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Guide for Night In The Woods

Part One "Home Again"

Prologue:

Mae gets off the bus in her hometown to find her parents forgot she was coming home from college. So you get to walk home. Talk to the Janitor, he’ll ask you for a soda. Bring him a soda from the machine on the right so you can exit the bus station. Your goal is to keep going left through the woods, jump on a log to cause an avalanche, and climb over a fenced off playground by using your triple jump to climb up all the way onto the power lines.

You will obtain the sketches “Rip Grandad” and “You’re Parents Forgot You.” (You know you obtain sketches when you see a Y-button prompt in the bottom right corner.)

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Once over, jump down and a small cutscene plays with your aunt (who is the towns police officer).

Back at your house, talk to your dad and exhaust the conversation. You will want to talk to him EVERY NIGHT and exhaust his dialog. Eventually, he will start asking you to watch tv with him, choose YES. Doing this three times he will move some boxes for you. (I’ll mention them shortly.)This NPC is tied to the achievement The Tooth.

Talking to your dad will obtain the sketch “Dad.”

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End Prologue.

Day One:

Wake up every day by pressing cn_A. To your left is a Bass Guitar that you can play like a simplified guitar hero, just press the correct button at the correct time.

Play the song “Space Dragon” well enough to obtain the sketch “Space Dragon”.

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You are limited to playing your bass twice a day in your bedroom, but this song is very easy. If you fail to get the sketch, just dashboard your game and restart it, you’ll be right back at the beginning of the day.

Leave your room, and go to the door on the left before heading all the way downstairs. This room has the aforementioned dad-boxes in them, click on them and exhaust your dialog. He will eventually move these for you letting you further into the room. For now, you can leave and go to the bottom floor.

Your mom is in the kitchen all the way left, she is the NPC tied to the achievement Jenny’s Field. Talk to her EVERY DAY before you leave the house and always exhaust all dialog options. On day 4 and onward, you will also want to talk to her at the church where she works as well as inside the house in the morning. Today specifically, talk to her until you exhaust all dialog options.

This will net you sketches “Mom” and “Eels.”

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Go out the front door located to the right past the stairs. Trying to go right outside you’ll find you cannot due to construction going on to fix things a storm broke. This goes on until day nine, so for now, go left instead.

Continuing left will zone you (zone means the game will load another part of town.)

You will receive sketch “Houses.”

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Directly in front of you is Selma the Poet, she is the NPC tied to the achievement Poets of Possum Springs. You will want to talk to her EVERY DAY and exhaust her dialog. She doesn’t move from this spot. Eventually talking to her every day will lead to her asking if you want to hear poems. Say YES to hear them. Be careful, on later days the developers swap the Yes and No options so don’t spam the dialog.

This is just good advice for this game, don’t spam the dialog.

Also, talk to the portly gentlemen (blue-cat) named Mr. Chazokov located on the porch just past Selma, remember him he is the NPC tied to the achievement Dusk Stargazer, after today he appears on days 4, 6, 8, 10, and Epilogue on top of the house above Selma. I’ll remind you on those days about him.

You may have noticed power lines above you. If you go back to your house you can jump mailbox > tree > power lines.You can zone left while on top of the power lines and be up on the power lines there. Follow along with them until you can get on the windowsill to the right of the mouse statue (this building is where Bea lives.)

Interact with it until three times and you get the sketch “Arnold Stalkerbaum.”

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You’ll also want to use this path in the future to reach Mr. Chazokov.

Now zone left.

Directly in front of you is the Underground entrance. You don't have to go there yet so for now, go up the stairs to examine the blockage.

You will obtain the sketch “This Place is Falling Apart.”

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Continuing left you will see Market House (Ol’ Pickaxe), this is where Bea works. Just past the store is a mouse Lori, this is the NPC tied to the achievement Horrorshow.Talk to her and exhaust her dialog. In the future, she will be on a roof above this location, which becomes accessible on day 4. You have to go up the church steps part way then climb onto a light and power lines to get on the buildings. So on day 4 onward, go meet her and exhaust her dialog every day. (Note: She is absent from the game on day's 2 and 3, no need to look for her on those days.)

After exhausting her dialog for today, continue left past the statue to obtain the sketch “Big Skeleton.”

