in return.
  • Enter the Tree Trunk cafĂ©.
  • Give PERFUMED LETTER to Ludwig Burrower, the mole DJ.
  • He will give you MUG WITH LOGO in return.
  • After he’s read the letter, use Open Envelope on the table to get EMPTY OPENED ENVELOPE.
  • Use Valerian Drops to spend your LEAFBUCK and get CALMING VALERIAN DROPS.
  • Ring the Bell on the counter to call Anja.
  • When she appears, give her AD FOR VIOLIN LESSONS.  She’ll say it’s a great idea for little Humbert.
  • Finally, use NAIL on Cheese Wheel to get AROMATIC BUT HARD PIECE OF CHEESE.
  • Leave the cafĂ©.  Enter the Town Hall and use URSULA on Conrad the Owl.
  • You’ll lose URSULA and CROW FEATHER, but at least she’ll stop messing up your Inventory.
  • Go to Path Behind Town Hall and use HEAVY, WELL-PACKED PACKAGE on Mr. Churchmouse.  He’ll give you nothing in return.
  • Go to Edge of Town and use LETTER THAT APPEARS MAGICAL on Strange Mailbox.  You’ll get nothing in return.

The Night of the Rabbit

  • Plato’s mail is delivered; return to Spitzweg on the Path To The City Wall.
  • Use SHARP GRAPPLING HOOK on the Leafboat as an anchor.
  • Use SILVER SUGAR SPOON on the Leafboat as a rudder.
  • Use CALMING VALERIAN DROPS on the Large Catfish to knock it out.
  • Spitzweg and Jerry will hop in the Leafboat.  Head south, Downstream.
  • Humbert will stop them at the bridge again, demanding another “troll.” 
  • Since we’ve already given Anja the AD FOR VIOLIN LESSONS, she will appear and take Humbert away for his first lesson, allowing the Leafboat passage.
  • Continue heading Downstream, into the forest.
  • Spitzweg will exit the boat and give you INDIAN WHITE PEPPER as a thank you.
  • Get back in the Leafboat and continue heading Downstream.

The Night of the Rabbit

  • You are now behind the dwarves’ house.  The Leafboat is lost over the waterfall, and Jerry picks up his SHARP GRAPPLING HOOK and SILVER SUGAR SPOON again.
  • Use Shimmering Snail to get SHIMMERING SNAIL.
  • Use TAP on Really Huge Beet.
  • Use SHARP GRAPPLING HOOK on Window to cut a hole in the glass.
  • Use SHIMMERING SNAIL on Window to remove the glass carefully and enter the dwarves’ home.

The Night of the Rabbit

  • After a brief conversation, the sick dwarf, Steinberg, will fall back asleep.
  • Talk to Steinberg again.  He’ll tell you that Anja might be able to help him.
  • Take the Gate Key off the Pin Board to receive DWARF WICKET KEY.
  • Leave through the front door to Front Of The House.
  • Use the DWARF WICKET KEY on the Locked Wooden Gate.  You will then lose DWARF WICKET KEY.
  • Return to the Tree Trunk CafĂ©.  The fastest path is west through the forest, west through the fields, north through the town gate and then to the cafĂ©.
  • Ring the Bell on the counter.
  • Talk to Anja when she appears and select “One of the dwarves is sick!”
  • There will be a cutscene back at the dwarves’ house with Anja diagnosing Steinberg.
  • Anja will give you DOCTOR’S PRESCRIPTION and you’ll return to the cafĂ©.
  • The prescription calls for “A yellow marsh marigold bud, a fish scale, and some pepper.”
  • Jerry should have all of these items.  Ring the bell for Anja again and give her any one of the following: SHINY FISH SCALE, BRIGHT YELLOW MARIGOLD BUD, or INDIAN WHITE PEPPER.
  • She will take all three ingredients (but leave you some pepper) and give you COLD MEDICINE in return.
  • Go back to the dwarves’ house.
  • Use FULL BLUE JUICE KEG on MUG WITH LOGO to get MUG WITH BLUE JUICE.
  • Use COLD MEDICINE on MUG WITH BLUE JUICE to get COLD MEDICINE IN BLUE JUICE.
  • Use COLD MEDICINE IN BLUE JUICE on SILVER SUGAR SPOON to get COLD MEDICINE IN BLUE JUICE (except in the spoon).
  • Use COLD MEDICINE IN BLUE JUICE on Steinberg.
  • Steinberg will begin to recover and will open Tunnel 47 for you: a direct shortcut to the cafĂ©.
  • Return to the cafĂ© via Tunnel 47.
  • Use MUG WITH LOGO on Coffee Maker to get MUG WITH HOT COFFEE.
  • Return to the dwarves’ house via Tunnel 47.  Exit out the front door.

