Wise GeekGame Walkthroughs → Knight Cats 1: Leaves on the Road - Walkthrough of the game in pictures step by step

Knight Cats 1: Leaves on the Road - Full Walkthrough with Tips and Puzzles

Knight Cats 1: Leaves on the road. Welcome to Cattown - the city of cats. Recently, its inhabitants have been attacked by treacherous martens, and many of the victims have gone missing. It got to the point that the cats were afraid to go outside and did not let their kittens out to play. In order to restore peace to Cattown, the brave Cat Knight Shavan begins his investigation to find criminals and return home to his missing relatives. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 Town Square
  3. Chapter 2 Paul’s House
  4. Chapter 3 Rybville
  5. Bonus Chapter
  6. Collectibles
  7. Achievements in the game

Knight Cats 1: General Tips

A brave Cattown guard, a cat knight named Shavan, takes on the investigation of a series of kidnappings of the townspeople. There is evidence that longtime feline enemies - martens are to blame for everything. Nevertheless, it cannot be ruled out that a traitor has wound up within the walls of the city itself, who is at one with the kidnappers. Shavan is endowed with feline dexterity and, of course, sharp eyesight, which allows him to see even in pitch darkness. He will be able to use all his abilities in the process of searching for criminals.

Each location of the game is a task of ingenuity, where you need to find the right items and apply them correctly. This is the only way you can progress further in the story and complete quest tasks. In case of difficulty, use the hint and often look at the Map of the area so as not to get lost. The game has several difficulty modes: choose any for a comfortable passage.

This walkthrough will not mention the need to zoom in each time. Screenshots will show an already enlarged image. Hidden object scenes will use the acronym "SEARCH" throughout the playthrough. Items marked with a different color are hidden or require additional actions to find them.

This walkthrough will show a step-by-step solution to mini-games that have a single solution. For other mini-games, carefully read the instructions in the game. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move between locations.

Knight Cats 1: Chapter 1 Town Square

  1. Examine the location to receive the GUARD LIST.
  2. Take the GOLDEN KEY and GUARDIAN CLOAK (A).
  3. Check out the book; take the METAL RING (B).
  4. Use the GOLDEN KEY on the secretary lock (C).
  5. Play the HOP to receive the HUNTING HORN.

  1. Place the HUNTING HORN on the box (D); take the SHIELD EMBLEM (D1).
  2. Place the SHIELD EMBLEM (E); take the HAMMER and DOOR HINGE (F).
  3. Examine the cabinet and place the DOOR HINGE on the cabinet door (G).
  4. Place the METAL RING on the door handle (H).
  5. Select handle and take MORNING STAR and SOLVENT (I).

  1. Use the SOLVENT on the windowsill; take the GUARDIAN BAND and RUBY (J).
  2. Combine the GUARDIAN LIST, MORNING STAR, GUARDIAN HANDLE and GUARDIAN CLOAK in Inventory; take the GUARD’S EQUIPMENT.
  3. Use the GUARD’S EQUIPMENT on the door (K); go right.

  1. Talk to the head of the guard to receive the SEALED SCROLL.
  2. Take the POUCH OF COPPER, LUCY’S POUCH, GUARDIAN STATUETTE, and DOCUMENT SHIELD 1/3 (M).
  3. Place the HAMMER (N) and POUCH OF COPPER (O) on the forge.
  4. Select the hammer (P) and take the GEAR (N).
  5. Select the hammer again (P) and take the AMULET N (N).
  6. Place the GEAR on the fountain mechanism (Q).

  1. See screenshot for solution (R).
  2. Take DOCUMENT SHIELD 2/3 and CANE.

  1. Use the CANE on the canopy (S); take the EMERALD (T).
  2. Place the RUBY and EMERALD on the drawer on the table on the left.
  3. Take the SEAL BREAKER and GOVERNOR STATUETTE (U).
  4. Combine the SEALED SCROLL and SEAL BREAKER in Inventory; take DOCUMENT SHIELD 3/3 and DOVE AMULET.
  5. Place the DOCUMENT PIECES on the stand (V).