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Zone left. Continue left and you will pass a building with the street number 1063, this is where Gregg and Angus lives for future reference. Just left past that is the underground exit. And left just past that is the Snack Falcon, Gregg’s job. Go on in and talk to the coolest fox in town. Gregg is the NPC tied to the achievement Let’sBeLegends.

After your conversation with Gregg, you’ll receive the sketch “Gregg Rulz Ok”

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You’ll now be at your first band practice. You’ll meet Angus (the bear) and Bea (the alligator.) Bea is the NPC tied to the achievement Best Available Friend.Remember you can only get Gregg or Bea on the first playthrough. I will be hanging out with Gregg for the first playthrough for this guide.

They have your old bass! Time to play.

FOR THE 1ST Play-through you will want to play the songs really well, well enough that after the song Gregg comments that it was ‘Pretty Good!’ This will be Maestro (1 of 3). If you do not see Gregg saying ‘Pretty Good’ you can hold Y to go to the menu, and you can start the song over when you reload the game.

There will be 3 of these practices it total and you will want to play them all ‘Pretty Good’ (Today, day 4 and day 8.)

Playing it well will net the sketch “Die Anywhere Else (Good).”

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You will now be in a diner eating Pizza. When everyone else grabs a slice, WAIT and Gregg will put his crust back. Take his crust instead and eat it. They will all grab another slice and you will want to take Gregg’s crust a second time. This nets you:

After the dialogue, you’ll find yourself outside where you’ll find… an arm?! Poke it with a stick!

You have two objectives here: 1st, poke that cockroach running around. This nets you:

Then you want to poke a tattoo that is on the arm. The easiest way to do that it to poke the upper arm and elbow to make the arm vertical on screen, hand side down. Then just keep poking the sleeve to roll it up and poke the tattoo when you see it. There is a time limit because Aunt Mall Cop shows up. If she does just hold cn_Y to exit the game and reload it to try again. After some cutscenes, you’ll be back at your house.

You’ll receive sketches “Pizza Scale” “Arm” “Arm Tattoo” at this point.

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Exhausting your Dad’s dialog options will net you the sketch “Still Funny Though.”

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Go to bed, end of Day 1.

Day Two:

Press cn_A to wake up. You need internet, but your computer is broke, press cn_B to escape the screen and go downstairs. Exhaust mom’s dialog. Go outside and climb up on the power lines and zone left. Continue left on the power lines and get up on the white roof, and jump over to the clotheslines to interact with them.

This gives sketch “Ghosts.”

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Drop down and go talk to Selma. Now to find Angus. Go zone left a few times to the Snack Falcon and ask Gregg, who says he’s at work. Angus works at the Video Outpost Too (right from the Snack Falcon.) Go on in. Only he’s not there? It’s not his shift? He’s at home? Which is 1063?

Go to his apartment and interact with the buzzer next to the elevator. Only they don’t have a button. Click on the top one, and listen to some dude. When he’s done, click on his button again and while the electricity is flowing click on Gregg & Angus. Ow.

There’s a bit of dialogue but the end result is Angus gives you a USB that will fix your computer.

You’ll automatically zone home and get the sketch “Angus.”

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Talk to your dad a few times, then go upstairs and fix that computer. After some dialogue, you’ll find that Angus even gave you a video game. You don’t have to play it right now but I’m gonna explain it now.

Demontower Minigame

There are two sketches and two achievements tied to this. I’ll explain to them after I explain the game basics.

Demontower is its own monster. Its a multi-level rouge-lite type game. cn_X attacks and cn_A dashes. The general gist of it is that each level you have to find a key and then unlock a door. The keys are always through a hole in the wall either right or left wall. The door is always along the north wall. If you die you restart that level, it also changes the layout of enemies and room pathing. But the key and door location does not change.

Every level you lose one health but you gain one dash. Levels 1-8, and 10 have a boss after the key door.

IMPORTANT: on levels 2 4 6 8, there is a duck in your spawn area, do not hurt it because you can kill it, permanently. Instead go near it and it gives you a clue. There are 2 rows of 4 blocks.Like so:

[1] [2] [3] [4]

[5] [6] [7] [8]

And one will be white, write that one down and keep them in the same order he tells you them. You will need that info on level 10. I added the numbers as its just easier to remember that way.

Anyways, when you get to level 10 with all four numbers. You’ll find a hole in the wall on the wall halfway up. There are 2 rows of 4 graves. Interact with them in the same order that you wrote down. You will get a key for your troubles. Take that key and go back out and up and use that key to fix that bleeding cat. North of the cat is the final boss.

