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

The Review Geek

time13-05-2025

  • Entertainment
  • 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!

The Midnight Walk taught me that it's okay to embrace the darkness
The Midnight Walk taught me that it's okay to embrace the darkness

Digital Trends

time12-05-2025

  • Entertainment
  • Digital Trends

The Midnight Walk taught me that it's okay to embrace the darkness

As I'm sure is the case with many people right now, I'm currently going through it. It's hard not to look at the state of the world right now and not spiral a little bit. Concerns about the economy and the destructive rise of AI have bled into my personal and professional anxieties, leaving me in the dark. So many times this year, it has felt like my fire has been blown out. But you are not doomed to eternal blackness once a flame goes out; with a little effort, it can be rekindled. So perhaps it was fate that I sat down to play The Midnight Walk this past weekend on a whim. After two exhausting weeks of travel that fully drained my energy, I decided to settle in for developer MoonHood's debut game. I didn't know much about it other than the fact that it's an adventure game that features a Claymation art style that's a dead ringer for Tim Burton's work. Though it can be played on a normal display, I chose to try it on PlayStation VR2 instead. I'm not sure why. Maybe I just wanted to disappear for four hours — a textbook case of escapism. Recommended Videos Thankfully, The Midnight Walk didn't let me drift away. Instead of escaping my troubles in a fantastical world, I got the wisdom I needed from a moving fable that's about both reigniting your inner fire and knowing when it's okay to embrace the darkness. Like any great fantasy, it only whisks us away to bring us back to where we started with fresh eyes. Fire in my heart Created by a new studio founded by developers who worked on Lost in Random, The Midnight Walk is a playable fable built out of clay. In it, I control a character known only as The Burnt One who sets out on a quest to bring light to a dark world. I am accompanied by a critter named Potboy, a sentient lantern whose flame is exactly what I need to navigate fire-based puzzles that have me lighting candles and heating up cauldrons to raise platforms. It's a straightforward adventure game that's entirely built around light puzzles instead of combat. Its most immediately striking quality is its stop-motion art. Like this year's South of Midnight, it does a convincing job of adapting physical animation to an interactive medium, complete with characters that are animated on twos. At first, I see an obvious parallel to Tim Burton, but The Midnight Walk has its roots in deeper animation traditions. I'd liken it more to classic European and Soviet films, sharing more in common with Yuri Norstein's Hedgehog in the Fog than The Nightmare Before Christmas. It strikes a delicate tonal balance that's somewhere between cute and creepy. It's childlike, as if pulled out of a storybook, but mature and emotional in the same breath. It's sort of a Rorschach test for players as there are a few ways you could categorize it depending on how its tone hits you. At times, it's a warm and charming adventure. Other times, it's nearly a horror game in the vein of Little Nightmares. That duality isn't a flaw, but rather a function. The Midnight Walk is very much about the tension present in its tone. The story takes place across five chapters, each of which is centered around fire as a multi-purpose symbol. In some tales, fire is a fundamental resource needed for survival. I need to bring fire back to a freezing town to keep it warm, for instance. Other tales abstract it a bit more. One chapter tells the story of a craftsman and his strained relationship with his daughter, a conflict that snuffs out his creative passion. Much of the gameplay has me resolving those issues by wielding the power of fire to solve villagers problems as I embark on a trek up the fabled Midnight Walk to restore a burnt out sun. MoonHood gets creative about how to turn its symbol into gameplay. I occasionally need to grab giant matches and strike them against a box to light torches. I can command Potboy to move around and light objects up with the press of a button, making for some clever 'one-player co-op' puzzles. One repeated sequence has the two of us running through a raging storm, stopping to hide behind rocks before a big gust of wind freezes us. In those moments, I need to huddle around his burning head to stay warm. Fire isn't just an element here, but a lifeline. It's no wonder that the residents of this world feel so lost without it; they are left wandering through the darkness. You might be tempted to boil story down to a battle of light vs. dark, a dull crutch of a theme that so many games lean on. The Midnight Walk is far more nuanced about that though, which is where its excellent VR mode comes into play. Darkness can be terrifying for The Burnt One. It hides monsters that stalk the hero, forcing me to occasionally tiptoe through stealth sequences lest I have the bejeezus scared out of me. But like fire, darkness can be a tool too. When I close my eyes (literally on PSVR2 thanks to excellent eye tracking), I develop a superpower. I can hear hidden objects like keys, allowing me to find them by tracking the sound. When I see a blue eye icon, I can close my eyes to reveal secret paths. Some enemies have that same eye and I can vanquish them by standing tall and shutting my eyes rather than turning and running away. I'm scared the first time I do that, as I can hear the sound of a charging beast approaching. But when I open my eyes, it has disintegrated. The nuance to The Midnight Walk's story is in how it sees darkness as a necessity like water. Rather than being something to escape, it's framed as a constructive force that allows us to recover when times get tough. There is room for self reflection in the seemingly infinite blackness. Stretch out as far as your body will allow to fill that void and then strike a match when you're ready to continue the long walk. That idea resonated with me by the end of the four-hour journey. The more I played, the less I dreaded the dark. The horror elements dissipated as I grew more confident. I could close my eyes without fear, beating the monsters on their home turf. I was still on a quest to rekindle a lost flame, but I found that I could navigate the twisted clay world even without it. We are not lost even when the lights go out. There's always a path forward. Close your eyes, take a deep breath, and listen. The Midnight Walk is available now on PS5, PC, and compatible VR headsets.

