This walkthrough is for the game Faded Stories: Full Moon and is intended for players on their first playthrough. It does not include codes from multiple playthroughs or information about achievements. Check the discussion board for other player guides on achievements.
Introduction
Monday
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Now in the kitchen, look at the note left on the fridge door to learn of your objectives:
1. Drink coffee
2. Arrange money for Friday
Click the coffee maker and – oh no! Guess we are ordering out today.
Leave your apartment through the door in the kitchen, and talk to the mailman. He’s gonna some time to sort out the mail.
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Read the newspaper to learn that this town has a diverse population which includes zombies, and that it’s proper etiquette to move them out of the way with a stick. Interesting place…Examine the doormat next to the dog to pick up a piece of paper with a code (96 49 34). Upon returning to the entry hall, talk to the mailman.
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Back in your bedroom, interact with the computer and input the Account Number using the code you just found. Click the prompt “Remind Password” and…wow. That’s a pretty archaic login system. Leave your apartment to find that the mailman has left. Go through the entrance door.
Ah, the neighborhood has mannequins too, of course.
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Talk to the attendant in the lottery booth, then dig in the trash to find some coins. Try to buy a lottery ticket only to found out that the currency is out of date. What else can be expected at this point.
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Now that the mannequinn has gone (how???), you can move to a new screen.
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At the crossroads, it seems that the right side is blank for now.
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It seems public transportation is quite popular. Check the message board and note down the bus arrival times. They are 9:43, 10:37, 15:54, and 17:42. Go back to your bedroom, click on the alarm clock above the computer, and set it to any of the bus times. Return to the bus stop, and check the newspaper on the bench to sort your coins. Take back the sorted coins and buy a lottery ticket from the lottery booth. Take the pen and mark your 5 luckiest numbers.
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Back at the crossroads, observe the letters and numbers in the previously blank space. You must connect the dots to draw in the rest of the scenary. Hold down the left mouse button and drag the cursor from one dot to another. For example, draw a line beginning at A1–A2–A3–A4. You must go in numerical order for each shape (denoted by letter), but the lines don’t have to be perfect. If you miss a dot, you can retry from that place. The shapes span the ranges of A1 to A4, B1 to B4, C1 to C24, D1 to D3, E1 to E2, F1 to F2, G1 to G3, H1 to H2, I1 – I2, and J1-J2. With the drawing complete, you can now access the right path.
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The stores are closed, and once again someone is blocking the path. Say, wasn’t there an article about how to deal with this situation? Time to find a stick.
Return to your bedroom and set your alarm clock to something other than one of the bus arrival times and go back to the bus stop. Now the area is clear and you can move > into the forest. Pick up a stick from the trash on the left, and return to the storefront to politely move the zombie.
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Now in the town square, click on the cafe’s entrance. Talk to the barista to learn of a potential stalker. Eh, it’s probably fine. Pay for your coffee to end the day.
Undead Girl
Move to the right until you come upon a man. You cannot pass him, so turn around and go left, beyond your starting point until you find a ghostly spirit. Take the knife and go back to the man.
After your suprise attack, continue moving to the right until you reach a group of people whispering. After listening in, travel left, beyond where you started and obtain a sausage link. Continue left until you reach a campsite and feed the dog. Make your way back to the group of people to see that they have been chased away by the dog. Continue onward until you are ambushed.
When next you wake, you find yourself in a…concerning…situation. Jump out of the bathtub, and head upstairs. You’ve made it out of the house, but you’re not out of the woods yet ;). Move left until you see the ghostly spirit again. Now controlling the spirit, return to the house and take revenge. Well, that was short-lived.
Back in control of the woman, move right until you pass the graveyard, then turn around to discover that the killer is still alive and searching for you! He has a set movement pattern, so wait behind the trees while he passes, then continue on left.
On the next screen, cross the bridge and at the sign post you can switch to the lower path and move right to cross under the bridge and go onto the next screen. Continue moving right to make your way through a cemetary, eventually reaching an open grave. Upon witnessing your ghostly conspirator (con-spirit-or, if you will) float into the grave, jump in after her to finish the chapter.
Wednesday
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Check the body and remove the flesh-eating worms.
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Give the construction worker the worms and take the shovel. Go back to the area with the worms, and use the shovel on the outlined ground. Take the rock and return to the window on the starting screen. Break it with the rock and pick up a shard of the broken glass (It won’t hurt you this time, promise!). Return to the body where you got the worms, and use the broken glass to open its eyes.
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Now in your apartment once again, click on the alarm clock to turn off the alarm. Dang, you seem pretty accident-prone. Take the wire from the clock and go to the kitchen. Check your objectives on the fridge:
1. Drink coffee.
2. Visit the Good Sleep Clinic
Open the cabinets to find your coffee mug, then place it on the table. Take the coffee pot and fill up the mug. First objective: complete. But wait, with the alarm clock broken, how are you going to get to the clinic when you can’t adjust the time for bus arrival? A problem for later. Leave your apartment.
Uh oh…perhaps the cafe barista’s worries were warranted after all…
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Talk to the lottery booth attendant to get more details. A serial killer?! It’s wild around here.
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At the bus stop, talk to the smug-faced stranger and he’ll offer to sell you a pocket watch for a shiny coin.
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In the forest, pick up a key lying in the pool of blood. Gross…but perhaps this key belonged to the cafe barista?
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At the storefront, “Mark’s stuff and things” is open. Go inside to window shop if you like.