IMPORTANT: If you die on the boss ahead you must repeat this key part every time, its annoying but you have to.

The hardest part for me was to remember to use the dash correctly. You use dashes to go over traps without them hurting you. You deal with enemies that throw projectiles by dashing TOWARDS them through their projectile. So wait for them to throw then dash and smash. The fireball guys are Mutually Assured Destruction, use them to your advantage.

The only other advice I can give is that sometimes its just easier to die to get a better random enemy and room spawn.

It was honestly pretty challenging for me, it took a few hours. The general idea for each boss is quick in, 1 hit, quick out. You also want to be always moving, and on some bosses that means you circle the whole boss room continuously.

Floor 1 - Boss has 1 hp

Floor 2 - This boss basically teaches what I recommended. You have just enough time to dash in, one hit, dash out before he attacks.

Floor 3 - Best way to fight this boss is keep control of his spawn spam. Stay out of the pentagram, you will more than likely take damage as he dashes around on it. Generally you want to stay on one side: left right bottom. Trying to keep the summons on one side so you don't get boxed in, Kill them down and wait for him to stop moving on your side that you are currently on. Left bottom and right can each be ready to attack two star points, don't chase this bird down. only move to another side if you are going to get surrounded by summons. These summons drop health so don't hesitate to kill them.

Floor 4 - This boss is similar to floor 2's Bird Sackington. The difference is this guy can dash (cardinal directions only: up down left right.) You can circle him and bait him to dash them hit him on his cooldown. Since your sword has a pretty good swing, you can try to stay in the corners of the boss since his dash movement is limited. When he's dead, his pall-bearers will attack but they are just basic dudes.

Floor 5 - This is a big version of an enemy you've attacked in here, you kill it and it breaks into smaller units of itself. The best way to handle it is to control how many you have on screen, always kill the next smallest version until it doesn't reproduce. The smallest units are way too fast you do not want more than three of them at a time. There are: 1 Boss that becomes 3 Large, each Large becomes 3 Medium, each Medium becomes 3 Small. If that way is too hard, the MEDIUM size is the SLOWEST one. It's a good break point if the Large ones are too hot on you while you trying to finish off the Smalls.

Floor 6 - This Flame Pope moves back and forth across the room, shooting fireballs. Basically you want to circle the room with him using the six blocks as cover from the fire balls. The more you hit the Pope, the more ghosts that defend him. You can smack them away but they are invincible so focus on the boss. They die with him.

Floor 7 - Ok so this lava monster itself is not too hard. I would take a step or two away, turn and hit once, step or two away, hit once, repeat. Dodge when he vomits fireballs. The big thing about this boss is he leaves a murder trail on the ground that will kill you even after you kill him. So control his movement. Start by dragging him left from his spawn, then down when you hit the wall. Then right along the bottom as best you can. Then up the right side but at this point try to zig zag him a touch you must keep him away from the door. While you can dash thru his murder trail to an open spot of floor if necessary, you will kill yourself trying to open the door on his snail trail of death.

Floor 8 - And then there's this Jerk. He's just a big version of the little knife throwing jerks. While he can hurt himself on the red murder trail on the right, its faster and less random to just dash through his attack and hit him once. This is a big room, but it is unnecessary as the more you use your dashes to get around the room the more enemies you have to deal with. I would go in the room and just drag him right a bit. If there's some small guys prioritize them, they are gonna get you killed and they don't respawn. Once you have your little screen clear, just dash through his attack, hit, dash back to where you started and wait for him to move a round a bit, you dash back so he doesn't wander too far. If you are desperate for health all those pots on the right wall can have health in them. IMPORTANT: You can actually enter the boss fight room without triggering the boss if you dash down as you go in. It will still trigger little guys but the boss won't. So you can leave him there for a minute while you clear a little battlefield of your choosing, break pots for health ahead of time. etc.

Floor 9 - No boss

Floor 10 - Ok so this boss isn't too hard, it's just you have one hp. This guy does two things: either dashes away, or swipe with sword. If he's gonna swipe his sword he'll pick it up. But don't focus on that too much, just assume he's going to attack. Move up hit once and dash straight back down. He will dash away every time you hit him. It's a much easier fight if you can keep him up and you down. Be aggressive in field placement, don't wait for him to come to you because you'll run out of dash space behind you. If he does press you hard just dash away sideways and up to move him back in position. You have a handful of dashes, never not use them if you're in trouble.