The Midnight Walk review - a terrifying stop motion horror adventure
The Midnight Walk review - a terrifying stop motion horror adventure

Metro

time08-05-2025

  • Entertainment
  • Metro

The Midnight Walk review - a terrifying stop motion horror adventure

They might not be realistic but the graphics in The Midnight Walk are some of the most impressively creepy of the year, in this surreal new stop motion adventure. Although it was not without its charms, we found South Of Midnight to be one of the more disappointing releases of the year. The bland and unoriginal gameplay was the main problem, but it was a real shame that the stop motion animation, used so prominently in the advertising, was only really evident in the cut scenes. The Midnight Walk does not suffer from that problem. It's a weird coincidence that they both have midnight in their name but in terms of gameplay and story the two games have nothing in common. As the latest from the makers of the very good Lost In Random and the very nearly good Fe, The Midnight Walk is a lot less action based and its storytelling much more opaque, In gameplay terms it's essentially a stealth puzzle game, played through a first person perspective in a surreal, and often terrifying, stop motion world. We'd like to explain what's going on in terms of the plot, but you're given very little clue at the start and trying to piece things together is all part of the fun. The purposefully unclear intro describes you as The Burnt One, last survivor of the end of the world. The game is filled with references to fire, from giant boxes of matches, that you use to light giant candles, to the fact that monsters can be distracted while they eat the flames. What this all means is not immediately clear, as you explore the surreal, forbidding world that looks like A Nightmare Before Christmas turned up to 11 (with other influences from Star War alumni Phil Tippet and his film Mad God). One of the only, literal, bright spots is a friendly little creature called Potboy, who has a flame burning in his head. Potboy can be ordered to move to any nearby location, which is the basis of many of the puzzles, as you use him to light the way and interact with machinery and objects blocking your progress. The puzzles are mostly simple stuff, with switches to press and objects to collect, but there are a few clever ones and the difficulty seems appropriate given the nature of the game. The other key gameplay element is avoiding patrolling monsters. These horrible creatures aren't realistic looking but since the whole game looks like some ultra creepy children's show they're actually scarier than just another zombie or demon. You can't fight them – as a character you have no intrinsic abilities at all – so instead you distract them with fire, which only lasts a few seconds, and hide in wardrobes that are dotted about the landscape. There are obvious comparisons to be made with Alien Isolation, but The Midnight Walk is much less freeform and, especially early on, avoiding the monsters is very contrived, as you tempt them down one path, jump in a wardrobe as they pass by, and exit stage left while they're not looking. That's not to say it's not tense and exciting, but it's very obvious that the game has been made with VR in mind, and while that's welcome, given how little support the PlayStation VR2 has had, the narrow paths, linear progression, and slow movement speed all point to a game that has been calibrated for VR rather than normal play – even though the majority of people are only going to experience the latter. This never becomes a serious problem, but the game does feel a little constrained by trying to be two things at once. If you do have PlayStation VR2 though it works an absolute treat and even uses eye-tracking to tell when your eyes are closed, which is a recurring theme as you close your eyes, either literally or at the press of a button, to open many of the closed doors before you or make objects appear. Everything in the game was moulded in clay first and then scanned in to become a 3D object, and it shows. The art style is more abstract than South Of Midnight but the general effect is much more interesting and unpredictable, as it rides that uncanny line between cartoonish fantasy and nightmarish vision. More Trending The setting may be left purposefully obscure at first, but the five main stories are fairly straightforward. They're as bleak as the art style but while occasionally touching they're not as profound as perhaps the developer imagined, so while they and the character of Potboy are engaging they don't elevate the game in quite the manner they needed to. It is probably only a coincidence that two titles using stop motion have been released in such quick succession, but it's an excellent way for games to stand out and a large part of the appeal is that The Midnight Walk doesn't look like anything else around, including South Of Midnight. Good graphics don't make for good games, and The Midnight Walk certainly would be a lot less interesting if it had a more realistic style, but it doesn't. So while it's overly expensive for an eight hour adventure you can still add this to the year's encouragingly long list of high quality and fiercely unusual indie oddities. In Short: One of the most visually distinctive games of the year, that proves you don't need realism or gore to be scary – in this enjoyable mix of stealth, puzzle-solving, and surreal horror. Pros: The visual style is consistently great and often genuinely scary. Some clever puzzles and the stealth elements are extremely tense. Excellent use of VR, if you have it. Cons: It's a bit too obvious the game was designed with VR in mind, with very narrow paths and uncomplicated layouts. Stealth gameplay doesn't evolve much over the course of the game. Not very long. Score: 7/10 Formats: PlayStation 5 (reviewed) and PCPrice: £32.99Publisher: Fast Travel GamesDeveloper: MoonHoodRelease Date: 8th May 2026 Age Rating: 16 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: GTA 6 Trailer 2 was watched more than any movie trailer in history says Rockstar MORE: Empyreal review – more than just Dark Souls with guns MORE: Games Inbox: Is GTA 6 the most anticipated video game ever?

