Welcome to the ultimate guide for Creepy Tale 3: Ingrid Penance! This comprehensive English walkthrough includes everything you need to know about the game, including the moral choice system and achievements. In addition, I have included screenshots to help you navigate through the dark scenery and find important items. Please note that spoiler tags are used for solutions and achievements. All screenshots were personally captured and edited for this guide. Whether you’re struggling with the game’s logic or having trouble finding hidden items, this guide will provide clear directions for your gameplay. A legend is also provided to help you easily identify interactable objects and room transitions. Let’s dive into the creepy world of Ingrid Penance!
Chapter 1: Bread
WASD/Arrow keys to move
Q opens your inventory
E interacts with objects
Esc pauses the game
Creepy Tale 3 uses auto-saving, so make sure you’ve cleared a room before exiting the game. The cutscenes are not skippable (which is a pain for multiple playthroughs). However, you can revisit specific chapters once they are completed.
This is a straightforward level, just take the bread from Ingrid’s mother and throw it in the puddle. In this guide, an item name that is underlined indicates that it should be used from your inventory. Also, be aware that there are some items in the game that do not have an interaction cue (hand and gear symbols). If you feel like you’re missing something, I recommend you click on anything that seems to stand out in the scenery.
Chapter 2: Brewery
Pick up the chicken leg from off of the plate, then move back all the way to the right. This is a sequence puzzle. The 3 vines on the wall raise and lower the cage:
-Left vine raises the cage 2 levels
-Middle vine lowers the cage 2 levels
-Right vine lowers the cage 3 levels
Every vine pull changes the amount that the plant blocks the cage opening. It cycles from open > partially open > mostly blocked > blocked, then reverses. Your goal is to position the cage at floor level and unblocked by the plant. For reference, the starting cage height is 2 levels up from the hole.
Pull the vines in this order: TBD sorry
After you solve the vine puzzle, use the chicken leg on the plant and make your first decision that affects Ingrid’s morality gauge.
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Good Choice: Go over and feed it. (+3)
Evil Choice: Toss the chicken leg. (+2)
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Get onboard the cage.
Chapter 3: Waterfall
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Good Choice: Answer politely. (+2)
Bad Choice: Answer rudely. (+2)
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Inspect the red waterfall, then check your hands with R. On your left hand is a red counter that represents Ingrid’s evil points, on your right hand is a yellow counter than represents her good points. This is how you can keep track of Ingrid’s morality, as it affects the game’s ending and several achievements.
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GAME BUG WARNING: Sometimes checking your hands crashes/freezes the game. There is no way to predict when it will happen, and you cannot manually save the game. I recommend only checking your hands after reaching save checkpoints.
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Continue moving to the the right until you reach a chasm. Hop on the floating tile and another tile will appear. Each time you hop, other tiles will appear or crumble away.
Starting on the first tile, the correct hop sequence is: Right, Left, Right, Right, Right, Left, Left, Left, Right, Right, Right, Right
Achievement “Bathing Time”: Fall into the chasm at least 5 times.
Achievement “Dexterity”: Cross the chasm without falling.
Achievement “Paranoia”: Look at your hands a lot.
Achievement “Inspector”: Look at your hands a lot throughout the game.
Achievement “Pain lover”: Die a lot throughout the game.
Chapter 4: Gut
You begin on Floor 1. Take the knife and garlic from the nearby workstation, then keep going left. Use the right doorway to move downstairs to the Ground Floor.
Achievement “Bloodthirsty”: Take out the knife many times.
Return to Floor 1 and move all the way to the left. When the cage is raised, climb down off of the ledge to the Ground Floor. Use the knife to cut out the gear-half and pick it up as well as the piece of liver next to it. Walk left and enter the doorway to The Stomach.
Pull the vine on the left-side, which will allow you to access the stairs back up to Floor 1. Before that, get up close to the first mouth and feed it the garlic. Pick up the dropped lever, then feed the piece of liver to the second mouth. Once it’s dead, pick up the horn in the foreground, then exit back to the Ground Floor.
Achievement “Exchange of pleasantries”: Use garlic on two of the mouths.
Move all the way to the right, past the stairs, until you are stopped by the acid rain. Use the horn to fill it up with acid, then go back to the The Stomach. Feed the acid to the third mouth, and note the sticky puddle for later. Exit and go upstairs to Floor 1.
Use left doorway to move upstairs to Floor 2. Walk to the right and pull out the bone from The Big Mouth.