Once this game-ception is over, you’ll receive the sketches “Demontower” and “Palecat.” First for beating the game and second for fixing the bleeding cat.

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You will also receive

Go to bed, you’ve earned it. End of Day 2

Day 3

Once you wake up and leave your room, stop upstairs and jump over to the right. Go past the birdcage and interact with the bookshelf there until it’s exhausted. Now go down and talk to your mom.

Go outside, zone left and talk to Selma. Continue left and zone, go to Ol’ Pickaxe. Ask Bea to drive to the party.

You’ll receive sketch “Bea.”

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Return home to get ready for the party and you’ll run into your aunt for a sketch “Aunt Mallcop.”

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Go in your house and find out it’s taco time! You’ll automatically end up in your room talking to yourself in the mirror. You’ll automatically end up in the car to learn Colin will be at the party too, your ex.

At the party, it takes a combination of talking to Gregg, the beer keg, and Colin (raccoon) to get through this scene. Go back and forth to advance the scene until it culminates in a drunk Mae sitting on a stump.

Bea drives you home and puts you to bed.

Now your first dream sequence. Just travel right and up, smash things along the way if you like, but the goal is taking down the giant bird statue at the end of the path. Doing so ends day 3.

Part 2 "Weird Autumn."

Day 4

Wake up.

After a small monologue you obtain the sketches “Fire Ghost” “Never Drink Again” and “Everything Fells Bad”

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Leave your room and interact with the bookshelf again to get the sketch “G-Dad”

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Talking to your mom in the house gives the sketch “Eff the Cops.”

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Some more town has opened up for you now.While the work to the right of your house is still there, you can access the church from the Town Square. Don’t forget you talk to your mom at home before you leave, then at the church while you’re out everyday now.

Climb up the power lines outside you house and zone left. Selma will automatically talk to you up there. Say YES to hear a poem.

Receive the sketch “Selmers, a poet!”

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You’ll see Mr. Chakozov above you, continue along the power lines and double back on the rooftops to reach him. Say yes to looking for stars. Move the telescope around from one big faded star to the next until the circles start to wobble, that’s how you know you are close to a constellation. All you do is highlight the correct star for a few seconds. You can find two today. Dusk Stargazer (1 of 5)

When you all are done talking about them you’ll receive the sketches “Dohr” and “Castys.”

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Zone left and climb up the stairs halfway, jump to the light and power lines. Backtrack on the building until you see a partially open window you can interact with. Go inside and go all the way left.

In the back room you receive the sketch “Mallard.” Interact with Mallard to receive the sketch “Miracle Rats.”

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Go back out the window, right then up then left to get above where you just were, and here’s Lori. This is where she is found from now on everyday except day seven. Talk to her now. When done, you have a triple jump to pull off. Start on the pole next to Lori, and triple jump right to get up a level, then triple jump up to interact with the sleeping cat.

This nets you the sketch “Roofcat is Correct.”

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Go right until you fall off the roofs and go up the stairs to the church. Go inside and talk to your mom if you didn’t yet. When done, go outside and continue right until you find the pastor and a dude named Bruce.

Walking past the statue gives the sketch “Church Statue.” Talking to Pastor and Bruce give the sketches “Pastor K” and “Bruce.”

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Now zone back down the steps and zone into the underground.

Talk to the fisherman to get the sketch “Honey, I’m Horm.”

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Go left just past the group of people and interact with the mural to receive the sketch “Nuke Possum Springs.”

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Now head back right and interact with the pretzels. It’s a very easy mini game where you just stop moving when the chef is about to look left at you. Only move when his eyes are right. Even if the pretzel is like halfway into your pocket just freeze until he looks away. Take this pretzel all the way back up to your rat babies to feed them. This will unlock:

It is also Miracle Rats (1 of 3) progress. I’ll remind you but just feed them a stolen pretzel tomorrow and the next day for this achievement.

Go back outside and zone left and head towards the Snack Falcon. You will meet Germ who blocks your path, he’s unmissable. This npc is tied to the achievement He’s From Somewhere.Today he is at the Snack Falcon, but tomorrow onward he is found one zone left just after the Abandoned Food Donkey. Talk to him every day.

Talking to him today nets you the sketch “Germ.”

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Afterwards go into the Snack Falcon, and talk to Gregg about going to band practice.

