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A Fisherman's Tale Trophy Guide


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Overview:
  • Estimated trophy difficulty: 2/10
  • Offline trophies: 30 ( 1 :plat 12Posted Image, 12Posted Image, 5Posted Image)
  • Online trophies: 0
  • Approximate amount of time to 100%: 2 to 3 hours
  • Minimum number of playthroughs: 2
  • Number of missable trophies: 0, you can use chapter select
  • Glitched trophies: None known
  • Do trophies stack?: No.
  • Do cheat codes disable trophies?: None known
  • Special peripherals or multiple controllers needed?: PSVR, 2 move controllers
Introduction:

 

A fisherman's tale is a puzzle game that makes you think outside the box.
It has an "inception" feel. You control the fisherman in a lighthouse, every move you make in real life also happens in a scaled model of yourself and the lighthouse. The game has 6 small chapters.



3 Comments

Playthrough 1:

 

Prologue:

  • Take the pearl from under the mirror.(1/3) (Trophy: Over there ... a pearl) 
  • Take the toothbrush and brush your teeth.
  • Open the fireplace and place a log inside.
  • Take the duster and clean the seashell in the cabinet.
  • Open the box under the cabinet, to find another pearl.(2/3)
  • Open the window.
  • Take the duster an use it to clean the model. (Trophy: Obsessive cleaner)
  • Take the pearl from the balcony of the lighthouse.(3/3) (Trophy: Pearls of a new beginning)
  • Use the wall and the sink to finish the model.
  • Place the head on the tiny puppet and throw it through the window. (Trophy: Almost free)
  • Now place the puppet in the chair in the model. (Trophy: Prologue)

 

Chapter 1:

  • Take the toothbrush and brush your teeth.
  • Look in the cabinet under the sink to find a pearl. (1/3)
  • Open the fireplace and place a log inside.
  • Take the firepoke from the fireplace.
  • Now use it to remove the nails in the shelves that block the window.
  • Open the window.
  • Now look left through the window to find another pearl.(2/3)
  • Turn around and grab the puppet through the window of the model. (Trophy: Dare the impossible)
  • Remove the roof from the model.
  • Go to the cabinet with the seashell and look up to find another pearl in the air.(3/3) (Trophy: Pearls from home)
  • Take the duster and now use it in the model to make a mess by knok over 25 objects. (Trophy: The tornado)
  • Now pick a small object from inside the model. Now hold it so you can take the bigger version above you. (trophy: Hand in hand)
  • Remove the anchor in the model.
  • Now use this anchor as a handle for the closet left of the door.
  • Try to open the door that was blocked by the anchor.
  • Now go talk to the seashell.
  • Take the firepoke and hit the seashell a few times. (Trophy: Adamantium crusacean)
  • Now throw any object as high as possible, make sure your arm is extended. (Trophy: Homerun)
  • Now keep giving things to the seashell it doesn't need, around 10 objects. (Trophy: Don't make me say no again)
  • Take the life preserver from the model and give it to the seashell.
  • Now go to the closet to the left of the door and take the captain's head and place it on the table.
  • Take the smaller version from inside the model and give it to the seashell.
  • You can pick up the seashell now, place it on the table in the model.
  • When you look inside the big seashell now, you will find a key.
  • Use that key to open the door. (Trophy: The fearfull one)

 

Chapter 2:

  • Open the closet left of the door to find a pearl. (1/3)
  • Enter the lighthouse and open the 2 locks on the wall. 
  • Go back to the model and remove the backpiece from the lighthouse.
  • Take the yellow tube from inside the lighthouse.
  • Now go place it on one of the 3 missing spots in the lighthouse to connect the red pipes.
  • Open the bleu box in the lighthouse to find another tube and place it on one of the missing spots.
  • Left of the bleu box is a cabinet, with a liitle box on the shelf. Inside the little box is a tube.
  • Take the tube and place it on the table in the model.
  • Now take the bigger tube from the table and go place it on the last missing spot to complete the pipes.
  • Now look up on the backside from the lighthouse to find a pearl.(2/3) If you have trouble reaching it, trow any object in the model and use the bigger size the reach the pearl.
  • Turn the handle on the sink and the room will fill with water.
  • Put a log in the fireplace. (Trophy: A steady routine)
  • Go talk to the fish in the lighthouse.
  • Take a can from the bleu box and place it in the canopener on the cabinet next to the box.
  • Turn the handle to open the can.
  • Take the little fish from inside the can and throw it to the fish.
  • Throw random stuff to the fish, he doesn't want to eat, about 10 objects. (Trophy: Bad food habbits)
  • Now take another fish from inside the can and go feed it the fish at the back of the model.
  • The fish will open his mouth.
  • Go inside the mouth of the big fish to remove a bone.
  • Take the ladder from inside the model and place it against the big mirror.
  • Now go back inside the fish mouth.
  • Exit on the mirror, follow the shelf behind the lantern to find another pearl. (3/3) (Trophy: Pearls from the depth)
  • Climb the ladder to get behind the mirror and find the key.
  • Hold the key and go back inside the fish mouth. He will take you back to the lighthouse.
  • Once there use the key to open the door. (Trophy: The famished one)