The Night of the Rabbit

  • Continue west to the forest where Plato is waiting.
  • Use MUG WITH HOT COFFEE on Mail Bicycle to unfreeze it.
  • Plato is now free to deliver your invitations! 
  • In your Inventory, use ANCIENT INVITATION TO THE TREETOP FESTIVAL on EMPTY OPENED ENVELOPE to get OLD INVITATION IN OPEN ENVELOPE.
  • Then use SHIMMERING SNAIL on OLD INVITATION IN OPEN ENVELOPE to get OLD INVITATION IN SEALED ENVELOPE.  Jerry will let the SHIMMERING SNAIL go.
  • Then use MAGIC POSTAGE STAMP on OLD INVITATION IN SEALED ENVELOPE to get GIANT PILE OF INVITATIONS.
  • Finally, give GIANT PILE OF INVITATIONS to Plato.
  • Plato will give you the CLICKER FROG in return.  This will allow you to call Plato from any Golden Horn With Frog station by using the CLICKER FROG on the horn.  He allows for fast travel to any location in Mousewood.
  • Have Plato take you to the Mousewood Town Center.
  • Enter the Town Hall and speak to the Marquis de Hoto.  You’ll be transported to the Hall of Apprentices.

The Night of the Rabbit

  • Use the Half Arc to get HALF A BALL RUN.
  • Use the second Half Arc to get METAL PART.
  • Use HALF A BALL RUN and METAL PART on the Machine.
  • Use LEPRECHAUN COBALT on Glass Tube and Metal Ball to get METAL BALL.
  • Use METAL BALL on Machine.
  • The Machine will turn on and spit out a set of cards, and an apparition will appear and give Jerry GHOSTLY KEY.
  • Back at the Town Hall, the Marquis instructs Jerry to visit the Magician of Mousewood so his actual training can begin.
  • Exit the Town Hall and travel to the Edge of Town where the Hedgehog Brothers live.
  • Use the GHOSTLY KEY on the Strange Door.
  • Go in the Passage in the glass to enter the giant’s home.

The Night of the Rabbit

  • Use Chocolate to get CHOCOLATE and HEAT-RESISTANT TIN FOIL.
  • Use EMPTY BLUE JUICE KEG on Cup With Milk to get KEG OF MILK.
  • Use the Napkin on the Cup With Milk to get NAPKIN.
  • Use SHARP GRAPPLING HOOK on Ivy to make a path to the Cuckoo Clock.
  • Walk right until Jerry is standing inside the Cuckoo Clock.

The Night of the Rabbit

  • Use NAPKIN on Drop Of Oil to get OILY NAPKIN.
  • Use Metal Arm to move it up once.
  • Use OILY NAPKIN on Metal Arm.
  • Use Metal Arm again to reconnect the clock.
  • A piece of the clock will fall off; Jerry will pick up KEY-SHAPED CLOCK PART.
  • Use the Metal Knob With Thin Slot to start the clock and wake up the giant.

Chapter 3: The Four Portal Trees

Overview: After waking up the giant, aka the Magician of Mousewood, Jerry’s magical training begins.  With a new power to change night to day in an instant, and new goals at hand, Jerry sets back out into Mousewood to learn his first real magic spells.

The Night of the Rabbit

  • Note: Jerry now has EXCITING BOOK, which he can use to turn day into night and vice versa.  Mousewood is different during the night, and many puzzles will now require utilizing this power.
  • Jerry has also received STAR MAP, which can be used over the Coldwater Bridge to see where each of the four portal trees are, along with a set of Quartets cards, which can be played against citizens of Mousewood, just for fun.
  • It is now night; leave the Magician’s home and return to the Mousewood Town Center.
  • Talk to Mr. Churchmouse, select “Your son is a magician, too? I don’t believe it!”
  • Jerry will assist with Junior’s “magic” show.  Select “Can I borrow your waternut?”
  • Select “You want jokes?! I’ll improvise for you!”
  • Jerry’s jokes bomb.  Mr. Churchmouse gives Jerry PENCIL AND BLANK PAPER.
  • Select “Break a leg! I have to go!” to end the conversation.
  • Continue to Outside The Town Gate.
  • Exit to Forest Crossroads, where you’ll see a group of suspicious fellows chatting over a fire.
  • Continue past them into the forest.
  • The Marquis and Magician are waiting for you.  They will open a portal in the tree that returns Jerry to his home forest.
  • Exit to the Way To The Forest Crossroads.