Playing the song well enough so Gregg says ‘Pretty Good’ gets you the sketch “Weird Autumn (Good).” And also Maestro (2 of 3).

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Now you have to choose either Gregg or Bea to hang out with, I’m gonna go with Gregg for the guide. Talk to him and say that you do want to hang out.

Your hang out is breaking into the old Food Donkey. There’s also some jerk there. There’s a locked door, jump up the shelves to get to the office with the keys on the wall. IMPORTANT: Remember which head you pick. The two partial play-throughs that you’ll read about later are to get the other two heads, all 3 have different sketches. I’m gonna go left to right. ExaminetheFrog Head and then tell Gregg that’s the one you want. Help Gregg get the box up the stairs. Throw food in his mouth at the restaurant.

After the cutscenes you’ll be back at your house and receive the sketch “Frog Head.” Let’sBeLegends (1 of 4)

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Talk to your dad and say YES to watching TV with him.

Then head to bed. Dream sequence. The next few dreams you just go find the four musicians so it light up those poles in front of you. If you’re near one you’ll see an orange glow off screen. They always sit in the same looking boxes. For this first one just follow the two crossing ropes to all four ends to find them. End of Day 4.

Day 5

Wake up and exhaust your mom’s dialogue.Go outside and go left to zone, talk to Selma and say YES to the poem and exhaust her dialogue as well.

Zone left and go underground, steal another pretzel. Go back up into the window and feed your baby rats again. Miracle Rats (2 of 3). Climb back outside and continue up and around to talk to Lori again.

Go right and go up the steps to the church, go inside and talk to your mom again. Go back outside and zone back down to the left, and zone again to the left. Go past the Snack Falcon and zone left to talk to Germ.

Zone right and go talk to Gregg in the Snack Falcon, and choose to hang out with him. Beat up a car, take its battery. Go back to Gregg’s place. Help him build a robot. Let’sBeLegends (2 of 4).

This also nets you the sketch “I Freaking Died.”

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Back home, talk to dad and watch TV with him again. Then go to bed. In your dreams find the 4 musicians again. Remember where the entrance to the poles are. Fall into the orange glow of number 1, then go way left to number 2. Then come back right and down, across the water to number 3. Then backtrack and climb up the right side to number 4. Back to the poles way up. End of day 5.

Day 6

Wake up. Talk to your mom then head out front. Climb the power lines and zone left. Mr. Chakozov is out on the roof, climb up and around to him to help find 2 more constellations. Dusk Stargazer (2 of 5).

Sketches “Sterling” and “Simone” for helping him.

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Drop down and talk to Selmers, YES to another poem.

Zone left. Head to the Underground and steal a final pretzel. Bring it back up and feed your rat babies to unlock:

Go back outside and continue up to see Lori, say SURE when she asks you to hang out.

After the hangout, you’ll receive both “Lori M” and “Flattened Figures.”

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Zone right into the church and speak with your mom, head back out when done. Zone left a few times to meet Germ at the Abandoned Food Donkey, agree to hang out with him.

After the hang out you’ll receive sketch “Parking Lot.”

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Zone right and go talk to Gregg to start his third hangout. There are two achievements tied to this hangout. If you fail either one you can just hold Y to exit game and reload to try again.

First, you have a knife fight with him, I didn’t even move my arm around, I just stabbed continuously with X and let him move into my attacks himself. If you win the fight you’ll unlock

Next you shoot a crossbow. Hold X to load it (it makes a sound), aim quick and release X to shoot. If you land a headshot you’ll unlock:

Then you’ll have some conversation. Let’sBeLegends (3 of 4) and you’ll receive sketch “Forest God.”

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Back home watch TV again with Dad. Afterwards head up to your room and play the song ‘Cycles’ on your Bass.

Play it well enough to get the sketch “Cycles.”

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Head to bed. Dream Sequence. You can climb up at the red lights just to the right of the four poles. Go up and left, take a leap of faith as far as you can left under the neon sign and then continue to use the stacks and roofs to climb up and left to the first guy. Then drop off past him and go all the way left to get the second guy. Return right and climb up the red light area gain. This time run and jump off the little black ramp to the right to land on a telephone pole, continue right across the roofs to the third musician. This last time when you climb up the red light area; go all the way up and right to go under the moon, and continue up going back and forth until you reach the last musician. Go back to the poles. Day 6 ends.