 

Chapter 3:

  • Open the desk drawer and take the toothbrush.
  • Use the toothbrush to clean the sharkteeth. (Trophy: Superior  protection for a healty mouth)
  • Open the closet above the bed, to find a pearl. (1/3)
  • Open the door to the right of the bed, take the boatpiece.
  • Place the boatpiece on the model on the desk.
  • Open the drawer under the bed to find another boatpiece.
  • Place the boatpiece on the model on the desk.
  • Open the left closet of the desk.
  • Take the batterie from inside. 
  • Go upstairs and place the batterie in the missing spot.
  • Now go upstairs until you come to a closed door.
  • Look up left to find another pearl. (2/3)
  • Go back to where you placed the batterie, under the painting you will find another boatpiece.
  • Place the boatpiece on the model on the desk.
  • Go back to the batterie and open the balcony door.
  • Stand on the balcony and look up against the lighthouse to find a pearl. (3/3) (Trophy: Pearls from the father)
  • Release the red handle on the left of the balcony to unlock the crane.
  • Use the handles on the balcony to move the crane in the model.
  • Use the crane to get a boatpiece out of the water and move it to the balcony so you can grab it. (Trophy: Size does matter)
  • Use the handles to get the boatpiece in the water. Now go up with the crane so it comes out of the model and  you can get a smaller version of the boatpiece.
  • Place the boatpiece on the model on the desk.
  • Use the handles to get the 2nd boatpiece in the water. Now go up with the crane so it comes out of the model and  you can get a smaller version of the boatpiece.
  • Place the last boatpiece on the model on desk to complete the boat.
  • Take the boat to the balcony and hang it on the crane.
  • Now lower the boat in the model.
  • Take the batterie and go downstairs. Ther will be a boat now on the dock.
  • Go on the boat and open the box, to place the batterie there.
  • Go inside the boat and start it up by turning the key on the left of the stir.
  • Pull the handle on the right to go to open sea.
  • When the fisherman talks to you, push the same handle back.
  • A big wave will drop you in the water.
  • Climb on the anchor.
  • Now use the rope to get you to the top of the lighthouse.
  • Move inside the lighthouse throught the broken window. (Trophy: The dutiful one)

 

Chapter 4 & Epilogue:

  • From starting point look up to the right for a pearl.(1/3)
  • Look throught the broken window behind the anchor to find another pearl.(2/3)
  • For the next pearl you have to look under the model to find it under a shelf.(3/3) (Trophy: Pearls from the heights)(Trophy: Great pearl hunter)
  • Take the match from inside the smallest model and place it in the hole.
  • Now you can take the match from the hole in real life.
  • Throw the match throught the window. (Trophy: Whoops...)
  • Now take the matchbox and use the hole to get it in inside the model.
  • Now navigate the matchbox inside the smallest model.
  • Take the match and light it up withthe matchbox.
  • Hold the burning match in the middle of the smallest model to light it up and get a small beam. (Trophy: Flame-bearer)
  • Again take the matchbox and get it inside the model. Light up the match and use it to light up the 3 candles in the corners. 3 beams will point to the middle of the model now.
  • Place the match in the hole of the model again, so you can grab the match in real life.
  • Use the matchbox to light it up.
  • Use the burning match to light up the 3 candles in real life.
  • Now turn the 3 to the middle, the beam needs to connect with the triangle.
  • Use the handle to turn the lighthouse beam to find the sleeping fisherman behind the window. (Trophy: The lighthouse)
  • Epilogue starts now.
  • Try to touch the little puppet in the top of the lighthouse model. (Trophy: Farwell, tiny puppet)
  • Now turn around, open the door and go outside to complete the game. (Trophy: Free...at last!)

