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The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles

The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles

The Review Geek13-05-2025

The Midnight Walk Guide: Chapter 4
Chapter 4 picks up right where we left off, so exit the wardrobe and move with Housy down the path. Directly on the left, you'll find a hatch holding Story Page #10 (Who Took The Sun Away?).
After heading under the bridge and starting the new section (after the screen fades to black), you'll find Story Page #11 (Who Took The Sun Away?) in the hatch directly to the left of the main path.
On the other side of the path, near the Jack-o-Lantern you can light with a candle on the right, you'll find Shellphone #19 here.
At the end of the path light the bonfire and chat with the NPC. Finally, enter Housy.
When you're done, exit back out by getting rid of the blue eye by the door and then tracing across all the strange white eyes up in the air during the weird dream sequence. A cutscene will then ensue, showing Housy being taken.
Musical Statues With the Crawlers
Back to top ↑
Continue up the main path (by destroying the blue eye) until you enter a puzzle room. The task here is to move the Crawlers across onto pressure pads to open the doors. Each time you do this, you need to close your eyes and focus on the orange eye to freeze and unfreeze the creatures.
The idea here is to unfreeze the Crawler out of its spot to the left of the arena, and then when it's out in the open, stand behind the candle and goad the Crawler over by lighting the candle so it munches on the flames. You can either wait for it to feast on the fire and then freeze it, or just chance it by shutting your eyes just as it hits the pad.
Once that's done and the door is open, move the Crawler blocking your path into the larger arena we were just in. You just need to move it far enough away for us to pass.
In the next room, you'll find a pressure pad, a Crawler next to a locked door and a matchbox. There's also a conveniently placed hiding spot here too across the length of the room. To begin with, light the candle above the pressure pad when you first enter the room.
Next, unfreeze the Crawler on the other side of the chamber and let it move across to the lit candle. Say crouched and out of view until the Crawler is in place, then freeze it in place.
Doing this will then open another door, to reveal a second Crawler. The idea now is to move both of these Crawlers, one at a time, to the two candles either side of the door to the right of the arena.
It doesn't matter which order you do this in, but make sure you stay crouched while moving them and light one candle at a time.
With the doors opened, press Square (X) to use the flying machine with Potboy to the next area.
Just after landing, and as the chapter title flashes up on screen, you'll find Shellphone #20 just to the right on the main path.
The Grinner
Back to top ↑
In this next area, you'll be faced with a new enemy – The Grinner. These horrific foes will charge at you and kill you with one hit. You have no way of fighting back and the only respite is hiding in wardrobes or interiors.
Before you do anything else, equip your Matchlock and fire a match at the creature just as it shows its face. Why? Well, you'll unlock the Achievement: Face your Fears. You may die in the process but it's a relatively easy trophy to gain!
The aim here is to rush past the Grinner and duck under the bridge to reach a new puzzle. This one's very simple – use the levers to move the short and long hand of the clock back and forth so it reads the time on the smaller clock to the left. The first two levers control the minutes, and the second two control the hours and the time we need is 2:50pm.
Once you've done that, follow the new path along, avoiding the Grinner that shows on the path downhill by hiding in the wardrobe.
When you reach the big square with the Moonbird and various NPCs, look to the left of this area, nestled between some debris and two candles where you'll find a hatch holding Story Page #12 (Who Took The Sun Away?)
If you do miss this Story Page collectible, this is the only pick-up you'll be able to come back to at the end of the chapter!
When you're ready, leave this area via the wardrobe and you'll be in a big chamber with a beating heart. Use Potboy by the loose fuse on one side and it'll unlock a new route, via a wardrobe that will unlock after the cutscene.
The Sniper
Back to top ↑
In this new section, use Potboy to destroy the fuse and unlock the door. Around the corner, you'll find an NPC determined to kill the Moonbird and armed with a gun.
The idea is to stick to the shadows and behind the practical props in order to avoid being shot. If you do wander out into the open, you'll be killed instantly so be careful!
To begin with, watch the silhouette and move when the sniper isn't aimed in your direction.
Next, make sure you're positioned right at the edge of this section, (pictured below) before using Potboy to light the furnace.