Day 7

Wake up. Your dad moved those boxes finally. So go in that room and interact with the crawlspace, in the next area interact with the safe to receive a tooth.

Sketch “Mysterious Tooth” obtained.

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Back track and talk with your mom. Go outside and zone left, talk to Selma and hear another poem. Zone left and then head up to the church and try to talk to your mom. Back outside the church, go way right to talk to three kids near a cliff edge who will ask you some questions. The only one that matters is the first question, answer ‘The Shipwreck.’ Thryy Wyrd Tyyns (1 of 4).

Their conversation with you leads to the sketch “Three Weird Teens.”

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Zone back left and walk to the statue to speak to Lori (for today only she is back in her original spot.)Afterwards zone left a few times to speak to Germ (he is just a little bit further left than normal today.)

Head all the way home and interact with your mirror. Then head back outside. Head over to Ol’ Pickaxe and talk to Bea. After all the cutscenes in town, you’ll unlock

Day 7 complete.

Part 3 "The Long Fall"

Day 8

Wake up and you’ll unlock sketches “Halloween” “Harfest” “Ghost” and “Black Dot.”

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Go downstairs and talk to your mom. Exhaust her dialog to obtain the sketch “Murder Mystery.”

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Go outside and climb the powerlines, zone left and help Mr. Chakozov find two more constellations. Dusk Stargazer (3 of 5).

This will result in sketches “Snake” and “Gramercy.”

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Drop down and talk to Selma. YES to a poem. Zone left and go up to the church to talk to your mom. Leave and zone back left and go up on the roof to talk to Lori. Zone left a few times and talk to Germ.

Now go talk to Gregg to start band practice. This song, while short, is very hard compared to the others you’ve played. It’s just gonna take you a few tries to get it. And you can’t pause. Keep using Y to quit and reload the game to try the song again. The way I did it was to use both thumbs, left on X Y and right on A B. You will probably get most of the song perfect there’s just a few insane parts.

Try to minimize your mistakes, if you gonna miss a note, just miss it. Missing it is bad, but hitting the wrong note at the wrong time doubles up on the mistakes.

Keep at it, but you have to get ‘Pretty Good’ here at practice to unlock the sketch “Pumpkin Head Guy (Good).”

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And also unlock:

Bea goes to the library with you. Go up the elevator one floor and head right to interact with the Bearity Charity Poster. Go back to the elevator and go up one more floor to interact with a computer up there. First click on the article:

‘Strange but True: A Tale of Teeth.’ Once that’s done, click on these three articles:

‘Local Ghost ‘Little Joe’ at it Again’

‘Spectral Happenings at Possum Jump’

‘Ghostly Rumors Haunt New Historical Society’

As you are leaving the library, there’s Selma with a group reading Poetry. Say YES to listening.

Listening will net you the sketch “Selmers Good Poet.”

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And also:

You no longer have to talk to Selma every day from this point on if you so wish.

Back at your house, talk to your dad. Go up to your room and play the song ‘Tick Tock.’ While not anywhere near as hard as the last song, it still may take a few tries. If you fail both chances tonight you can try again in the morning. If you fail in the morning just dashboard your game and reload it to get another two chances.

Playing it well will get the sketch “Charity Bearity.”

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Go to bed. In your dream find the four musicians again. End of Day 8.

Day 9

Wake up and go talk to your mom. Leave your house and zone left until you get to the church. Go right past the church, statue, and Bruce until you meet Jen.

Talk to her to get the sketch “Jenn.”

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Go back into the church and talk to your mom.Agree to go with her.

This will unlock the sketch “Jenny’s Field.”

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This will also unlock

You no longer have to talk to your mom every day if you don’t want to.

Zone back to the left and start climbing up to see Lori. On your way will be a violin guy. Talk to him Deep Hollow Hollerers (1 of 5) then go talk to Lori.

Drop down and go underground. Talk to the guy in the boat and go with him. After using the light on the bats and stopping a few times to collect trinkets, you’ll be back at the underground.

You’ll receive the sketch “Junebug.”

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Zone left and go up the stairs in Gregg’s Apartment. On the roof, triple jump to get higher then go left across to a door.

Inside, examine the birds to get the sketch “Hella Birds.”

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Talk to the saxophone guy Deep Hollow Hollerers (2 of 5) and then go left and interact with the Pentagram Thryy Wyrd Tyyns (2 of 4).