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Good Choice: Slowly and carefully pull out the bone. (+1)
Evil Choice: Pull out the bone by force. (+1)
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Achievement “Evil” and “Little Evil”: Feed acid to The Big Mouth for more evil points. (+1)
Move left and past the stairs. Use the knife on the stitches to open the wound on the left wall and enter The Heart. Wait until the demon turns around to check the alarm, then use the bone on the wall of gears. Pick up the two broken bone pieces and wait once again for the demon to turn around. Use both of the bone pieces on the wall.
Leave The Heart and go back down to the Ground Floor. The acid rain has stopped, allowing you access to the gear half sticking out of the goo on the right. Go back to The Stomach and use one of the gear halves on the sticky puddle to combine them into one whole gear. Exit and go upstairs to Floor 2. Use the gear and lever on the slots to your right, then pull the lever.
Achievement “Dinner is served!”: Pull the lever again to change the menu back to meat.
After the lengthy cutscene, return one final time to The Stomach and slide on down to be digested.
Chapter 5: Bridge
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Good Choice: Answer politely. (+3)
Evil Choice: Answer rudely. (+1)
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Continue to the right, crossing the bridge.
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Good Choice: Repent. (+3)
Evil Choice: Get angry. (+1)
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Try to enter the door to the right. Behind you, pick up 6 feathers strewn about on the bridge (pictured below). Enter the door.
Chapter 6: Tree Part 1 (Workshop, Library, and Dormitory)
This area will be referred to as the “Main Hub.” Walk to the right, past the big door until you reach a tree in the foreground. Look inside the hole in the tree trunk and take the purple glowing stone. Go back over the door. Place the purple stone into the slot on the left side. On the right side, press the circular button in the middle. On the left side, turn the valve until the selected circle on the right side is aligned with the stone. The door should be open now, and you should go through it.
Achievement “Voluntary sleep”: Near the tree trunk hole where you found the purple stone, locate a dream catcher hanging above a cluster of red flowers. Stand still underneath it until Ingrid falls asleep.
Use the spiral staircase to the upper floor and examine the bookshelf on the left side to pick up an empty vial. Go back downstairs and use the vial on the bucket of blue paint, located next to the owl’s dream catcher workstation. On the opposite side of the room, use the vial of blue paint on the flowers in the basket after they are lowered down. Go back to the entrance and wait for the owls to freak out. With the upper floor vacated, go upstairs to the flower workstation on the right. Pick up the shears from the table, then use them to cut the pulley rope. (+2 evil points, required). Go back downstairs and sneak behind the tree log to get the purple stone. Exit the room. If you didn’t pick up the dream catcher from the dumweighter by the staircase, you can reenter the room and it will be there.
Back at the Main Hub, use the purple stone on the door like you did before. Remember to select it with the valve. Go through the big door.
Achievement “Picklock style”: TBD
The Library encompasses two floors with 3 key slots on the upper level and 2 on the lower level. Starting from the left on the upper floor, the key slots are labeled A, B, and C; on the lower floor, they are labeled D and E.
Climb the ladder immediately to your left and examine the skull on the bookcase to the right. Pick up the “bizarrely-shaped metal object” (here-forth referred to as a “key”) from the broken pieces on the floor, then climb down. Move left over the next ladder and climb up it. Insert the key into slot C and cross the bridge, stopping to pick up the sickle on the bookcase. Climb down and remove the key from the slot E. Climb up and cross over to the left. Take the key out of slot C. Once the owl has passed, climb down and move to the left. Read the big book, then climb up the leftmost ladder. On the upper floor, insert the key in slot A and cross over the bridge. Climb up the ladder into an attic. Use the sickle on the thorns, then open the book and take the purple stone.
Achievement “Curiosity”: On the first floor of the Library, inspect the red book on the right-side bookcase,then inspect a yellow book on the left-side bookcase.
Achievement “Who wrote this stuff?”: In the attic area of the Library, inspect the leftmost wall of stuff to get a music record. Use the record on the record player in the Dormitory.
Go back down the ladder and use your remaining key on slot B. Cross the bridge, stopping to pick up the purple stone on the bookcase. Climb down the ladder to where the owl is, remove the key from slot D and immediately climb back up the ladder. Use the key on slot C and make your way to the exit.
Back at the Main Hub, install another purple stone, but don’t install the second one just yet, for the purpose of this guide’s clarity. Turn the valve and enter the new room.
Achievement “Larva”: After dropping the skull in the Library, go back to the Main Hub and examine the left-side tree-hole to see a white larva.