  1. See screenshot for solution (W); take WITNESS STATEMENTS.
  2. Give the WITNESS STATEMENTS to Gustav (X) to receive the BLACKsmith’s KEY.
  3. Use the BLACKsmith’s KEY on the forge lock (Y).
  4. Activate the cat’s eye (Z) and take the HEAVY WEIGHT (A).
  5. Use the HEAVY WEIGHT on the gate chain hook (B).
  6. Walk forward.

  1. Talk to the guard to get the HAIRPIN.
  2. Take the MIRROR (C).
  3. Select the carriage door handle (D) and use the HAIRPIN and MIRROR on the door (E).
  4. Play the HOP to get the AMULET L.
  5. Combine LUCY’S HANDBAG, AMULET L and AMULET N in Inventory.
  6. Open the purse, read the note and take the TAILOR STATUETTE.

  1. Place the GUARDIAN STATUETTE, GOVERNOR STATUETTE, and TAILOR STATUETTE on the stone table (F).
  2. See screenshot for solution (G).
  3. Take the MESSENGER AMULET and BUTTON (H).

  1. Place the DOVE AMULET and MESSENGER AMULET on the mailbox.
  2. Examine the letter and take the CHISEL and STRAW HAT (I).
  3. Place the STRAW HAT and BUTTON on the scarecrow (J).
  4. Take the TONGS and LUCY’S HAIR (J1).
  5. Talk to the guard to get the POTION RECIPE.
  6. Walk back.

  1. Use the TONGS on the forge (K); take the FLINT AND FEATHER and MAGIC BASKET (L).
  2. Use the FLINT AND FEATHER, POTION RECIPE, and LUCY’S HAIR on the table on the left (M).

  1. Solution (@1): (AB)-(CD)-(ED)-(D)-(DB)-(FG)-(GH).
  2. (IJ)-(KH)-(HB)-(LB)-(MB)-(NB)-(OB).
  3. You will receive a POTION OF SEARCH.
  4. Return to the Edge of the Forest.
  5. Use the POTION OF SEARCH on the bridge (P).

  1. Talk to Lucy and the guard to get the BLUE MUSHROOM.
  2. Read the note; take the BRICK (Q).
  3. Use the CHISEL and BRICK on the tree bark; take the COIN (R).
  4. Take the SANDPAPER (S).
  5. Use the COIN on the box screw; take EYE AMULET 1/3 and LETTERBOX FLAG (S1).
  6. Walk back.

  1. Use the MAILBOX FLAG on the mailbox.
  2. Take the BELLS and GREEN MUSHROOM (T).
  3. Place the BELLS on the scarecrow (U).
  4. Select bells in sequence 1-7.
  5. Take the WOODEN DECORATION and STONE BRACELET (V).
  6. Return to Lakeside.

  1. Place the WOODEN DECORATION on the bread box.
  2. Take METAL GLOVES and RED MUSHROOM (A).
  3. Combine the MAGIC BASKET, RED MUSHROOM, GREEN MUSHROOM and BLUE MUSHROOM in Inventory; take BASKET WITH MUSHROOMS.
  4. Use the BASKET WITH MUSHROOMS on the owl (B) and activate the Cat’s Eye (C).
  5. Find the objects by their silhouettes to get the MARTEN BROOCH.
  6. Give the MATERNE BROOCH to the guard (D) to receive the ROPE LADDER.
  7. Use the ROPE LADDER on the tunnel entrance (E).
  8. Go down the tunnel (F).

  1. Take EYE AMULET 2/3 and STONE TIARA (G).
  2. Place the STONE BRACELET and STONE TIARA on the cat statue (H).
  3. Take the CHEST HANDLE and SHEET OF PAPER (H1).
  4. Place the CHEST HANDLE on the chest (I).
  5. Find the objects on the list to get the AX.
  6. Walk back.

  1. Use the AX on the large branch; take BIG BRANCH and CERAMIC TILE (J).
  2. Use the SANDPAPER and CERAMIC TILE on the tower wall; take EYE AMULET 3/3 (J1).
  3. Return to the Ruins (K).

  1. Place the EYE AMULETS on the chest; take CRYPTEX and NET (L).
  2. Use the NET on the well (M) to get a PIECE OF CODE.
  3. Use the BIG BRANCH (N); activate the Cat’s Eye (O).
  4. Solution: PQRSTUVWSPXR.