This gives the sketch "Pentagram 1.'

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Go back outside. Zone left until you talk to Germ, agree to hang out.

After the cutscene, you’ll receive the sketch “Bridge.”

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This also sets up Rabies! (1 of 2).

Zone right and go in the Snack Falcon. Talk to Gregg and choose ‘Smashing Lightbulbs.’

This leads to the sketch “Lightbulbs.”

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Now ask him to go to Historical Society. In the attic go right to look at a painting.

After this event, you’ll receive the sketch “Goat Painting.”

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Back at home, talk to your dad, then go to bed. This is your last dream sequence, just walk left. Once complete you will unlock:

End of Day 9.

Day 10

Wake up and go outside. Head RIGHT today and zone to the bridge. Interact with the bridge so you sit and just wait a minute.

After a small cutscene, you will get the sketch “Rabies.”

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You will also unlock:

Zone left and climb the power lines to zone left a second time to visit Mr. Chakozov and find two more constellations. Dusk Stargazer (4 of 5).

Finding them will reward the sketches “Kol” and “Adina.”

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Zone left and use the church stairs to climb up to the violin dude on the roof and talk to him. Deep Hollow Hollerers (3 of 5).

Head left on the roofs to Lori and agree to hang out with her.

This will give the sketch “Flattened Figure 2.”

Image 58Y

Zone left and climb the stairs in Gregg’s apartment. On the roof climb over left to go visit the saxophone guy through the door. Deep Hollow Hollerers (4 of 5).

Ok, now we are gonna go hang out with Gregg again. I won’t say anything about the events, just remember to order ‘Doomnuts’ as your food choice.

Doing so will give you the sketch “Pentagram 2.” Thryy Wyrd Tyyns (3 of 4).

Image 59

And at the end of the cutscenes, you’ll also obtain the sketch “Legends.”

Image 60

This will also unlock:

Head to bed, end of Day 10.

Day 11

Wake up and go left twice when you get outside, jump up and talk to Lori. Go left again to get to Gregg’s apartment. Climb up the stairs and once outside head left to visit the saxophone guy again. This time the Violin guy is also there.

Talking to them gives you the sketch “Birdland.”

Image 61

It also unlocks:

Zone left once back outside to go meet Germ and agree to hangout with him.

Doing so will unlock the sketch “Germ’s House.”

Image 62

It also unlocks:

Now for another spooky ghost investigation. This time we’ll choose Angus. He’s at work, the video store. This is (2 of 3) of these, you’ll have to do Bea’s investigation on the next play-through. With Angus you walk up hills then you admire constellations. This is different from the rooftop telescope. Here you have to connect-the-dots with the stars into four constellations. They are very basic like triangles and pentagons etc.

Going with Angus will give you the sketches “Psychic” and “Constellation.”

Image 63

When you have control again after speaking with everyone in the house, walk left. After the cutscene you’ll unlock:

Part 4 "The End of Everything"

Day 12

I won’t say anything about this day, it’s pretty straight forward. Click on everything in the house. Outside just walk.

By the end of the day, you’ll automatically receive the sketch “Pentagram 3.”

Image 64

You’ll also unlock:

Epilogue

Wake up and you’ll automatically get the sketches “Shapes” and “Mae in Darkness.”

Image 65

Go out front of your house and talk to your dad. This will unlock:

Now get up on the power lines and zone left once and find the last constellation with Mr. Chakozov.

You’ll get the sketch “Erskine.”

Image 66Y

This will also unlock:

Head one zone left and climb up to speak with Lori, this will unlock:

Drop down and talk to the janitor next to the statue.

This will give the sketch “Janitor.”

Image 67Y

The game will end by talking to Gregg in the Snack Falcon.

After the unskippable credits, you’ll unlock the sketch “Gregg Friendship and Casey.”

Image 68

This will also unlock:

End of Play-through One.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Play-through Two.

There are only three major things to remember this play-through.

  1. Don’t play any songs at band practice. Days 1,4,8.
  2. Always hang out with Bea. Days 4,5,6,10.
  3. Go on Bea’s Ghost Investigation. Day 9.

Also, take note that you won’t be able to see the sketches you’ve earned from the first play-through, but it hasn’t forgotten them so don’t worry. The nice thing is you can skip all the side character stuff. So just stick with talking to Bea (or Gregg sometimes) to advance the main story. Ignore Mom, Dad, Selma, Mr. Chazokov, Lori, and Germ. This will cut down your playtime considerably for this run. This run will unlock five achievements: Accidentally Good Dinner, Bass Ackwards, Best Friend Available, Make it Last, Hold Onto Anything.