Move to the bedroom on the right side of where you entered, then lie down in the bed. An owl sentry is making his rounds of checking on the sleeping children and is almost immediately suspicious of Ingrid’s pretending. You have just enough time to get out of bed and escape before the owl realizes what’s going on.
Achievement “Naughty girl”: Use the bed trick with the owl several times.
There are two ways to get the orange orb from his staff. I have put them in spoiler tags below.
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Good Choice: Once the owl has passed the bed, immediately get up and continue left as far as possible. In the owl’s bedroom, climb the ladder and hang up the dream catcher from the Workshop, then wait for the owl to come back and fall asleep. Take the orange orb from his staff. (+2 good points)
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Evil Choice: While in bed, wait for the owl to start choking you, then use the sickle in self-defense. Take the orange orb from his staff. (+3 evil points)
Achievement “Let me sleep!”: Unlocks when you kill the owl.
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There is an optional puzzle that will give you Good points, otherwise you can exit and scroll ________________________________________________________________
Good choice: There are two rooms, one on either side of the Dormitory, with glowing red wall panels. Examining them will allow you to change the gauge levels powering the dream catcher. Your goal is to turn them off completely to wake up the children, which requires some experimentation. (+2 good points for saving one child, an additional +3 good points for saving the second child)
Referring to the pictures below, the height of the switches is labeled 1-4, from top to bottom:
The solution for the left side room is: 4, 1, 4, 1
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The solution for the right side room is: 2, 2, 2, 2
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When you’re ready, exit back to the Main Hub and install another purple stone to open the next room.
Chapter 6: Tree Part 2 (Laboratory, Dream Factory, Throne Room)
Wait for the owl to move away from the table and pick up the non-glowing purple orb. Hide until the owl moves downstairs, then go over to the columns and pick up the glowing purple stone. Go over to the device on the far right and install the orange orb. You still need one more orange orb, and how you go about obtaining it affects your morality meter.
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Good Choice: Exit and install a glowing purple stone, then enter the new room. You will need to save the children in this area before going back to the Laboratory. For a walkthrough, see the next section of this guide (“The Dream Factory“). After solving the area, return to the Laboratory and wait for the owl downstairs to set down his staff in the left side-room. When he’s out of the way, make your way downstairs to take the orange stone from his staff, then go back upstairs. The owl will no longer bother you. Continue reading past the Evil Choice spoiler tag below.
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Evil Choice: Exit and reenter the room. Wait for the owl to notice that the non-glowing orb is missing. In his panic, the owl leaves his key in the table before rushing downstairs. Pick up the key, then go downstairs after the owl deactivates the security light and walks over to the right side of the room. Move into the small room on the left. Use the key on the pedestal, then examine it again to change the direction of the security light. Point the light at the place where the owl stands on the far right side of the main room. Quickly move back to the main room and pull the lever to burn the owl (+1 evil point). Pull the lever again to turn off the light before taking the orange stone from the owl’s staff.
Achievement “Burn, little bird!”: Burn the owl with the light a second time. (+3 evil points)
Achievement “Sadomasochist”: Burn yourself with the light.
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However you earned the orange orb, install it in the device to the right of the columns upstairs. Examine the panel for a puzzle. Your goal is to redirect the flow of purple light such that it fully charges up the corresponding column.
The solution is: Move the top left dial such that it points north as if towards 12 o’clock (this will drain purple light from the column with the corresponding symbol). Now move the bottom center dial to point at the notch just left of 12 o’clock. Exit the panel and place the non-glowing purple stone in the 4th column across (from left to right).
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Pick up the newly glowing purple stone, then exit the area and install it in the big door.
Only complete this area if you want Good points. Otherwise you can just exit and move on to the next area (scroll past this section).
The owl upstairs has to keep the dream machine going by turning the 3 valves, one at a time. Your goal is to take all of the valves without him catching you. Move over to the far left and wait for the owl to turn the left the valve. When he moves to the middle valve, go upstairs and grab the left valve, then hide behind the nearby boiler. The owl will panic and start moving the valves back and forth. Wait for the owl to place the middle valve and when he moves to the left, quickly take the middle valve and go back downstairs.
On the far right side of the room, install one of the valves in the wall and turn it to open the door upstairs, then install the other valve on the boiler nearby. Turn the valve and go back downstairs. Move all the way to the left and go upstairs, then take the final valve and run away! After the blast, the children will wake up, earning you +3 good points. Exit.