  1. Take the MAGNET (Y).
  2. Use the MAGNET on the fallen statue (Z); take ANVIL KEY and SPINDLE.
  3. Use the ANVIL KEY; read the letter and take the HOOK and CRYPTEX ROLLER (A).
  4. Use the METAL GLOVES on the glass shards (B).
  5. Place the HOOK on the cart loop (B1).
  6. Play the HOP to receive the GRAPHITE.

  1. Use the SHEET OF PAPER and GRAPHITE on the fallen statue; take CODE PIECE (C).
  2. Combine the CRYPTEX, the two CODE PARTS, and the CRYPTEX ROLLER in Inventory; see screenshot for solution (D).
  3. Take GUARD’S BUCKLE and COLORED LENS 1/4 (E).
  4. Place the GUARD’S BUCKLE on the chest (F).

Knight Cats 1: Chapter 2 Paul’s House

  1. Take ROUND STONE, HAMMER, and FLOWER DECORATION (A).
  2. Place the FLOWER DECORATION on the rotunda column; take COLORED LENS 2/4 and HORSESHOE AMULET (B).
  3. Place the HORSESHOE AMULET on the saddlebag.
  4. Read the note and take the CODE CARDS and UNFINISHED ROD (C).

  1. Place the CODE CARDS on the game on the crate (D).
  2. Solution for the first stage (E): (2-5)-(2-7)-(6-2).
  3. Decision for the second stage (F): 5-7-2-6.
  4. Take BUNCH OF KEYS and KNITTING NEEDLE (G).
  5. Combine the SPINDLE, KNITTING NEEDLE and ROUND STONE in Inventory; take the SLING.

  1. Use the SLING on the martens (H).
  2. Take STIRRUMS (I).
  3. Use the BUNCH OF KEYS on the travel chest locks (J).
  4. Play the HOP to get the MARTEN STATUETTE.

  1. Put the MARTE FIGURINE on the box; take COLORED LENS 3/4, REINS and COMB (L).
  2. Use the REINS and STIRROPS on the horse (M).

  1. Take the SANDPAPER, FISHING HOOK, and DULL KNIFE (N).
  2. Use the DULL KNIFE BLADE on the grinding wheel; take the SHARP KNIFE (O).
  3. Use the SHARP KNIFE on the windmill blade to get the FISHING LINE; take the NAILS (P).
  4. Combine the UNFINISHED ROD, FISHING LINE and FISHING HOOK in Inventory; take the ROOD.

  1. Use the ROD on the lake water (Q).
  2. Take REEL and COLORED LENS 4/4 (R).
  3. Place the COLORED LENSES on the windmill panel (S).

  1. Solution: (E-B-A-E-C-B-E)-(FGE)-(1-8)-(5-4)-(4-2)-(3-4)-(5-4 ).
  2. Take the PITCHER OF WATER and TALE BOOK (J).
  3. Use the PITCHER OF WATER on the fire; go right (K).

  1. Take the LOCK PICK, CLAY TILE, COPPER BEETLE 1/3, and STAR AMULET (L).
  2. Use the LOCK PICK on the spinning wheel; take COPPER BEETLE 2/3 and POUCH (M).
  3. Use the COMB and POUCH on the basket; take ANCIENT BOOK and POUCH OF YARN (N).
  4. Place the ANCIENT BOOK and TALE BOOK on the cabinet shelf (O).
  5. Play the HOP to receive the PEDAL.

  1. Use the REEL, BAG OF YARN, and PEDAL on the spinning wheel (P1).
  2. Select the pedal and take the GARNET NECKLACE and TWINE (P2).
  3. Place the GARNET NECKLACE on the cat figurine (O); take OIL and SLEEPING POWDER RECIPE (R).
  4. Use the OIL on the cabinet compartment hinge (S); activate the Cat’s Eye (T).
  5. Take ENGRAVING TOOL and COPPER BEETLE 3/3 (T1).
  6. Place the COPPER BEETLE on the book in the fireplace mantel (U).
  7. Play the HOP to get the CURVED CHISEL.
  8. Walk back.