The Night of the Rabbit

  • Just to the left of the Crossroads is a woodpecker on a lamppost.
  • Use your STICK on the Lamppost to begin a conversation with the woodpecker.
  • There will be two dialogue boxes; select any “Pock”-related answer both times to get the woodpecker to fly away.
  • Continue westward to Way Home.

The Night of the Rabbit

  • At Jerry’s house, look at the Dry Rain Barrel.
  • Jerry will kick the Barrel and the cricket will hop away.
  • Return to the Path Deeper Into The Woods where the Toad is sleeping.

The Night of the Rabbit

  • Use INDIAN WHITE PEPPER on the Toad.
  • He will sneeze and scare the sparrows away.
  • Use the CLICKER FROG on the Toad.
  • Select “I’m Jerry Hazelnut, mighty magician!”
  • Select “The streams of time?”
  • Select “The whispering of the rocks?”
  • The Toad will teach Jerry his first actual spell, MAGIC SPELL – ROCKWHISPER, which lets you speak to any statue that’s been given a face.
  • Afterwards, the Marquis will bring Jerry back to the Mousewood forest.
  • Open your Inventory and select MAGIC SPELL – ROCKWHISPER.
  • Use it on Odd Crystal Statue.
  • The Marquis tells you to seek out the Leprechaun to learn your next spell.
  • Return to Mousewood Town Gate.
  • Use the EXCITING BOOK to make it Night.
  • Go east toward the Bridge.
  • Continue east to Path Through The Fields.

The Night of the Rabbit

  • Use HEAT-RESITANT TIN FOIL on Small Campfire.
  • Use AROMATIC BUT HARD PIECE OF CHEESE on Pot On The Fire.
  • Use INDIAN WHITE PEPPER on Cheese Fondue.
  • Use Tasty Smelling Berries to get SWEET RED BERRIES.
  • Now exit to the dwarves’ home.
  • Go to the back of the dwarves’ home and use MUG WITH LOGO on Really Huge Beet With Tap to get MUG WITH BEET SYRUP.
  • Use the EXCITING BOOK to make it Day again.  Take the dwarf Tunnel 47 back to the cafĂ©.

The Night of the Rabbit

  • Use KEY-SHAPED CLOCK PART on Key when the Backpack Mouse is outside.  Now the back cafĂ© door will be unlocked at night.
  • Ring the counter bell; when Anja appears, give her MUG WITH BEET SYRUP.
  • She will give you INGREDIENTS LIST for the Hare family’s birthday cake.
  • Jerry has all the necessary ingredients; give Anja CHOCOLATE, SWEET RED BERRIES, and KEG OF MILK.
  • Exit the cafĂ© to the Town Center.
  • Go to Path Over Tree Root, where the Hares live.

The Night of the Rabbit

  • Use MAGIC COIN WITH HOLE to see the Leprechaun bathing in the Bowl Of Dirty Dishes.
  • Use Green Garments to steal the Leprechaun’s clothing.
  • The Leprechaun offers to take Jerry to his homeworld in the tree behind Town Hall, in exchange for his clothing.
  • Anja’s cake won’t be ready for a day; use EXCITING BOOK to make it Night again.
  • Use EXCITING BOOK again to make it Day.
  • Return to the cafĂ©; Tasty-Looking Cake will be sitting on the counter.
  • Take Tasty-Looking Cake to get CAKE.
  • Return to the Hare’s garden and use EXCITING BOOK to make it Night again.

The Night of the Rabbit

  • Use CAKE on Grumpy Garden Owner.
  • Mr. Hare will let Jerry into the birthday party, where he’ll receive TROPHY automatically.
  • Talk to Jonathan.  He’ll begin telling jokes to Jerry, but is unable to remember the punchlines.
  • Jerry will write down the beginning of the jokes on his PENCIL AND BLANK PAPER, turning it into HALF JOKES.
  • Use the barrel of Glowing Nuts to get GLOWNUT.
  • Enter the cafĂ© from the back door in the garden.
  • Use MUG WITH LOGO on Coffee Maker to get MUG WITH HOT COFFEE.
  • Use CALMING VALERIAN DROPS on MUG WITH HOT COFFEE to get HOT COFFEE WITH REVERSE EFFECT.
  • Quickly exit the cafĂ© to the garden, then move from the garden to the Town Center.  Exit the Town Center to the Path Up The City Wall.
  • Note: If you take too long, your coffee will get cold.  If this happens, you can always return to the cafĂ©, empty the mug into the sink, and get a fresh batch of hot coffee.