On the right side of the room is an elevator. Examining it brings up 5 pedals on the platform, and you must play the right combination. The solution can be found in another area: in the Dormitory, search the owl’s bedroom for a music record and play it on the record player. Listen to full song and recite it using the elevator’s pedals in the Throne Room.
For reference here, the pedals are labeled through A-E, starting from left to right. In order, press: Pedal D, Pedal B, Pedal A.
Take the elevator upstairs and use the pulley system to raise the dream catcher. You need to configure the dream catcher, the solution for which is hinted at in various areas.
The solution is: Diamond top, Moon bottom, Skull charm, and 6 feathers.
Lower the dream catcher with the pulley, then take a nap on the throne.
Chapter 7: Nightmare
The navigation works like this: Every door is isolated on its own island. Going through one will teleport Ingrid to another island. In addition, each island has a switch that, when activated, will change the direction of teleportation. The direction is indicated by a stream of airflow emanating from the door.
The directions to the checkpoint island are: northeast, west, southwest, southeast, east, northeast, southeast.
At the checkpoint island, examine the owl corpse for a vial of crystal fear (badass) and use it on the switch to reactivate it. Notice that it adds another direction to the switch.
You’ve made your way down, now it’s time to climb up and out of your nightmare.
The directions to the exit, starting from the island with the vial: northwest, northwest, southeast (use vial), northwest (use vial), northeast.
Chapter 8: Road
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Neutral Choice: Tell the truth.
Evil Choice: Lie. (+2)
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Achievement “Save mission”: Wake up all of the children (2 in the Dormitory, 3 in the Dream Factory).
Chapter 9: Castle
Follow the dental brick road until you meet a man known as Old Timer.
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Neutral Choice: No.
Evil Choice: Yeah, I like it. (+2)
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Hearing players will soon hate Old Timer. Continue onward til the end of the road, then go back to talk to Old Timer. He is now your subordinate and I’m sorry for it.
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Opinion Corner: I think the concept and mood of the Castle is well done, but the experience is severely undercut by Old Timer’s frequent groans of anguish. Halfway through my first playthrough of the chapter, I had to mute the sound. I get what the developers wanted to do here, but the game would benefit from removing that voice line.
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Anyway, this chapter requires you to micromanage both Ingrid and Old Timer in order to scale the castle. Press F to switch control between characters. The walkthrough is detailed in steps, and Old Timer is shortened to “OT.”
OT: Use the pulley to lower the nearby wooden lift.
Ingrid: Step onto the lowered lift.
OT: Use the pulley to raise up Ingrid, then move over to the nearby ladder.
Ingrid: Pull the lever on the left to lower the ladder (timed).
OT: Immediately climb up the ladder, then move right a long way, stopping at the second lever from the end.
Ingrid: Move right to the lever near a ladder. Pull the lever. (timed)
OT: Immediately pull the lever next to you, then quickly move to pull the far right lever. (timed)
Ingrid: Climb the released ladder. (timed)
Ingrid: Move to the left, hopping over the roofing gap and on to the lever on the far side.
OT: Move back to the left and examine the pulley.
Ingrid: Pull the lever, then quickly get on the nearby rope.
OT: Use the pulley to raise the rope (and Ingrid).
Ingrid: Step onto the right side of the gap and pick up a brick. Quickly move to the opposite side of the gap and place the brick inside the mouth on the wall. Reach inside for a strange sharp metal object (aka lever). Get back on the rope.
OT: Lower the rope again, then return to the far right lever (releases the ladder).
Ingrid: Return to the ladder.
OT: Pull the lever next to you (timed).
Ingrid: Climb down the ladder and move over to the far right lever. Install the lever from the mouth and pull it to keep the ladder permanently lowered. Move back over to the lever near the ladder.
OT: Move back over to the lever on the left.
Ingrid: Pull the lever.
OT: Pull the lever.
Ingrid: Climb the ladder, then jump across the gap in the bridge to the other side. Go to the nearby lever.
OT: Move over to the lever by the ladder (where Ingrid used to be).
Ingrid: Pull the lever, then climb down from the ledge. Move over to the nearby lever on the right (where OT used to be). (timed)
OT: Pull the lever.
Ingrid: Pull the lever.
OT: Climb the ladder and quickly cross the bridge (timed).
Ingrid: Climb up the ladder and cross the bridge (timed).
OT: Move all the way to the right, past the demon, and examine the lever. A tooth will fall from the upper story, and the lift will rise. Pull the lever to lower the lift again.
Ingrid: Pick up the tooth, then get on the lift.
OT: Pull the lever to raise the lift.