  1. Use the CURVED CHISEL and SANDPAPER on the log; take the OAR (V).
  2. Use the NAILS, HAMMER, TWINE and OAR on the logs on the dock; select raft (W).

  1. Take ROPE, SCISSORS, and SMOKING PIPE (X).
  2. Use the ROPE on the tent; take the WOODEN ANVIL and MORTAR AND PESTLE (Y).
  3. Place the WOODEN ANVIL on the locked tub; read the note and take the OLD HACKSAW (Y1).
  4. Use the OLD HACKSAW on the wheel spoke and take the MOON AMULET (Z1).
  5. Use the SHEARS on the grass (Z2) and take the HERBS.
  6. Place the STAR AMULET and MOON AMULET on the panel in front of the tent (Z3).

  1. Solution: C-B-Cx2-A-C-A.
  2. Take TONGS and PLANET MODEL 1/5 (D).

  1. Use the TONGS on the fire (E); take the GRINDSTONE and SMELLER (E1).
  2. Combine the SLEEPING POWDER RECIPE, MORTAR AND PESTLE, SMOKING PIPE, HERBS and CARBON; take SLEEPING POWDER.
  3. Use the SLEEPING POWDER on the martens (F); activate the Cat’s Eye (F1).
  4. Walk forward (F2).

  1. Talk to Paul to get the RUNE PICTURE.
  2. Take PLANET MODEL 2/5, BROKEN BOLT CUTTER, and BRUSHES (G).
  3. Use the RUNE PICTURE and ENGRAVING TOOL on the stone (H); take DIAMOND KEY and PLANET MODEL 3/5 (H1).
  4. Use the DIAMOND KEY on the chest lock (I).
  5. Play the HOP to receive the PIRATE MEDALLION.
  6. Place the PIRATE MEDALLION on the crystal (J); take GLUE and PLANET MODEL 4/5 (K).
  7. Use the GLUE and CLAY TILE on the stone plinth (L).

  1. Solution: (PUQMW)-(UQSVO)-(VTRN).
  2. Take the SPADE and PLAYING CARD 1/3.

  1. Use the SPADE on the ground; take the CRYSTAL BALL (A).
  2. Place the CRYSTAL BALL on the crystal; take WINDING KEY and PART OF HANDLE (B).
  3. Combine the BROKEN BOLT CUTTER, HANDLE PIECE and GRINDSTONE in Inventory; take BOLT CUTTER.
  4. Use the BOLT CUTTER on the shackle chain (C) to get the CAVE MAP.
  5. Use the CAVE MAP on the monster skull (D).
  6. Walk forward (E).

  1. Take ACID and LOCKED DIARY (F).
  2. Examine the scroll (G).
  3. Use the ACID on the table lock; take the PALETTE (H).
  4. Place the PALETTE and BRUSHES on the stand (I).

  1. Solution (@2).
  2. Brush (A): (1-A1)-(D)-(4-A4)-(1-A5)-(5-1-A11)-(1-A12)-(1-1-A14)-( 1-1-A16-A16).
  3. Brush (B): (1-B1)-(D)-(4-B4-B4)-(4-B8)-(D)-(1-5-B6)-(7-B13)-(1- B14)-(1-1-B16).
  4. Brush (C): (4-C4)-(1-C5)-(D)-(7-C7)-(5-C12)-(1-C13)-(1-C14)-(1-1- C16-C16).
  5. See screenshot for completed map (J).
  6. Take the HORSE FIGURINE and VIKING SHIP (J1).

  1. Use the WINDING KEY and HORSE FIGURINE on the music box; take the COLORED DISC and PLANET MODEL 5/5 (K).
  2. Place the PLANET MODELS on the globe; take FAKE LETTERS and COLOR COMBINATION (L).
  3. Return to the Campsite on the island.

  1. Combine the LOCKED DIARY, COLORED DISC and COLOR COMBINATION in Inventory; take PIRATE EMBLEM.
  2. Place the PIRATE EMBLEM on the chest (M).
  3. Find the objects by their silhouettes to get the OLD COMPASS.
  4. Use the OLD COMPASS on the boat (N).