The Night of the Rabbit

  • Give the HOT COFFEE WITH REVERSE EFFECT to the Gunner mouse, who will fall asleep.
  • Use the Cannon so that it flips backwards, now facing “the treetop over the town.”
  • Use the GLOWNUT on the Cannon.
  • The GLOWNUT will explode on the treetop in the distance, lighting it up.

The Night of the Rabbit

  • Move to the Town Center, then to the Path Behind Town Hall.
  • Enter the window that leads inside Town Hall.
  • Exit to the roof of Town Hall, On Top Of The Tower.  The path is hard to see, but can be highlighted with the MAGIC COIN WITH HOLE ability.
  • Move to the Big Branch and speak to the Leprechaun to exit to the second portal.

The Night of the Rabbit

  • Speak to the Grim Man In Green (Leprechaun).  Jerry will return his hat.
  • The Leprechaun will ask Jerry for his three wishes.  Answer either of the first two choices, then any of the choices thereafter.
  • Enter the left side of the tower after the Leprechaun vanishes.

The Night of the Rabbit

  • Use MAGIC COIN WITH HOLE to make the Leprechaun appear again.
  • Talk to the Leprechaun.  He wants to discover something shiny.
  • Use the Old Flag to get OLD FLAG.
  • Exit the door you just entered, Way Outside.

The Night of the Rabbit

  • Use TROPHY on Tower Window.
  • Use OLD FLAG on Dull Goblet In The Window.
  • The Leprechaun takes the bait and a rainbow appears.
  • Enter the Tower again from the left side.
  • Use the Rainbow and Jerry will gain his next ability: MAGIC SPELL – GREENGROW.  This spell allows Jerry to make rain to help vegetation grow.
  • Exit the tower and the exit portal will open up.
  • Use the Tree to leave the Leprechaun’s world.
  • Enter the Town Hall again and then the Path Behind Town Hall.
  • Move to Mousewood Radio Station in the Forest.

The Night of the Rabbit

  • Use EXCITING BOOK to make it Day.
  • Give Ludwig Burrower HALF JOKES.  He will finish the jokes, giving Jerry COMPLETE JOKES instead.
  • Return to Mousewood Town Center.
  • Use EXCITING BOOK to make it Night.
  • Use COMPLETE JOKES on Mr. Churchmouse.
  • Jerry will give a great performance and receive ABSORBENT WATERNUT in return.
  • Go back to the Mousewood Radio Station in the Forest.
  • Use EXCITING BOOK to make it Day.
  • Use ABSORBENT WATERNUT on Flooded Path.  A small tree will sprout.
  • Use MAGIC SPELL – GREENGROW on Flooded Path.
  • The tree will grow large, sucking up the water, and Jerry will automatically move to the Swamp.
  • Exit back to the Woods and then to the Fields, through Trail Towards Mousewood.

The Night of the Rabbit

  • Use EXCITING BOOK to make it Night yet again.
  • Move Jerry to the far-right side of the screen, near Plato.
  • Use MAGIC SPELL – GREENGROW on Fields With Eerie Green Lights.
  • A fox will appear and vanish towards the woods.
  • Follow the fox to Path Through The Fields.
  • The fox will vanish again and move into the Swamp.  Follow it.
  • In the Swamp, a new fox statue will be sitting by the one that was there last time.
  • Use MAGIC SPELL – ROCKWHISPER on Other Fox Statue.
  • The fox will disappear into a portal in the tree; Jerry follows.

The Night of the Rabbit

  • Use MAGIC COIN WITH HOLE to uncover Little Bell In The Bush.
  • Use Little Bell In The Bush to receive KITSUNE’S GOLDEN BELL.
  • Use MAGIC SPELL – ROCKWHISPER on the Fox Statue in the top row, second from the left.
  • Use KITSUNE’S GOLDEN BELL on Large Wooden Statue.
  • The Large Wooden Statue will let Jerry into the gate.
  • Move through the gate to see a cutscene; Jerry then returns to the entrance and encounters Kitsune.
  • Select “This is probably a silly question, but what are you? Fox or human?”
  • Select “But I’m a human, not a fox!”
  • Select any of the responses to how you’ve made someone happy.
  • Kitsune will offer to teach you her spell if you can prove you’ve made someone truly happy.
  • Enter the gate Into The Gardens again.

The Night of the Rabbit

  • Use CLICKER FROG on Frog Pond.  A Curious Frog will appear.
  • Use CLICKER FROG on Curious Frog.
  • Return to the front gate.
  • Jerry will talk to Kitsune automatically and learn MAGIC SPELL – FOX’S CUNNING.
  • Return to the woods via Into The Woods.