This furnace will move the prop across and you'll need to move with it, eventually making it to the other side. You'll need to do this twice, with the second time making sure you're not crouched down. When the sniper makes his shot and shoots the prop at the back, rush past and down the gap.
Afterwards, use your Matchlock to shoot the three candles and open a path underground.
Move all the way along and open the hatch to the right along this path which holds Gramophone Disc #12 (Och Pa Sa Vis Skrider…).
After grabbing this, head up the other side and use Potboy by pressing Square (X) to send him into the Projector. Watch the movie, then head through the newly unlocked door and at the end of this long corridor, you'll drop down into the sewers.
The Sewers Part 1
Back to top ↑
Inside the sewers, there will be a ton of Grinners here. Most are inactive but a few will move and chase you. There will also be a bunch of candles you can light that will show you the way, although to be fair most of this path is quite linear.
Make sure you light a match so you're not fighting against the dark, but at the second candle, don't follow the wisp to the right just yet. Instead, continue forward then open the hatch just beyond this to grab Gramophone Disc #13 (The Craftman's Heart).
Return to the main path and then head back outside again. Use Potboy to eliminate the loose fuse just to the right, then follow the path around to the second projector.
Send Potboy into this Projector by pressing Square (X) just beyond this. However, to the left of the seats at the back of the arena, you'll find a hatch holding Story Page #13 (Who Took The Sun Away?)
The Four Candles
Back to top ↑
After the movie, head through the newly opened door and you'll be in an area with Grinners patrolling and four candles dotted around the arena. You need to use the interiors as cover and move around the area, being careful not to startle the Grinners as you do. It's a good idea to head round behind the Grinner and stay crouched to avoid detection.
Use the hollowed-out typewriter as a base in the center of the arena and light the fuse inside here too. These candles are generally quite easy to find so explore this section and light all four to open the door forward.
After heading through the newly opened door, destroy the fuses and then send Potboy into the third Projector.
The Sewers Part 2
Back to top ↑
Follow the path into the tunnels until you reach a wardrobe. Just beyond this you'll find a blue candle you can light on the left which will show you the way.
In the next section, it's a good idea to sprint because one of the Grinners will come to life and chase you. There's a wardrobe toward the end of the next section so immediately run and hide inside. This chase sequence will pick up just after dropping down the gap.
When you exit the wardrobe, look to the right and you'll find a bunch of Grinner masks. Tucked in the corner, you'll find a hatch holding Clay Figurine #13 (The Ghost of Coalhaven).
Continue back on the main path until you reach a T-junction with three paths. Each of these are blocked but the way forward is shown with a blue eye above the entrance. Be sure to get rid of this and proceed into the next chamber.
As there's no wardrobe in this section, destroy the second blue eye covering the statue in the middle of the room and you'll find an NPC pointing in different directions.
The aim here is to eliminate the blue eyes in order of where the NPC is pointing. If you do any of the others first, out of sequence, a Grinner will show up and get you.
Eventually you'll progress through and come to a chamber lit by orange lights and with a silhouette puzzle inside. Before getting to the puzzle, circle around the room and be sure to grab Shellphone #21.
Back to the puzzle; there are three switches on a console board that turn the different contraptions around. The idea is to line them up so both shadows on the wall show a candle with a star on top for the left and a creature pointing on the right.
It's not too difficult when you solely focus on the candle, as the other picture will just automatically slot into place in doing so.
When Potboy drops back down when the puzzle is complete, use the flying machine on the right to leave the sewers.
You'll now be in a new section with a fourth projector. Destroy the fuse but before turning on the projector, being sure to head over to the hidden red door in the corner of the room where you'll find a hatch holding Clay Figurine #14 (The Groundskeeper).
When you're ready, send Potboy into the projector then follow the newly opened door to the Wardrobe. Use the wardrobe to head back to the beating heart. Use Potboy to destroy the stray fuse and then use him to pump fire into the heart by pressing Square (X) three times.
With a neon wisp circling, drop down the gap and into the wardrobe. You'll now be back in the big square from before and if you missed it, you have another opportunity to grab Story Page #12!
A cutscene will then ensue with Housy dropped back down again by this titan. As soon as you exit the house, you'll gain the Achievement: The Tale of the Craftsman's Heart for finishing chapter 4!