Knight Cats 1: Chapter 3 Rybville

  1. Take the MAGIC CHICKEN FOOT, EQUIPMENT LIST, and PLAYING CARD 2/3 (A).
  2. Read the notes (A1).
  3. Place the MAGIC CHICKEN FOOT on the plate (B).
  4. Take the MAGIC SKULL and SILVER TROPHY (C).
  5. Place the MAGIC SKULL on the mannequin (D).
  6. Take CLIMBING BOOTS and SAILING BOAT (E).
  7. Place the SAILING BOAT and VIKING SHIP on the ticket stand.
  8. Take CLIMBING GLOVES and PLAYING CARD 3/3 (F).
  9. Place the PLAYING CARDS on the shop counter (G).

  1. Solution one: (JH)-(LI)-(KJ).
  2. Solution two: (Mx10)-(Nx9)-(Ox11).
  3. Solution three: (3-1)-(5-2)-(7-3)-(4-5)-(8-6)-(7-9)-(8-9).
  4. Take the HOURGLASS.

  1. Place the HOURGLASS on the jewelry box; take the MAGIC CLOAK and PURPLE SOLUTION (P).
  2. Combine the EQUIPMENT LIST, CLIMBING GLOVES, MAGIC CLOAK and CLIMBING BOOTS in Inventory; take CLIMBING EQUIPMENT.
  3. Use the CLIMBING EQUIPMENT on the City Hall (Q).

  1. Check out the notes (@).
  2. Give the FAKE LETTERS to the mayor (R) to receive the FAKE LETTER.
  3. Take GLASS PETAL 1/4, METAL RULER, and MUG (S).
  4. Use the METAL RULER on the drawer (T).
  5. Find the objects by their silhouettes to get the NAMEPLATE.

  1. Place the SILVER TROPHY and NAMEPLATE on the cabinet shelf; take the MAGIC FERTILIZER and GYPSUM TREE STEM (U).
  2. Place the GYPSUM WOOD STEM on the wall bas-relief; take the CROSSBOW and FISH KEY (V).
  3. Use the FISH KEY on the bust lock; take the BLUE SOLUTION (W).
  4. Place the BLUE SOLUTION and PURPLE SOLUTION on the tripod (X).

  1. Solution (Y): 8-3-1-9-5-10-7.
  2. Take WATER DEVELOPER.

  1. Place the FAKE LETTER on the table.
  2. Use the WATER DEVELOPER on the letters and take the FORGE PROOF (A).
  3. Give the FAKE PROOF to Mayor Alvin (B) to receive the FISHVILLE SYMBOL.
  4. Take the LANDING PERMIT.
  5. Place the FISHVILLE SYMBOL on the wall bas-relief; take the FEATHER and LONG ROPE (C).
  6. Use the FEATHER on the bust; pass the feather down the groove (D) and take the MONEY POUCH and GLASS PETAL 2/4 (E).
  7. Return to Fishville Port.

  1. Place the MONEY POUCH and LANDING PERMIT on the counter of the ticket stall (F); take the TICKET (G).
  2. Give the TICKET to the guard (H).

  1. Take GLASS PETAL 3/4 and FAUCET LEVER (I).
  2. Use the FAUCET LEVER and MUG on the drinking fountain (J); take WAKE WATER and STONE BANDAGE (J1).
  3. Use the MAGIC FERTILIZER and WAKE WATER on the flower bed; take ROUND FRAME and GLASS PETAL (K).
  4. Place the GLASS PETALS on the building door on the left (L).
  5. Play the HOP to receive the GOVERNOR’S PORTRAIT.

  1. Place the GOVERNOR’S PORTRAIT on the wall above the fountain (M).
  2. Activate the Cat’s Eye (N) and take the WEIGHT 1/5 and the MAGIC ARROW (O).
  3. Combine the CROSSBOW, MAGIC ARROW and LONG ROPE in Inventory; take LOADED CROSSBOW.
  4. Use the LOADED CROSSBOW on the building on the right (P).
  5. Climb up the rope.