The Night of the Rabbit

  • Use EXCITING BOOK to make it Day.
  • Use MAGIC SPELL – GREENGROW on Mushrooms.
  • A stairway will appear.  Take the stairs to the Moth home at the top of the trees.
  • Use EXCITING BOOK to make it Night.
  • Use MAGIC SPELL – FOX’S CUNNING on Mysterious Moth.  She will let you inside.
  • Enter Temple Of The Moths.
  • Use Bundle Of Flax to get BUNDLE OF FLAX.
  • Exit the Temple Of The Moths.

The Night of the Rabbit

  • Go to the Path Tree Forest, where the first Portal Tree is.
  • Use Spider Web to get OLD SPIDERWEB.
  • Go to Dwarf House Back, where the dandelion field is.

The Night of the Rabbit

  • Use EXCITING BOOK to make it Day.
  • Use SHARP GRAPPLING HOOK on Forked Branch.
  • Use Grappling Hook On Forked Branch with Window.  Jerry will toss the end of the shoelace through the window.
  • Go inside the dwarves’ home through the back door.

The Night of the Rabbit

  • Use Switch to turn off the Blue Juice machine.
  • Use Shoelace End on Large Flywheel.
  • Use Switch to turn the Blue Juice machine back on and tug the Forked Branch upright.
  • Exit the dwarves’ home through the back door.

The Night of the Rabbit

  • Use MUG WITH LOGO on Really Huge Beet With Tap to get MUG WITH BEET SYRUP.
  • In your Inventory, use BUNDLE OF FLAX on MUG WITH BEET SYRUP to get BUNDLE OF FLAX WITH SYRUP.
  • Use BUNDLE OF FLAX WITH SYRUP on Restrained Forked Branch to make it sticky.
  • Use OLD SPIDERWEB on Sticky Restrained Forked Branch to make Sticky Restrained Forked Branch With Net.
  • Walk back inside the dwarves’ house through the back door; the shoelace will snap and the branch will catch a dandelion.
  • Exit the house through the back door again.
  • Use BUNDLE OF FLAX WITH SYRUP on STICK in your Inventory to make LONG BRUSH WITH SYRUP.
  • Use LONG BRUSH WITH SYRUP on Forked Branch With Net And Dandelion Seed to get DANDELION PARACHUTE.
  • Return to the Temple Of The Moths.

The Night of the Rabbit

  • Use EXCITING BOOK to make it Night.
  • Use DANDELION PARACHUTE on Clay Pot With Soil.
  • Use MAGIC SPELL – GREENGROW on Clay Pot With Seed.
  • Enter the portal the Moth Priestess opens.  Note: this is a sort of “point of no return,” as the world will change when you get back from this final portal.  Any bonus side quests you’d like to complete should be done before entering this portal.

The Night of the Rabbit

  • You’ll arrive in a cold, mountainous area.  Exit down the western path to the Cold, Wide Sea.
  • Use Tarp on the stack of boxes to push it aside and reveal Crate With Strings Of Lights.
  • Use Crate With Strings Of Lights to receive EXPERIMENTAL STRING OF LIGHTS.
  • Use Another Tarp to reveal Battery Block.
  • Use EXPERIMENTAL STRING OF LIGHTS on Scrub.
  • Use Plug on Battery Block to plug the Scrub/Christmas Tree in.
  • Exit this scene to Icy Path Back To The Slope.

The Night of the Rabbit

  • Use Snow-Covered Rock to dust snow off the statue.
  • Use Snow-Covered Rock again to dust more snow away.  This uncovers Head Of A Statue.
  • Use MAGIC SPELL – ROCKWHISPER on Head Of A Statue.
  • Select “You are the first statue that actually wants to talk to me.”
  • Select “What kind of a god are you, then?”
  • Jerry’s comments cause the statue to strike lightning on the beach, lighting up the Christmas Tree.
  • Return to the Path To The Icy Sea where the tree is.
  • After a brief scene, look at the Polar Whale that appears.  Jerry will learn MAGIC SPELL – GLIMMER OF HOPE.
  • Go back to Icy Path Back To The Slope and exit the portal through the Portal Tree.

Chapter 4: Jeremiah Hazelnut, Lizard Hunter

Overview: After learning his fourth and final spell, Jerry is transported back home—or to some version of home, at least.  He quickly learns that terrible things have happened here and in Mousewood.  Only by helping the Magician of Mousewood capture the lizard harbingers of this tragedy can Jerry actually save his friends and family.