Ingrid: Get off the lift and insert the tooth into the hole it fell out of (nearest the lift). Move all the way to the left side of the rooftops, past the pulley, and pick up the lever on the edge. Go back towards the lift and install the lever onto the larger tooth. Move over to the smaller tooth.
The puzzle works like this: Did you see the XII etched above the pulley? This refers to the clock by the lift. Your goal is to set the clock to 12:00. You can change the time with the lift lever (operated by OT). Lowering the lift turns time back an hour, while raising the lift moves time forward an hour. Ingrid can pause the clock by pressing the small tooth.
Starting with the lift raised and the clock at 9:00, the sequence is: pause time, lower lift, raise lift, pause time, lower lift, raise lift.
The clock should now be at 12:00.
Ingrid: Pull the lever on the big tooth, which controls the lift without affecting time.
OT: Get on the lift.
Ingrid: Pull the lever.
OT: Get off the lift, then operate the pulley on the far left side.
After the cutscene, move both characters onto the big lift.
Chapter 10: Auntie
After the cutscene, hide in the right-hand closet and after Auntie passes by to check the other one, exit and walk all the way to the right. Proceed through the doorway and enter the main part of the level. There are many items to pick up, most of them being teeth. However, the way you obtain the teeth affects your morality gauge and access to several achievements. The following directions skip over the locations of teeth until they are needed, but you can check a detailed list below it.
Take the bread off of the oven on the right side of the kitchen, then kick the barrel of water to snuff out Auntie’s reading light. Quickly move to the entry hall, wait for Auntie to move to the kitchen, then rush downstairs and into her bedroom. You have just enough time to pick up her red book by the candles and hide in the wardrobe. When Auntie passes by, exit and go to another floor. Auntie will ransack her room before unlocking the room on the opposite end of the floor to retrieve a replacement book. Wait for Auntie to resume her reading back in her bedroom, then go to the newly opened room. Before entering, blow out the nearby candles, then place the bread next to the pet monster as a peace offering. When next he wakes, the bread will put him back to sleep for the rest of the level, so you won’t have to blow out the candles again.
Achievement “Boring book!”: Throw Auntie’s book into the cauldron in the kitchen.
Achievement “Trap”: Don’t blow out the candles before entering the teeth machine room and as such get mauled by Auntie’s pet.
Examine the strange machine on the left. In order to operate it, you will need to offer it 8 teeth. There are many different ways to collect teeth, and some are tied to achievements. Here is a list of locations:
- The entry room on the sill of pliers painting (pliers needed, which can be found in the basement closet).
- Examine the kitchen table nearest the stair door, covered in a mound of teeth.
- In the kitchen, examine the sack of red candy near the cauldron. Break the red candy with the dentures in the basement closet.
- Talk to Molek the demon who appears in the kitchen after inserting at least one tooth into the teeth machine.
- After finding 6 teeth, talk to Molek again and he’ll cough up another one.
- The middle floor hallway, sitting atop a sack in the foreground.
- In the basement, sitting upon a dentist’s workstation tray at the far left end.
- In the long hallway, examine the mirror, steel your nerves, and extract Ingrid’s own tooth with the pliers.
- Alternatively, up to 7 teeth can be extracted from the children in the basement. That’s pretty evil of you to do, though…
Achievement “On the good path” and “Goodness”: Obtain all 8 teeth without harming the children in the basement. Two of the teeth can be obtained from the demon in the kitchen, who will appear after finding the tooth machine. The final tooth must be pulled from Ingrid’s own mouth, which you can do by using the pliers while in front of the mirror in the long hallway.
Achievement “Little Evil” and “Evil”: After finding the tooth machine, use the pliers to pull out 7 teeth from the children trapped in the basement. 4 of those teeth must be taken from one child, at which point they will pass out and your evil points will skyrocket (+32). The other 3 teeth may be taken from whichever remaining children (+1 evil point per tooth). Make sure that you only take one of the other teeth scattered around the level, or else you won’t be able to collect the full 7 from the children.
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However you obtained the required number of teeth, insert all 8 of them into the teeth machine and examine it. Now you need a code, which can be found on Auntie’s portrait in the long hallway. But first you need something from Auntie’s bedroom. Wait for her to busy herself elsewhere, then go to the far right side of her bedroom. Use the dental tool from the basement to unlock her keepsakes box, then steal her ruby and sapphire jewels.