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The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles
The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles

The Review Geek

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  • The Review Geek

The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles

The Midnight Walk Guide: Chapter 4 Chapter 4 picks up right where we left off, so exit the wardrobe and move with Housy down the path. Directly on the left, you'll find a hatch holding Story Page #10 (Who Took The Sun Away?). After heading under the bridge and starting the new section (after the screen fades to black), you'll find Story Page #11 (Who Took The Sun Away?) in the hatch directly to the left of the main path. On the other side of the path, near the Jack-o-Lantern you can light with a candle on the right, you'll find Shellphone #19 here. At the end of the path light the bonfire and chat with the NPC. Finally, enter Housy. When you're done, exit back out by getting rid of the blue eye by the door and then tracing across all the strange white eyes up in the air during the weird dream sequence. A cutscene will then ensue, showing Housy being taken. 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There's also a conveniently placed hiding spot here too across the length of the room. To begin with, light the candle above the pressure pad when you first enter the room. Next, unfreeze the Crawler on the other side of the chamber and let it move across to the lit candle. Say crouched and out of view until the Crawler is in place, then freeze it in place. Doing this will then open another door, to reveal a second Crawler. The idea now is to move both of these Crawlers, one at a time, to the two candles either side of the door to the right of the arena. It doesn't matter which order you do this in, but make sure you stay crouched while moving them and light one candle at a time. With the doors opened, press Square (X) to use the flying machine with Potboy to the next area. Just after landing, and as the chapter title flashes up on screen, you'll find Shellphone #20 just to the right on the main path. The Grinner Back to top ↑ In this next area, you'll be faced with a new enemy – The Grinner. These horrific foes will charge at you and kill you with one hit. You have no way of fighting back and the only respite is hiding in wardrobes or interiors. Before you do anything else, equip your Matchlock and fire a match at the creature just as it shows its face. Why? Well, you'll unlock the Achievement: Face your Fears. You may die in the process but it's a relatively easy trophy to gain! The aim here is to rush past the Grinner and duck under the bridge to reach a new puzzle. This one's very simple – use the levers to move the short and long hand of the clock back and forth so it reads the time on the smaller clock to the left. The first two levers control the minutes, and the second two control the hours and the time we need is 2:50pm. Once you've done that, follow the new path along, avoiding the Grinner that shows on the path downhill by hiding in the wardrobe. When you reach the big square with the Moonbird and various NPCs, look to the left of this area, nestled between some debris and two candles where you'll find a hatch holding Story Page #12 (Who Took The Sun Away?) If you do miss this Story Page collectible, this is the only pick-up you'll be able to come back to at the end of the chapter! When you're ready, leave this area via the wardrobe and you'll be in a big chamber with a beating heart. Use Potboy by the loose fuse on one side and it'll unlock a new route, via a wardrobe that will unlock after the cutscene. The Sniper Back to top ↑ In this new section, use Potboy to destroy the fuse and unlock the door. Around the corner, you'll find an NPC determined to kill the Moonbird and armed with a gun. The idea is to stick to the shadows and behind the practical props in order to avoid being shot. If you do wander out into the open, you'll be killed instantly so be careful! To begin with, watch the silhouette and move when the sniper isn't aimed in your direction. Next, make sure you're positioned right at the edge of this section, (pictured below) before using Potboy to light the furnace. This furnace will move the prop across and you'll need to move with it, eventually making it to the other side. You'll need to do this twice, with the second time making sure you're not crouched down. When the sniper makes his shot and shoots the prop at the back, rush past and down the gap. Afterwards, use your Matchlock to shoot the three candles and open a path underground. Move all the way along and open the hatch to the right along this path which holds Gramophone Disc #12 (Och Pa Sa Vis Skrider…). After grabbing this, head up the other side and use Potboy by pressing Square (X) to send him into the Projector. Watch the movie, then head through the newly unlocked door and at the end of this long corridor, you'll drop down into the sewers. The Sewers Part 1 Back to top ↑ Inside the sewers, there will be a ton of Grinners here. Most are inactive but a few will move and chase you. There will also be a bunch of candles you can light that will show you the way, although to be fair most of this path is quite linear. Make sure you light a match so you're not fighting against the dark, but at the second candle, don't follow the wisp to the right just yet. Instead, continue forward then open the hatch just beyond this to grab Gramophone Disc #13 (The Craftman's Heart). Return to the main path and then head back outside again. Use Potboy to eliminate the loose fuse just to the right, then follow the path around to the second projector. Send Potboy into this Projector by pressing Square (X) just beyond this. However, to the left of the seats at the back of the arena, you'll find a hatch holding Story Page #13 (Who Took The Sun Away?) The Four Candles Back to top ↑ After the movie, head through the newly opened door and you'll be in an area with Grinners patrolling and four candles dotted around the arena. You need to use the interiors as cover and move around the area, being careful not to startle the Grinners as you do. It's a good idea to head round behind the Grinner and stay crouched to avoid detection. Use the hollowed-out typewriter as a base in the center of the arena and light the fuse inside here too. These candles are generally quite easy to find so explore this section and light all four to open the door forward. After heading through the newly opened door, destroy the fuses and then send Potboy into the third Projector. The Sewers Part 2 Back to top ↑ Follow the path into the tunnels until you reach a wardrobe. Just beyond this you'll find a blue candle you can light on the left which will show you the way. In the next section, it's a good idea to sprint because one of the Grinners will come to life and chase you. There's a wardrobe toward the end of the next section so immediately run and hide inside. This chase sequence will pick up just after dropping down the gap. When you exit the wardrobe, look to the right and you'll find a bunch of Grinner masks. Tucked in the corner, you'll find a hatch holding Clay Figurine #13 (The Ghost of Coalhaven). Continue back on the main path until you reach a T-junction with three paths. Each of these are blocked but the way forward is shown with a blue eye above the entrance. Be sure to get rid of this and proceed into the next chamber. As there's no wardrobe in this section, destroy the second blue eye covering the statue in the middle of the room and you'll find an NPC pointing in different directions. The aim here is to eliminate the blue eyes in order of where the NPC is pointing. If you do any of the others first, out of sequence, a Grinner will show up and get you. Eventually you'll progress through and come to a chamber lit by orange lights and with a silhouette puzzle inside. Before getting to the puzzle, circle around the room and be sure to grab Shellphone #21. Back to the puzzle; there are three switches on a console board that turn the different contraptions around. The idea is to line them up so both shadows on the wall show a candle with a star on top for the left and a creature pointing on the right. It's not too difficult when you solely focus on the candle, as the other picture will just automatically slot into place in doing so. When Potboy drops back down when the puzzle is complete, use the flying machine on the right to leave the sewers. You'll now be in a new section with a fourth projector. Destroy the fuse but before turning on the projector, being sure to head over to the hidden red door in the corner of the room where you'll find a hatch holding Clay Figurine #14 (The Groundskeeper). When you're ready, send Potboy into the projector then follow the newly opened door to the Wardrobe. Use the wardrobe to head back to the beating heart. Use Potboy to destroy the stray fuse and then use him to pump fire into the heart by pressing Square (X) three times. With a neon wisp circling, drop down the gap and into the wardrobe. You'll now be back in the big square from before and if you missed it, you have another opportunity to grab Story Page #12! A cutscene will then ensue with Housy dropped back down again by this titan. As soon as you exit the house, you'll gain the Achievement: The Tale of the Craftsman's Heart for finishing chapter 4!