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In the town square, use the key to unlock the cafe. Inside, pick up the crumbs left on the foreground table. Back in the square, feed the crumbs to the pigeons and search the fountain for a couple of coins.
Return to the bus stop to buy the pocket watch from the smug-faced stranger, then check the message board for Wednesday’s bus times. They are 5:13, 6:38, and 7:17. Click on the watch in your inventory and set it to one of the bus arrival times.
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Alright, we’ve made it to the sleep clinic! Each mannequin waiting in line mentions a different time, presumably in reference to the clinic’s business hours. However, attempting to set your pocket watch accordingly ends up breaking it. Seriously, you’ve got terrible luck! Oh well, the clinic is open now. Go inside and try to enter the door to Room 2. After being admonished by the the patient ahead of you in line, talk to him again. Now fully rebuffed, leave the clinic.
Well, this is different. Perhaps you have noticed this spider crawling about at various points? Now controlling her, hunt down 3 flies and crawl off past the edge of the screen. While offscreen, move up until the spider reemerges from a more distant perspective. Guide her into the drain on the left. You will now have regular control of the mouse again.
Reenter the clinic and greet the new patient sitting outside Room 2. Click on the door and…Oh dear. Well, at least we get to move up in the queue. Click on the door again – still not our turn. Read the newspaper on the table, then use the pocket watch as a pendulum to hypnotize the other patient.
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Hypnotism vision! Note the numerical keypad outside the doctor’s office.
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Outside the clinic, search the trash can and retrieve a set of car keys and several pieces of paper, each marked with a unique number. They are 8, 2, 4, and 3. However, this is not the correct sequence. How do we figure it out? If you have played Faded Stories: Greenberg, you might remember using a code including these same numbers. They were also described as a kind of “universal” code. The correct sequence is 4832. Enter it on the key pad outside of the doctor’s office. Click on it to retrieve a broom, which happens to have a stick, which means…
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Back outside the clinic, politely sweep the zombie to the side, and use the car keys to unlock the previously blocked car.
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The doctor will see you now. Go inside Room 2 and tell the doctor about your bad dreams. Bedside manner lacking, he instructs you to drink milk and listen to calming noises before bed. Take the Rain Ambient tape off of the desk. Leave and own up to hypnotizing your way to the front of the line. Leave the clinic and board the bus. Head back to your apartment, checking on the lottery booth attendant on your way if you like.
In your kitchen, check the note on the fridge to find a newly added objective:
3. Drink milk before bed.
Doctor’s orders! Open the fridge and take the milk, which will end the day.
Staring Contest
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Talk to the man at the Staring Contest booth. Apparently you’ve already participated too much.
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How convenient, an Optician office! Surely they can level up your eyes. Inside, talk to the clerk at the counter and participate in her bizarre test. Try on your new glasses.
Talk to the strange-looking fellow in front of the cafe to learn more about the story. From there, turn around and walk until you see an arrow indicating the next area. Observe the zombie with a prominent eye nearby and that an item can be used on it. Go to the next area.
At the fork, continue straight ahead until you get to the next area. There, go to the right and talk to the Staring Contest man, only to be rebuffed once more. Turn around and go across the square to speak to another odd-looking person. He laments your exclusion from the contest, but might be able to help you if you get him a drink. Go back to the previous area and return to the fork in the road at the far side. Go through the passageway and hug the right wall until you find a door. Enter and take the shoes inside, then leave.
Outside, move straight forward and turn left into an alley. On the barrels next to the duck is a bottle. Take it and note another zombie standing in front of a door. Also take a moment to admire the chickens. When you’ve got your eyeful of cute, go back to the fork in the path, turning left and transitioning screens.
From here, move straight forward to the opposite side and enter the door. Talk to the man and trade the shoes for a rusty fork. Note the bottle next to the rat for later, then leave.
Remember the zombie with the prominent eye? Go up to it and use the rusty fork to take that eye. Then return to the area with the chickens. Give the eye to the zombie in front of the door, then go inside and pick up some rat poison on top of the dresser. Leave and return to the strange-looking fellow outside the cafe, next to the Optician’s office. Something about them is so mesmerizing…Agree to trade the rat poison for cheese, then give the cheese to the rat and pick up the bottle.
Return to the area with the Staring Contest booth and go to the nearby zombie. Take the hammer from its head, then go to the chicken area. On the right wall is a tomb that appears to be crumbling. Use the hammer to break it open and take the key. Go into the hallway where you got the rat poison and use the key to unlock the door at the far end. Move forward to the third tomb on the right wall, and take the brain. Ignore the creepy eyeless zombie girl for now, and go back the the Optician area. Move straight-forward and go inside the door on the right wall (it’s easy to miss). Give the brain to the zombie on the left, leave, and go back inside. Past where the zombie was, go into the room and take the bottle. Give the three bottles to the odd-looking man near the Staring Contest booth, and he’ll give you a pair of glassy eyes. Talk to the Staring Contest man to learn that the rules have changed to only allow kid participants. Hey! You know one…
Go back to the creepy eyeless zombie girl, give her the glassy eyes, and let her see how she looks in the mirror…Turn back towards the exit, and take the pocket watch from the third tomb on the left (near the exit). Use the pocket watch to hypnotize the creepy eyeful zombie girl. Now in control of the zombie girl, go participate in the staring contest.
Friday
Full Moon
And that wraps up our share on Faded Stories: Full Moon: Fade Stories: Full Moon Walkthrough. 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!