For this part of the walkthrough, I will only be mentioning what is different on the days to make these five achievements occur, as well as sketches unique to these events.

Day 1

When you go to band practice by talking to Gregg, start the song but don’t hit any notes at all, just set down the controller.

You get the sketch “Die Anywhere Else (Bad).”

Image 69

Day 4

Band practice again, same as before.

You’ll receive the sketch “Weird Autumn (Bad).”

Image 70

Afterward, choose to hang out with Bea. After the hangout, you’ll get the sketch “Bandit Queens.”

Image 71

Keep timing the water fountain to spray people to advance the hangout.

Day 5

Hang out again with Bea. Help her fix a furnace to receive the sketch “Furnace.”

Image 72

To end this hangout you have to collect all the fireflies by moving through them and go back to Bea.

Day 6

Hangout with Bea and help her choose stuff for dinner. There are a few combinations that work, but I used.

  1. Cream of Chicken Soup.
  2. Mac and Cheese
  3. Biscuits
  4. NO SHAKEY BAKEY
  5. Chicken from the meat counter

By the end of this hangout, you’ll have unlocked the sketches “Meats” and “Dinner.”

Image 73Image 74

You’ll also unlock:

Day 8

Last band practice. Man, this is much easier this time around!

Just do nothing and you’ll unlock the sketch “Pumpkin Head Guy (Bad).”

Image 75

You’ll also unlock:

Day 9

Go do the ghost investigation with Bea to the Graveyard. When Bea goes to visit her mom’s grave, back track and talk to the gravedigger.

Doing so unlocks the sketch “Grave Guy.”

Image 76

Finishing the investigation unlocks the sketch “Little Joe.”

Image 77

Day 10

At the party, go get your dance on for a minute. Once you gain control, go to the back of the party area and talk to a girl named Bombshell.

If you are doing Thryy Wyrd Tyyns on this run-through, talking to her unlocks the sketch “Pentagram 2.”

Image 78

Talking to her also gives the sketch “Bombshell.”

Image 79

To finish this hangout, you have to go find Bea, talk to the people outside the dance hall until they move from the car, then use it to climb and just keep going left until you see Bea.

Completing this hangout unlocks the sketch “Proximity.”

Image 79B

It also unlocks:

Day 11

Just a note that you can choose any other Investigation here if you did Bea’s on Day 9, You’ll have to repeat one of them from the first Play-through.

Epilogue

Talk to Bea to finish the Epilogue, like with Gregg you’ll get a sketch post-credits called “Bea Friendship.”

Image 80

Completing this second play through also unlocks:

(This unlocks for doing two complete play-throughs, and all of Gregg’s and Bea’s Hangouts, as well as doing all three Ghost Investigations.)

You will also unlock:

(Likewise, in addition to the achievement requirements above, you also have to have completed: He’s From Somewhere, Horrorshow, Dusk Stargazer, Miracle Rats, Thryy Wyrd Tyyns, Deep Hollow Hollerers, The Tooth, and Poets of Possum Springs.)

End of Play-through Two.

Play-throughs Three and Four

Do you remember choosing a mask for Gregg on his first hangout? There are two sketches left to obtain, one each for the two masks you didn’t choose. I’ll assume you took the Frog mask first if you’ve been following with this guide.

For playthrough 3 do the bare minimum to get to Day 4, then go with Gregg to choose another mask. If you go left to right, it’s the Pig Mask.

Choose it and by the end of the hangout back at home you’ll receive the sketch “Pig Head.”

Image 81

Go to bed, then save and quit in the dream sequence to make sure it saves.

Once back on the title screen go to Options, and choose to erase save data. This does not erase the save data of the sketches you’ve obtained so fear not.

Once you do that, repeat as you did for play through 3 for 4, and choose the Rabbit Head.

By the time you get home after the hangout, you’ll unlock the sketch “Rabbit Head.”

Image 82

You’ll also unlock:

This completes the achievements to Night in the Woods, congrats on another 1K completion.

If you've followed this guide through until now I’d like to thank you for the time you spent using it, I hope it was helpful to you. This game was a little gem that resonated with me on a personal level and I hope that you enjoyed it even half as much as I did.

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