The Midnight Walk Guide: ‘Chapter 5' Walkthrough & All Collectibles
The Midnight Walk Guide: ‘Chapter 5' Walkthrough & All Collectibles

The Review Geek

time13-05-2025

  • The Review Geek

The Midnight Walk Guide: ‘Chapter 5' Walkthrough & All Collectibles

The Midnight Walk Guide: Chapter 5 Area List (Tap to jump down the page!) Candle Alley The Ship Graveyard We're now into the endgame of The Midnight Walk, and chapter 5 begins with us on the road. Follow Housy up the path and on the way, you'll find Shellphone #22 on the right hand side (pictured below). Continue down the road and after the title of the chapter pops up, look over to the left to find a hatch holding Story Page #14 (Who Took The Sun Away?). You'll then come to a large road that eventually ends with the Soothsayer standing, waiting for you. Follow the road as it winds round to the right, and just left of the two candles, you'll find a hatch holding Gramophone Disc #14 (The Midnight Walk) inside. Candle Alley Back to top ↑ The next section will require you to light some candles with Potboy. Go ahead and do that by having the little guy stand on the two matchboxes either side of the locked door. In the following area, a little cutscene will show Potboy lighting a whole bunch of candles. Directly in front of him you'll find a hatch on a tree branch holding Gramophone Disc #15 (Natten Ar Nog Det Finaste Har). In this same section, to the right next to the large curved horn in the air (pictured below) you'll find a hatch holding Gramophone Disc #16 (Att Skada Himlem Om Nattem). When you approach Potboy on the edge of the cliff, he'll be feeling down and you'll need to cheer him up. Head down the hill to the left of where Potboy is sitting and you'll find Shellphone #23 at the bottom of the hill, just to the right of the key item – A shard of Potboy. You'll also find Clay Figurine #15 (The Thief) just opposite on the edge of the cliff (both pictured below). Head back up the hill and interact with Potboy, giving him the shard. With Potboy now back to fighting form, let him lead you across to the shadowed gate and he'll let you pass through now. Keep moving along the main path until you reach the NPC with a bonfire again. Just to the left, behind his little hut, you'll find a pier and a hatch at the end holding Clay Figurine #16 (A Craftsman). Just to the right of the NPC, you'll find a hidden tree stump which has a hatch on. This holds the final Gramophone Disc, Gramophone Disc #17 (Candle Alley). When you pick this up, you'll also gain the Achievement: There is Always Music. Make sure you pick these up before you proceed because they will then be inaccessible as soon as you leave the NPC! The Ship Graveyard Back to top ↑ Continue along the main path and you'll soon come to a new section with a lot of sand, ships and huge anchors. On the main path, just to the left before the campfire, you'll find a hatch holding Story Page #15 (Who Took The Sun Away?). This is your final Story page so upon picking this up, you'll also gain the Achievement: Who Took The Sun Away?. Follow the road down to the bonfire and when you get there, you'll find Potboy talking to an NPC. Just to the left of this, you'll find a hatch which holds Clay Figurine #17 (Housy the House). After picking this up and listening to the NPC, circle around to the right and follow Potboy into the caves here (pictured below): The Caves In the next section, you'll need to light a series of candles, one after the other, as the game works to give a story recap over the tales we've explored so far. The final step will see you light Potboy again. When you do, the darkness will disappear and we'll be onto the final chapter of the game!

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