Go back upstairs, all the way left, and exit back into the long hallway. Use both jewels on the portrait, then examine it. Tap Auntie’s eyes to shift their gaze left to right. When the lines of sight overlap, shapes will light up along the bottom of the portrait. This is the sequence you need for the teeth machine. Head back there and input the code to synthesize a golden tooth.
Teeth machine puzzle solution: square, circle, diamond, diamond, circle, triangle.
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Go back to Auntie’s portrait and insert the golden tooth. The eyes are reset and now point in cardinal directions. Examine the portrait and arrange the various points of interest to complete the puzzle. Solution hints can be found all over the main area of the house. I got lucky on my first run, and it took many replays for me to recognize the hints as such. These hints are found on various paintings in the entry room (the pliers), the kitchen (the dental tool), in the teeth machine room (the one with the blue background), and in Auntie’s bedroom (the one with the red background).
The solution is: blue light pointing north, red light pointing east, pliers partly open, and dental tool pointing southwest.
Once the portrait is complete, it will swing open to reveal an escape tunnel. Enter, don’t worry about the skeletons, and exit through the door on the other side. Surely anywhere is better than here…
Chapter 11: Cemetery Part 1
Go past the door with the gargoyle statues on either side (henceforth known as the “Crypt“). To its right is an open grave; pick up the medallion half on the ground next to a gravestone in the foreground.
Head down into the open grave, henceforth known as the “Tomb.” On the first underground floor, begin walking across the hall. The symbols etched into the wall will cycle between glowing and dimming. You must only move when the symbols glow, or else the darkness will creep up on you. The timing between glows is inconsistent, so be ready to stop walking at any time.
Go downstairs make your way across the hall while listening for a scurrying-like sound. Freeze in place while the unseen creature passes, then continue moving after the sound fades.
You are done with sensory tests for now. Examine the nearby coffin to unlock the shortcut back to the Tomb entrance but don’t use it yet. In the right-side room is the Coffinmaker. After a long conversation, he will give you a small ancient idol to order around.
Achievement “Heartfelt conversations”: Talk to the ancient idol until you’ve gone through all of the dialogue.
Leave the Coffinmaker and go to the room to the left of the coffin (henceforth known as the “Tomb Library“). Here is your first encounter with the Cryptkeeper – he is not your friend. Wait for him to climb up the ladder, then continue left into the next room (henceforth known as the “Tomb Study“). Pick up the paperweight off of the desk, then grab the opal eye of the skull to the right. On your way back to the Tomb Library, use the big chest to hide inside. When the Cryptkeeper passes by, sneak out of the room and back to the coffin and use it to return to the Tomb entrance.
Achievement “Harvest”: Get hit by the Cryptkeeper with his shovel several times.
Achievement “Mimic”: In the Tomb Study, hide in the chest after the Cryptkeeper has spotted you.
Optional good points: When you burst out of the transportation coffin, a piece of coffin board will break off and land on the ground. Pick it up, referring to the image below to better locate it in the shadows. There will be an opportunity to use it later on in the level and earn good points (see Part 2 of this guide).
Exit the Tomb and move left to examine the Crypt door. There are three buttons, and pressing them will activate a knocking sound. Your goal is to match the number of knocks to the dots indicated on the buttons.
The sequence of button presses for the Crypt door is: Left 3x, Middle 1x, Right 2x.
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Inside the Crypt there is an open crack in the floor. Order the ancient idol to investigate and it will return with the other half of the medallion. Insert both medallion halves into the right-side indentation, then a puzzle will unlock.
This puzzle relies on timing the sequence of switch presses to line up each animal with the sun tiles or skull tiles simultaneously. The sequence solution is in spoiler tags below, but you will have to experiment with the timing to get it just right. Only the sun solution is required to progress; the skull solution is tied to your morality points.
Left (A): Elephant
Up (B): Antelope
Right (C): Rabbit
Sun: Right (C), Left (A), pause, Up (B)
Skull: Up (B), Right (C), pause, Left (A)
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Solving the sun puzzle opens up a drawer on the right-side wall. Examine it to pick up a scroll, then exit the Crypt.
Solving the skull puzzle opens up the stone coffin in the center of the room. Examine it to release an evil spirit. Once you have the scroll, exit the Crypt and present the scroll to Molek at the beginning of the level.
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Good Choice: Politely ask him to read it. (+1)
Evil choice: Rudely ask him to read it. (+1)
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See the next section for Part 2.
Chapter 11: Cemetery Part 2
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Neutral Choice: In the Crypt, use the jar and opal in front of the open coffin to lure the evil spirit into the jar for the Merchant.