The Night of the Rabbit

  • Jerry begins this area with LEAF THE MARQUIS LEFT BEHIND and ITCHING POWDER, which was previously ROSE HIPS.
  • Return to Jerry’s home via the southern path out of the woods, and then the western path.
  • Use MAGIC SPELL – ROCKWHISPER on Weathered Statue / Dwarf Statue.
  • Jerry sits down and sobs uncontrollably.
  • Use MAGIC SPELL – GLIMMER OF HOPE on Jerry.
  • Return to the Portal Tree you just emerged from.
  • Look at The Old Path Tree.  Jerry will open the portal and return to Mousewood.
  • Go to the Magician’s home near the Hedgehog Brothers’.

The Night of the Rabbit

  • Look at the Shelf where the Magician is bottled up.  He will transport you to the Shelf.
  • Use the Case to get LARGE MONOCLE.
  • Use NAIL on Small Bag.  Take CORN KERNEL.
  • Use CORN KERNEL on Sunlit Gap.
  • Use LARGE MONOCLE on Sunlit Gap.
  • The shelf will collapse, freeing the Magician.  He’ll give you three BANISHING BOTTLE(s).

The Night of the Rabbit

  • It’s time to capture some lizards.  Go to the Town Center.
  • The first lizard is selling bottles of an elixir to Mr. Hare.
  • Use BANISHING BOTTLE on Bottle Rack.
  • Jerry will start a dialogue with the lizard, tricking him into opening the bottle.
  • That one was easy.  Go into the Town Hall.

The Night of the Rabbit

  • The second lizard is slightly intoxicated inside the Town Hall.
  • Use MAGIC SPELL – FOX’S CUNNING on Odd Figure (aka the lizard in disguise).
  • Select “Sure, where do I sign?”
  • Speak to the Odd Figure again.
  • Select “Sure!  A bird never flew on one wing. I want another contract!”
  • Speak to the Odd Figure again.
  • Select “The price for nuts and bolts just crashed.”  The lizard will escape into the nearby suit of armor.
  • Use ITCHING POWDER on Armor.
  • Follow the lizard out to the Path Behind Town Hall.
  • Use MAGIC COIN WITH HOLE to see the lizard.
  • Talk to the Confused, Apparently Thirsty Lizard.
  • Use BANISHING BOTTLE on Confused, Apparently Thirsty Lizard.  He’ll open it and trap himself.
  • Leave this area and go to the Meadow Pond Swamp where Ludwig Burrower has set up his new radio station.

The Night of the Rabbit

  • The lizard here is telling fortunes.
  • After the brief cutscene, talk to the Not Very Trustworthy Figure (aka, another lizard).
  • Select “Can you also tell your own fortune?”
  • Ludwig will demand another ball; this time it will be the lucky white ball.  Ludwig falls asleep and Buzzy flies onto a nearby flower, knocking off the Blue Beet.
  • Use Blue Beet to get DWARF ROOT PRICE.
  • Talk to the lizard again.
  • Select, “Can you also tell your own fortune?”
  • While he’s dancing, use the Pretty Flower to shake Buzzy and distract the lizard further.
  • Use DWARF ROOT PRICE on Drum Hatch.  The root will be firmly wedged inside.
  • When the lizard goes to toss his fortune ball back in the drum, it will bounce off.
  • Pick up the White Ball off the ground to get WHITE BALL.
  • In your Inventory, use BLUE JUICE STICKER on WHITE BALL to get MANIPULATED WHITE BALL.
  • Talk to the lizard again and select either dialogue option.
  • Use the Pretty Flower to distract him again.
  • While he’s distracted, use MANIPULATED WHITE BALL on the Drum Hatch to put it back in.
  • Talk to the lizard one more time and select “Can you also tell your own fortune?”
  • Use BANISHING BOTTLE on the lizard.  He’ll open it and trap himself.
  • Return to the Magician of Mousewood.
  • Use any of the CAPTURED LIZARD items on the Old Magician.
  • Jerry will be transported to a coat closet.
  • Use each coat to push it aside until you come to Light streaming from a keyhole.
  • Use the Keyhole to open the door slightly.  Enter Jerry’s bedroom.

The Night of the Rabbit

  • Use Sliding Door to push the corner of the rug back.
  • Use Corner Of The Rug to reveal Storage Niche.
  • Use Storage Niche to reveal Musty Cardboard Box.
  • Use Musty Cardboard Box to reveal and take Jerry’s coat.

The Night of the Rabbit

  • Jerry is now back in the Hall of Apprentices.
  • Use LEAF THE MARQUIS LEFT BEHIND on Metal Frame.
  • Jerry will automatically receive UNCANNY SOUND CARRIER and be transported in front of the Big Old Tree Stump near the dwarves’ house.
  • Use UNCANNY SOUND CARRIER on Hole In Big Old Tree Stump.