The Midnight Walk release date – when you can step into the stop motion dark fantasy adventure
The Midnight Walk release date – when you can step into the stop motion dark fantasy adventure

Daily Mirror

time02-05-2025

  • Entertainment
  • Daily Mirror

The Midnight Walk release date – when you can step into the stop motion dark fantasy adventure

Your journey as The Burnt One begins soon, guided by the lost lantern critter called Potboy, who you must protect at all costs. The award-winning creators of Lost in Random are back with the first project from their own studio and it looks stunning. The Midnight Walk has an incredibly unique selling point, and that's the fact that the game has been entirely handcrafted in clay and animated in stop-motion style. So if you were wondering how it looks so good, that's the secret. ‌ Coming to PS5, PSVR 2, Steam and SteamVR, Moonwalk Studio's first offering is skipping Xbox and Nintendo platforms for now, with the reveal trailer back at February's PlayStation State of Play only mentioning PlayStation and PC. ‌ Oddly enough, the official website doesn't even mention Sony 's platforms, saying 'Currently, the game is confirmed for PC via Steam. Additional platforms may be announced closer to the release date.' Although this reddit post from the publisher's community manager reels off the confirmed platforms above. As for the game itself, it's a first-person dark fantasy adventure that falls into the cosy horror category; gameplay isn't dependent on running around killing things. Instead, enemies are bested by outwitting them and utilising nifty mechanics, like 'closing your eyes' to hear better – which can help overcome enemies as well as finding collectibles and lending itself to the narrative. If you're curious to find out more, there's not long to wait as The Midnight Walk release date is almost here. The Midnight Walk release date The Midnight Walk releases on Thursday, May 8 at 12am local time for PS5, PSVR 2, Steam and SteamVR. The time has been seemingly confirmed by the PlayStation Store page with the usual caveat applying for US players. For the PlayStation Store US, The Midnight Walk releases at 12am EDT for the entire region so that works out as Wednesday, May 7 at 9pm PDT / 10pm CDT. The Steam page doesn't mention a time so we'll have to wait until closer to launch to see if we get an exact time for PC players, and if that's different to PlayStation. What's more, if you're a PS Plus subscriber you can save 10% on the £32.99 / $39.99 / AU$59.95 price tag, and that goes for all tiers. That drops the price of The Midnight Walk to £29.69 / $35.99 / AU$53.95 on PlayStation, so be sure to make the most of that discount.

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