Evil Choice: Lure the ghost boy into the jar for the Merchant. (+3)
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Return to the Merchant and give him the soul you collected. You are rewarded with a precious necklace, which will be used at the end of the chapter. Give the paperweight from the Tomb Study to the Merchant and he will allow you to trade for an item on the display case. You will need to return multiple times to trade these items out for one another. Only the ancient mask and miniature gargoyle statuette are required to progress in the story. The journal contains a story hint, and the ancient Chinese coin is used for good points.
- Present the journal to Molek at the beginning of the level. His translation says something about the sun and the numbers 1524.
- Take the ancient mask with you down to the Tomb Study, walking left into a hallway featuring a wall of eyes. Ingrid will put on the mask automatically as you begin to move through the area, the eyes slowly opening one at a time. You are not fully immune to their stare though, so don’t delay. On the opposite side, Ingrid will take off the mask automatically. Go down the ladder all the way to the very bottom. Pick up the lamp and carry it over to the left side until a key is illuminated in the foreground. Put down the lamp and pick up the key, then carry the lamp back over to the ladder and climb up all the way back out. Insert the enormous key into the skull on the wall to the left of the ladder. Go back down the ladder to the very bottom. Move the lamp to the place you originally found it and the whole room will brighten. Go upstairs one floor and look on the left. In the section marked “1524,” smash the urn emblazoned with a sun and take the key from inside. Return the way you came back to the Merchant and give him back the ancient mask.
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- Optional Good points: take the ancient coin down to the Tomb Library and use it to open the doll’s head on the left-side bookcase. Pick up the silver key from inside, and use it to free the Coffinmaker from his chains (+1). Once he leaves, you can pick up his carpenter’s chisel on the floor and the carpenter’s tool on the table on your way out. Exchange the chisel for whatever else you still need from the Merchant.
Achievement “Why are there so many keys here?”: Try to free the Coffinmaker with all 3 keys found in this chapter: the enormous key, urn key, and silver key. The steps must be completed in this order:
1) Trade your paperweight for the Merchant’s ancient mask and use it to go down to the bottom of the Tomb. When you get the enormous key, go all the way back to the Coffinmaker and try to free him with it.
2) Return to the bottom of the Tomb and once you have the urn key, visit the Coffinmaker again and try to free him with it.
3) Trade in the ancient mask for the Merchant’s ancient Chinese coin. Use the ancient coin to open the doll’s head in the Tomb Library. Take the silver key from inside, and use it to free the Coffinmaker for reals this time.
- Once you have the urn key, ask the Merchant for the flint he uses to light his hookah. Take the miniature gargoyle statuette into the Crypt and place it on the pedestal by the door. A hidden staircase will reveal itself. Go downstairs and over to the fireplace. The item you choose to burn affects your morality gauge, but ultimately you must burn the ancient idol using the flint. Use the urn key on the lock in the floor, then take the vial of dead water from the pillar. Exit the Crypt.
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Good Choice: Burn either the carpenter’s tool or the piece of coffin board before the ancient doll. (+2 points)
Evil Choice: Burn the ancient idol immediately. (+3)
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Achievement “An insidious ritual”: Burn the carpenter’s tool before burning the ancient idol.
Achievement “A deal, there is a deal.”: Return the flint to the Merchant.
Now it is time for the grand finale. Return to the demon at the beginning of the level and present him with either the precious necklace or the vial of dead water and he will go off to prepare the ritual. When you’re ready, follow him into the Crypt.
Chapter 12: River
Achievement “Goodness”: End the game with all good points. For easily missed opportunities, see Chapters 10 and 12. To stay on track, by the end of each chapter you should have these points (Evil – Good):
Ch. 3 Waterfall (5 – 5)
Ch. 4 Gut (5 – 6)
Ch. 5 Bridge (5 – 12)
Ch. 6 Tree (7 – 22)
Ch. 8 Road ( 7- 23)
Ch. 9 Castle (7 – 25)
Ch. 10 Dentist (7 – 25)
Ch. 11 Cemetery (7 – 33)
Achievement “On the good path”: End the game with 33 good points and 7 evil points. Make every available good choice in the game except for one.*** For easily missed opportunities, see Chapters 10 and 12.