Playthrough 2:

 

Now you have to complete the game by grabbing less then 150 objects. 

Everything you touch adds to the counter: grabbing something, open a door...

The hardest part for this trophy is the handles in chapter 3, the trick for this is to hold the handles.

If you feel you did bad on a chapter, you can just use chapter select and replay the chapter.

 

epilogue:

 

1. Brush your teeth.

2. Open the fireplace.

3. Put a log in the fireplace.

4. Take the duster and clean the seashell.

5. Open the window.

6. Take little sink and place it in the model.

7. Place the wall to finish the model.

8. Take the head and place in on the puppet.

9. Place the puppet in the chair in the model.

 

Chapter 1:

 

10. Take the firepoke and remove the nails in the shelves that block the window.

11. Open the window.

12. Remove the roof from the model.

13. Take the anchor from inside the model and use it as a handle on the left door of the closet left of the            door.

14. Open the left door of the closet.

15. Try to open the door.

16. Take the captain's had and place it on the table.

17. Take the small had from inside the model and give it to the seashell.

18. Take the life preserver from inside the model and give it to the seashell.

19. Take the seashell and place it on the table inside the model.

20. Take the key from inside the big seashell on the table and use it to open the door.

 

Chapter 2:

 

21. Open the left lock of the backwall of the lighthouse.

22. Open the right lock of the the backwall of the lighthoues.

23. Remove the backpiece of the model lighthouse.

24. Take the tube from inside the model lighthouse and go place it on one of the missing spots to connect the red pipes.

25. Open the bleu box.

26. Take tube from inside the box and place it on one of the missing spots.

27. Take the little tube from inside a small box on the shelf next to the blue box and place it in the model.

28. Now take the bigger tube and place it on the last missing spot.

29. Turn the handle on the sink.

30. Take a can from inside the blue box and place it in the canopener.

31. Turn the handle from the can opener to open the can.

32. Take the fish out the can and feed it to the model fish.

33. Remove the bone from inside the fish mouth.

34. Take the ladder from inside the model and place it against the mirror.

35. Let the fish take you to the mirror and take the key from behind it and use it to open the door in the lighthouse.

 

Chapter 3:

 

36. Open the drawer under the bed.

37. Take the model boatpiece from inside the drawer and place it on the model on the desk.

38. Open the door.

39. Take the model boatpiece from outside the dock and place it on the model on the desk.

40. Open the left door of the desk.

41. Take the batterie from inside the desk and take it to the first floor and place it in the missing spot.

42. Take the model boatpiece from under the painting and place it on the model on the desk.

43. From the dock travel to the balcony, use the red handle to release the crane.

44-49. Use the handles on the balcony to get the crane in the model to get the boatpiece.

50. Take the boatpiece from the crane and place it on the model on the desk.

51-55. Use the handles on the balcony to get the crane in the model to get the boatpiece.

56. Take the boatpiece from the crane and place it on the model on the desk to finish the boat.

57. Take the boat from the desk and place it on the crane.

58-59. Use the handles to lower the boat in the model.

60. Open the box on the boat.

61. Now go take the batterie from the first floor and place it in the box on the boat.

62. Turn the key to start up the boat.

63. Push the red handle.

64. Push the red handle again when the fisherman asks.

65-81. Use the right rope to climb to the top of the lighthouse.(make sure you stretch you're arm)

 

Chapter 4:

 

82. Take the matchbox and navigate it throught the hole to get it inside the model and light up the match.

83. Use the match to light up the smalest model by moving the match to the middle.

84. Use the match in the 2nd model to light up the 3 candles.

85. Use the match to light up the 3 candles in real life.

86. Turn candle 1 to the middle to light up the trangle.

87. Turn candle 2 to the middle to light up the trangle.

88. Turn candle 3 to the middle to light up the trangle.

89. Use the handle to turn the light and find the sleeping fisherman behind the window.

 

Epilogue:

 

90. Open the door in the lighthouse and move outside.

(Trophy: Economy of means)

(Platinum Trophy)

 

Guide is done.

 

Credits:

 

Sef for the header.

Efficient Gaming for the perfect video's. :thumbsup https://www.youtube....AkvlTLukyJ-Eu9A