  1. Take WEIGHT 2/5, GEMS, and LUCY FIGURINE (R).
  2. Check out the note.
  3. Place the LUCY FIGURINE on the safe (S).

  1. Solution: T-A1-A2-A3x2-B1x2-B2-B3x2-D3x2-C1x2-C2-C3x2.
  2. Take RAZOR and WEIGHT 3/5 (T).

  1. Use the RAZOR on the seam in the upholstery of the sofa; take the SCEPTER OF JUSTICE (U).
  2. Place the STONE BANDAGE and SCEPTER OF JUSTICE on the Themis figurine (V); take the LOCK PICK and UMBRELLA HANDLE (W).
  3. Place the UMBRELLA HANDLE on the umbrella; take the EAR SPEAKER and WEIGHT 4/5 (X).
  4. Use the EAR SPEECH and LOCK PICK on the safe (Y) and activate the Cat’s Eye (Y2).
  5. Examine the diary and take the WEIGHT 5/5 and the PIECE OF MUSIC SHEET (Y).

  1. Place the WEIGHTS on the scales (Z).
  2. Play the HOP to receive NICHOLAS’ CAMEO.
  3. Combine the ROUND FRAME, GEMSTONES, and NICHOLAS’ CAMEO in Inventory; take NICHOLAS MEDALLION.
  4. Use the NICHOLAS MEDALLION on the suitcase.
  5. Look at the note and take the LEATHER BELT and MILITARY HELMET (A).
  6. Use the LEATHER BELT on the curtain hook (B); take the RAKE (C).
  7. Walk back.

  1. Use the RAKE on the wheelbarrow; take CLAVICHORD KEYS and WOODEN BOARD (D).
  2. Use the WOODEN BOARD on the stairs (E).

  1. Take STONE OWL, CHESS KING, and THREAD AND NEEDLE (F).
  2. Place the STONE OWL and MILITARY HELMET on the statue (G); take MODEL FOUNTAIN and CLAVICHORD STRINGS (H).
  3. Use the PIECE OF MUSIC SHEET, CLAVICHORD STRINGS, and CLAVICHORD KEYS on the clavichord (I); take the TAPESTINE FRAGMENT and GUSTAV’S DIARY (J).
  4. Use the TAPESTRY FRAGMENT and THREADS AND NEEDLE on the tapestry (K).
  5. Play the HOP to receive the DOOR LEVER.
  6. Place the DOOR LEVER on the hidden door mechanism (L).

  1. Take the CHESS QUEEN (M).
  2. Place the CHESS KING and CHESS QUEEN on the chessboard; take the BARRACK MODEL (N).
  3. Place the BARRACK MODEL and FOUNTAIN MODEL on the Cattown model (O).
  4. Find the pairs of indicated objects to get the MEDICINE.
  5. Use the MEDICINE on the governor (P) to get the CHIEF OF THE GUARD EMBLEM.
  6. Combine GUSTAV’S DIARY and CHIEF OF THE GUARD’S EMBLEM in Inventory.
  7. Turn the page and take the ENCODED PLATE.

  1. Zoom into the wall on the right (Q).
  2. Activate the Cat’s Eye (R) and place the ENCODED PLATE on the wall of the alcove (S).
  3. Select the runes in the TUV sequence and take the LIST OF TRAITORS (W).
  4. Give the LIST OF TRAITORS to the governor (X) to receive the SWORD.
  5. Use the SWORD on Gustav (Y).

  1. Solution for the first stage (Z1): (1-3)-(2-9)-(4-6)-(5-8)-(7-10).
  2. Solution for the second stage (Z2).

Knight Cats 1: Bonus Chapter

  1. Familiarize yourself with the diary (A) and the drawing (B).
  2. Take the CAT STATUETTE, PAPIER, and MAYOR’S PENDANT (C).
  3. Place the PAPIER on the box; take TINY SATCHEL and MAYOR’S RING (D).

  1. Use the MAYOR’S RING and MAYOR’S PENDANT on the locker.
  2. Take the MARTEN FIGURINE and METAL AND PIN (E).
  3. Use the METAL PIN on the hinge of the screen.
  4. Read the note and take the DOG FIGURINE (F).
  5. Place the CAT STATUETTE, DOG STATUETTE, and MARTEN STATUETTE on the table supports (G).
  6. Play the HOP to receive the HIDDEN DOOR HANDLE.
  7. Talk to the advisor to receive the TREATS 1/3.
  8. Place the SECRET DOOR HANDLE on the hatch (H).
  9. Go down the hatch.