The Night of the Rabbit

  • Jerry needs to travel to the four Odd Crystal Statues he’s seen around Mousewood.
  • Note: Remember that Plato can still give you a ride anywhere you’d like to go.
  • First, go to the Temple Of The Moths, which is just west of the Old Tree Stump.
  • Use UNCANNY SOUND CARRIER on the Odd Crystal Statue in the Moth’s Temple.
  • It will shatter; pick up the Amber that is left behind to receive AMBER.  The Crystal Statue will reform itself.
  • Exit the Temple and go west to the Swamp, where the portal to Kitsune’s world exists.
  • Use UNCANNY SOUND CARRIER on the Odd Crystal Statue in the Swamp.
  • It will shatter; pick up the AMBER.
  • Exit and go to the Path Behind Town Hall, where the Leprechaun’s portal was.
  • Use UNCANNY SOUND CARRIER on the Odd Crystal Statue behind Town Hall.
  • It will shatter; pick up the AMBER.
  • Finally, go to the Path Tree, where the portal to Jerry’s home exists.
  • Use UNCANNY SOUND CARRIER on the Odd Crystal Statue in the Forest.
  • It will shatter; pick up the AMBER.
  • Return to the Big Old Tree Stump by the dwarves’ house.

The Night of the Rabbit

  • Use each piece of AMBER on Big Old Tree Stump.  (You can place them anywhere; Jerry will put them in the correct slots.)
  • A room made of glass will appear.
  • Use MAGIC SPELL – GLIMMER OF HOPE on Image Plate.
  • The sliding block puzzle will shatter and the fountain will stop. 
  • Pick up Silver Key once it falls in the fountain to get SILVER KEY.
  • Use SILVER KEY on Mysterious Wooden Door in the tree stump.
  • The portal to the Clearing Of The First Tree will appear and Jerry will enter it.

Chapter 5: The Final Showdown

Overview: Jerry has made it into the fifth and final portal.  Now he must find his way to Zaroff and find a way to end this once and for all.  But Zaroff is a mighty magician, and Jerry may be surprised by the tricks up his sleeve…

The Night of the Rabbit

  • Jerry arrives in the same foggy expanse we first saw the Marquis de Hoto wandering.
  • Move to any of the root paths available: Bright Path, Passage Into The Unknown, Path Into the Light, or Into The White.
  • Jerry will reappear in what seems to be the same place.
  • Move to another (or the same path).  Do this four times.
  • Jerry will comment that maybe the Marquis or Magician can hear him from here.
  • Use MAGIC SPELL – ADVICE SEEKER.  The Magician of Mousewood will appear and offer guidance, as well as TREE BARK.
  • Once the Magician leaves, a giant Raven will appear.
  • Talk to Mysterious Raven and select “What kind of place is this?”
  • The Raven will make Stone Wheel appear.  Select “I’ll keep trying my luck” to exit the conversation.
  • Use Stone Wheel to make new paths appear.  Jerry can now see Campfire, Cannon, Old Acquaintance, Flooded City, and Seaside Lighthouse.
  • Use Cannon to get BLACK POWDER.
  • Use the Stone Wheel to reveal a second set of paths: Rusty Metal Door Half Pried Open, Stone With Marking, Suitcase, Anglerfish, and Nets With Acorns.
  • Use Nets With Acorns to get THREE ACORNS.
  • Use LONG BRUSH WITH SYRUP on Rusty Metal Door Half Pried Open to get DWARF ROOT.  Jerry’s stick will break after this.
  • Use INDIAN WHITE PEPPER on Stone With Marking.
  • Use INDIAN WHITE PEPPER on BLACK POWDER in your Inventory to get POWDER MIXTURE.
  • Use the Stone Wheel to return to the first set of paths with the Campfire.
  • Use POWDER MIXTURE on MUG WITH LOGO in your Inventory to get MUG WITH POWDER MIXTURE.
  • Use TREE BARK on MUG WITH POWDER MIXTURE to get MUG WITH POWDER MIXTURE AND BARK.
  • Use THREE ACORNS on MUG WITH POWDER MIXTURE AND BARK to get MUG WITH POWDER MIXTURE, BARK, AND ACORN.
  • Use DWARF ROOT on MUG WITH POWDER MIXTURE, BARK, AND ACORN to get MUG WITH POWDER MIXTURE, BARK, ACORN, AND ROOT.
  • Use MUG WITH POWDER MIXTURE, BARK, ACORN, AND ROOT on Crossroads; Jerry will draw a circle of powder and put the mug in the middle.
  • Use the Campfire to get a piece of burning kindling; use this (it does not go in your Inventory) on the Powder Circle With Mug at the Crossroads.
  • A mysterious masked man appears; select all three dialogue options to finish the conversation. 
  • He grants your MAGIC COIN WITH HOLE the power to see which path to take toward the exit.