Achievement “Evil”: End the game with all evil points. For easily missed opportunities, see Chapters 4, 10, and 12. To stay on track, by the end of each chapter you should have these points (Evil – Good):
Ch. 3 Waterfall (7 – 0)
Ch. 4 Gut (9 – 0)
Ch. 5 Bridge (11 – 0)
Ch. 6 Tree (20 – 0)
Ch. 8 Road (22 – 0)
Ch. 9 Castle (24 – 0)
Ch. 10 Dentist (59 – 0)
Ch. 11 Cemetery ( – )
Achievement “Little evil”: End the game with 66 evil points and no good points. Make every available evil choice in the game, except for one.*** For easily missed opportunities, see Chapters 4, 10, and 12.
Achievement “To know everything”: Unlock all of the endings.
Achievement “Imperceptible”: Go through the whole game without dying.
Achievement Index
None
None
- Achievement “Bathing Time”: Fall into the chasm at least 5 times.
- Achievement “Dexterity”: Cross the chasm without falling.
- Achievement “Paranoia”: Look at your hands a lot.
- Achievement “Inspector”: Look at your hands a lot throughout the game.
- Achievement “Pain lover”: Die a lot throughout the game.
- Achievement “Bloodthirsty”: Take out the knife many times.
- Achievement “Exchange of pleasantries”: Use garlic on two of the mouths.
- Achievement “Dinner is served!”: Pull the lever again to change the menu back to meat.
None
- Achievement “Voluntary sleep”: Near the tree trunk hole where you found the purple stone, locate a dream catcher hanging above a cluster of red flowers. Stand still underneath it until Ingrid falls asleep.
- Achievement “Picklock style”: TBD
- Achievement “Curiosity”: On the first floor of the Library, inspect the red book on the right-side bookcase,then inspect a yellow book on the left-side bookcase.
- Achievement “Who wrote this stuff?”: In the attic area of the Library, inspect the leftmost wall of stuff to get a music record. Use the record on the record player in the Dormitory.
- Achievement “Larva”: After dropping the skull in the Library, go back to the Main Hub and examine the left-side tree-hole to see a white larva.
- Achievement “Naughty girl”: Use the bed trick with the owl several times.
- Achievement “Let me sleep!”: Unlocks when you kill the owl.
- Achievement “Burn, little bird!”: Burn the owl with the light a second time. (+3 evil points)
- Achievement “Sadomasochist”: Burn yourself with the light.
None
- Achievement “Save mission”: Wake up all of the children (2 in the Dormitory, 3 in the Dream Factory).
None
- Achievement “Boring book!”: Throw Auntie’s book into the cauldron in the kitchen.
- Achievement “Trap”: Don’t blow out the candles before entering the teeth machine room and as such get mauled by Auntie’s pet.
- Achievement “Heartfelt conversations”: Talk to the ancient idol until you’ve read/heard all the dialogue.
- Achievement “Harvest”: Get hit by the Cryptkeeper with his shovel several times.
- Achievement “Mimic”: In the Tomb Study, hide in the chest after the Cryptkeeper has spotted you.
- Achievement “Why are there so many keys here?”: Try to free the Coffinmaker with all 3 keys found in this chapter: the enormous key, urn key, and silver key. The steps must be completed in this order:
1) Trade your paperweight for the Merchant’s ancient mask and use it to go down to the bottom of the Tomb. When you get the enormous key, go all the way back to the Coffinmaker and try to free him with it.
2) Return to the bottom of the Tomb and once you have the urn key, visit the Coffinmaker again and try to free him with it.
3) Trade in the ancient mask for the Merchant’s ancient Chinese coin. Use the ancient coin to open the doll’s head in the Tomb Library. Take the silver key from inside, and use it to free the Coffinmaker for reals this time. - Achievement “An insidious ritual”: Burn the carpenter’s tool before burning the ancient idol.
- Achievement “A deal, there is a deal.”: Return the flint to the Merchant.
- Achievement “Classic”: End the game with about the same number of good and evil points.
- Achievement “Goodness”: End the game with all good points. For easily missed opportunities, see Chapters 10 and 12.
- Achievement “On the good path”: End the game with 33 good points and 7 evil points. Make every available good choice in the game except for one.*** For easily missed opportunities, see Chapters 10 and 12.
- Achievement “Evil”: End the game with all possible evil points. For easily missed opportunities, see Chapters 4, 10, and 12.
- Achievement “Little evil”:End the game with 66 evil points. Make every available evil choice in the game, except for one.***
- Achievement “To know everything”: Unlock all of the endings.
- Achievement “Imperceptible”: Go through the whole game without dying.
Conclusion
And that wraps up our share on Creepy Tale 3: Ingrid Penance: Creep Tale 3: Ingrid Penance English Guide + Achievements. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by cheesaru, who deserves all the credit. Happy gaming!