  1. Take LIST OF OBJECTS (I).
  2. Zoom into the safe in the closet (J).
  3. Activate the Cat’s Eye (K) and use the LIST OF OBJECTS on the safe.
  4. Select the items from the list and take the TREATS 2/3 and NET (L).

  1. Use the NET on the fox (M); take TREATS 3/3 (N) and Knapsack (O).
  2. Put the TREATS and TINY SACKER on the table (P); take LOCK PIECE and EXTENDABLE POINTER (Q).
  3. Use the EXTENDABLE POINTER on the cabinet with the safe; take the FOX FUR and FOX AMULET (R).
  4. Place the FOX AMULET on the clasp (S).
  5. Find the objects by their silhouettes to get the BELL.
  6. Walk back.

  1. Use the LOCK PIECE and BELL on the box; take WRITING TOOLS and HEX KEY (T).
  2. Use the HEX KEY on the locker mechanism (U).
  3. Take FISH OIL and DIAMOND CLAW TIP (U1).
  4. Return to Valerie’s Workshop (V).

  1. Use the DIAMOND CLAW TIP on the seam of the backpack; take BOW BASE and MAP (W).
  2. Use the WRITING TOOLS and MAP on the rat; take JACK and MAP COPY (X).
  3. Combine the SATCHEL, FOX FUR and MAP COPY in Inventory; take TRAVELER’S SACKET.
  4. Use the TRAVELER’S SACKLE on the door; zoom into the door (Y).

  1. Solution (@1): Dx2-Rx3-Ux2-Rx2-U-Lx2-U-Lx4.
  2. U-Lx2-Dx3-LDRD-Lx2.

  1. Take COIN, CUP, and COPPER PLATE (E).
  2. Use the COIN and FISH OIL on the table board screw; take the WHIP and BOWstrING (F).
  3. Use the JACK and WHIP on the wagon; take ARROWS and DECORATIVE SWORD (G).
  4. Combine the BOW BASE, BOWSTRING and ARROW in Inventory; take BOW AND ARROWS.

  1. Place the COPPER PLATE on the tree branch; use the BOW AND ARROWS on the plate (H).
  2. Go to the tent (I).

  1. Take HANDKERCHIEF and DECORATIVE SHIELD (J).
  2. Place the DECORATIVE SHIELD and DECORATIVE SWORD on the chest; take INCOMPLETE SET OF TOOLS and FILE (K).
  3. Use the FILE and MUG on the barrel (L); take the WATER (L1).
  4. Give the WATER to Valerie (M).
  5. Play the HOP to receive the GOLDEN COMB.
  6. Walk back.

  1. Use the GOLDEN COMB (N); take the GUARDIAN AMULET and Jagged LOCK PICK (N1).
  2. Use the HANDKERCHIEF and GUARDIAN AMULET on the saddlebag; take the FLAT LOCKPICK (O).
  3. Return to the Tent (P).

  1. Combine the INCOMPLETE TOOLKIT, Jagged LOCKPICK and FLAT LOCKPICK in Inventory; take HACKING TOOLS.
  2. Use the LOCKING TOOLS on the cage lock (Q); remove the hay and take the MAGIC PEN (Q1).
  3. Place the MAGIC HANDLE on the chest; take the SPUR and COPPER HANDLE (R).
  4. Take the MORTAR AND PESTLE (S) and use the SPUR on the buckle (T).
  5. Read the note; take the IRON HANDLE and AROMATIC STICKS (T1).

  1. Place the COPPER HANDLE and the IRON HANDLE on the cage compartment doors.
  2. Take the SHOVEL and GLOWING MUSHROOM (U).
  3. Use the SHOVEL on the ground near the tent flap (V).

  1. Take the INCOMPLETE BRIE and DIAMOND CLAW (W).
  2. Use the DIAMOND CLAW TIP on the glass box; take the DRAGONFLY WINGS and VERTEBLE (X).
  3. Use the VERTE on the skeleton (Y) and activate the Cat’s Eye (Y1).
  4. Place the objects on their respective positions to receive the BOTTLE KEY.
  5. Use the SNACK KEY on the shackle lock (Z) to get the POKER.