The Night of the Rabbit

  • Select your MAGIC COIN WITH HOLE from the Inventory as an item.
  • Hold it over each of the paths available; when it hovers over the correct path, the purple glow around it will be a little bit brighter.  You’ll need to pull the coin out each time you enter a new scene.
  • The correct order of paths are: Path Into The Light, Bright Path, Path Into The Light, Into The White.  After the fourth path, Jerry will exit into the Clearing of the First Tree.
  • Look at the Great Zaroff.  Jerry will approach him on stage.
  • Select any of the dialogue options when given the chance to speak.
  • Zaroff will transport you to his bizarro theater.

The Night of the Rabbit

  • Talk to the Toad.  He’ll shake chestnuts down from the treetops.
  • Take Styrofoam Chestnuts to receive FAKE CHESTNUTS.
  • Use Scenery to move the fake rock scenery aside and reveal Light Switch.
  • Use Light Switch to shine a light on the left side of the stage, revealing Voice Tube.
  • Talk to Voice Tube to shine a light on the Toad.
  • Use FAKE CHESTNUTS ON Toad.
  • Use CLICKER FROG on Plato.  He will help you remove the nail from the stage.
  • Jerry will get IRON NAIL and move to the next stage.

The Night of the Rabbit

  • Use IRON NAIL on Rift in Landscape to reveal Lever and Round Button.
  • Use the Lever until it is in the Middle Position.
  • Use the Round Button.  A piece of grass will be picked up.
  • Use the Lever until it is in the Lower Position.
  • Use the Round Button again.  The gold will tip over, and the Leprechaun will be distracted while picking it up.
  • Use the Leprechaun’s hat.  He will wake up from his trance and create a rainbow for Jerry.
  • You can now reach Tree With Nail.  Use Tree With Nail and Jerry will pull the nail out, moving onto the next stage.

The Night of the Rabbit

  • Use UNCANNY SOUND CARRIER on Bell.
  • Use KITSUNE’S GOLDEN BELL on Kitsune.
  • Use KITSUNE’S GOLDEN BELL on Kitsune again.  She’ll accept who she is and be freed, moving Jerry to the next stage.

The Night of the Rabbit

  • Use Christmas Tree to get STRING OF LIGHTS.
  • Use Candy Cane to get GIANT CANDY CANE.
  • Combine STRING OF LIGHTS and GIANT CANDY CANE in your Inventory to get FESTIVE FISHING ROD.
  • Use FESTIVE FISHING ROD on Ocean.  Jerry will pull up a Cable.
  • Use Cable.  Jerry will pull the Wind Machine closer to him.
  • Use Cable again.  The Wind Machine is now within reach.
  • Look at the Machine.  Jerry will turn it toward the whale and blow the posters off his face.
  • Use Nail to pull the final nail out of the tree.

The Night of the Rabbit

  • It’s time for the final showdown with Zaroff.  Jerry will need to use his four magic spells, and the four nails he’s just recovered from the First Tree, to defeat the mighty magician.
  • Note: If you don’t want to play the final “fight” against Zaroff, it can be skipped by pressing the X in the upper right corner of the screen.
  • To defeat Zaroff, select the magic spell that matches the color of spell he has just used—and that is floating in the air.  The first time you will need to open your Inventory to access the spells and nail; afterwards, they will have shortcuts on the battle screen.
  • For example, if he uses a red spell, Jerry should select Fox’s Cunning, which is his red spell.
  • Select the appropriately colored spell and use it on the ball of magic floating in the air.
  • Then quickly select the corresponding nail.  Nails are listed in the same order as the magic spells: so, the far left nail is connected to the far left spell.
  • Use the selected nail on the ball of magic.
  • Jerry will defend himself with the nail against the magic and Zaroff will lose that spell.
  • Continue this process until Zaroff has lost all four of his spells (so four turns, unless you mess up).
  • Once Zaroff has run out of spells, he is defeated!  Enjoy the ending.

Congratulations!

 

You have completed Gamezebo’s walkthrough for The Night of the Rabbit.  Be sure to check back often for game updates, staff and user reviews, user tips, forums comments and much more here at Gamezebo!

Jillian will play any game with cute characters or an isometric perspective, but her favorites are Fallout 3, Secret of Mana, and Harvest Moon. Her PC suffers from permanent cat-on-keyboard syndrome, which she blames for most deaths in Don’t Starve. She occasionally stops gaming long enough to eat waffles and rewatch Battlestar Galactica.