  1. Use the POKER on the fire; take the PURPLE FLOWER and BRIDGE RIVETS (A).
  2. Combine the MORTAR AND PESTLE, GLOWING MUSHROOM, DRAGONFLY WINGS and PURPLE FLOWER; take SLEEPING POWDER.
  3. Use the SLEEPING POWDER on the guards (B).
  4. Walk forward (C).

  1. Take the FLINT AND FEATHER and RUSTY OBJECT (D).
  2. Use the INCENSE STICKS and FLINT AND FLINT on the incense stand (E); take BRACELET and REINS (F).
  3. Combine the INCOMPLETE BRIELD, REINS and BRIDGE STUDS in Inventory; take the BRIDLE.
  4. Put the BRIDLE on the horse (G).

Solution: 1-9.

  1. Talk to Alvin to get the WIRE BRUSH.
  2. Take the HUNTING KNIFE (H).
  3. Use the HUNTING KNIFE on the saddlebag straps.
  4. Examine the diary and take the VINEGAR and BROKEN GEAR (I).
  5. Combine the RUSTY OBJECT, VINEGAR and WIRE BRUSH in Inventory; take MEDALLION DECORATION.
  6. Place the MEDALLION DECORATION on the medallion (J).

  1. Solution: KLM.
  2. You receive the GREAT CAT MEDALLION.

  1. Place the GREAT CAT MEDALLION and GREAT CAT BRACELET on the box (N); take the CUTTERS and CODE (O).
  2. Use the CUTTERS on the saddlebag chain.
  3. Look at the note and take STONE CLAW 1/4 and WOODEN COMB (P).
  4. Use the WOODEN COMB on the horse’s mane (Q) to get the SPRING and BERRIES.
  5. Combine the BROKEN GEAR, SPRING and CODE in Inventory.
  6. Select the symbols in sequence 1-4 and take the MAGIC PEN.
  7. Place the MAGIC HANDLE on the box (R).
  8. Play the HOP to receive the SCRAPER.

  1. Talk to the guards to get STONE CLAW 2/4.
  2. Take the SPEAR HEAD, ANCIENT STAFF, and LEVER (T).
  3. Place the LEVER on the mechanism (U); take STONE CLAW 3/4 and NUTS (U1).
  4. Place the NUTS and BERRIES in the bowl; take STONE CLAW 4/4 and SOUL STONE (V).

  1. Use the SCRAPER and STONE CLAWS on the statue; take HEART STONE and GEAR (W).
  2. Combine the ANCIENT STAFF, SOUL STONE and HEART STONE in Inventory; take GUARDIAN’S STAFF.
  3. Use the GUARDIAN’S STAFF on the vault gate (W1).

  1. Solution:XYZ.
  2. Walk right (@).

  1. Talk to Alvin to get the PAINTS.
  2. Take the MARBLE TILE and ROD (A).
  3. Use the SPEARHEAD and MARBLE TILE on the plinth; take CHAIN ​​and SUN DECORATION (B).
  4. Place the GEAR and CHAIN ​​on the telescope mechanism; take ROPE and BRUSH (C).
  5. Walk back.

  1. Use the BRUSH and PAINTS on the statue (D).
  2. Take ETERNAL FIRE and MAGNET (D1).
  3. Return to the Vault (E).

  1. Combine the ROD, ROPE and MAGNET in Inventory; take the ROD WITH MAGNET.
  2. Use the ROD WITH MAGNET on the gap (F); take MOON DECORATION.
  3. Place the MOON DECORATION and SUN DECORATION on the telescope; take the BIG LENS (G).
  4. Place the LARGE LENS and ETERNAL FLAME on the plinth (H).

Solution: IJKL.

Solution: MNOP. Congratulations! You have successfully completed the walkthrough of the game "Knight Cats 1: Leaves on the Road. Collector’s Edition".

Knight Cats 1: Collectibles

  1. The location of the puzzle pieces is marked with a green marker.
  2. The location of the Collection items is marked with a red marker.
  3. Collection objects (AF).

Knight Cats 1: Achievements in the game

Types of achievements. Go through the game and collect achievements, which are stored in a separate section of the main menu. Types of achievements:

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