Just Adventure original
In the Shadow of the Raven Walkthrough

Walkthrough by Tally
Ho
The cursor has three modes:
Action, Look, and Take. Use the right mouse button to toggle the
modes.
Severin wakes up in the forest
after the introduction. Look at everything. Exit the area to the
right. Inspect the tree and take the Bark. He
says, "Could it be the Skin of the Oldest Sib?" That’s
a clue. remember it. Continue to the village, and talk with the
guard. Take the Nail from the right-hand wall.
Return to the forest. Look at the old woman, then talk to her. Is
she funny, or what? She gives Severin a recipe, which appears in
inventory, if you need to review it. Go north, to the river. Pick
up a Stone, and take the Branch high-up
on the tree. Return to the large tree where you took the bark,
and use the branch on the stone. It breaks into stick and
needles. Return to the forest, and use the stick to take
some Resin. Open inventory. Combine the Bark,
Resin, and Needles. You have the Salve the
keeper needs. Give it to him, and he is incapacitated, but still
won’t let you in. Go to the Hill and combine the stone and scarf
in your inventory. Use the Sling to dispatch the Keeper. Enter
the village. Take the Rake on the way in.
Talk to the goat if you like.
Talk to the woman. She wants a bucket of water, but there is no
crank on the well. The Blacksmith is no help. You are not welcome
in the Tavern; too young-looking. You are just barely welcome in
the Shop. Look at everything. When you exit the shop, a Horseman
speeds through, and drops an Artifact. Pick it
up.
Go between the pink house and
the shop, and find an old building. Use the Nail to dislodge the Coin
from the Wall. Go behind that building and talk to the
Farmer. His old nag refuses to plow the field. Return to the
Village. Enter the shop and use the coin to buy the Horse
Mask. Leave the shop, and enter the Pink House, and take
the Makeup. (There are multiple direction-arrows
here, use the one that points to the right.) Combine the makeup
with the horse mask. Cute! Go to the farmer, and use the mask
with the horse. Hee-Haw!! After you stop laughing, take the Bean
Soup. Examine the (rake) pitchfork in
the dung-heap. Gee, it’s a brand-name Pitchfork. Try to take it.
"Even Rambo couldn’t do it." A Horsefly comes in and
breaks the handle for you. A "Thorn"
is revealed.Take it and return to the Village. Go to the
Blacksmith shop. Give him the Rake and ask for it too be forged
into a Crank. The Bellows aren’t working. Borrow
the hammer from the hook on the wall. Now,
replace the hammer. Use the Bean Soup on
Severin. He "fans the flames" and the Crank appears in
the inventory. Go to the well and use the crank (winch) to raise
the bucket. Give the water to the woman. She tells you she lives
in the Pink House. Enter the Pink House. Talk with the woman,
Take the Pink Ribbon hanging on the left side of
the Cabinet. In inventory, combine the ribbon with the Artifact.
Wear it around your neck as a talisman.
Exit the house. Important: Pick
up the small stone just right of the well. There
is another exit to the far left. Take it to the mill. Take some fragrant
hay. There is a path to the left, but nothing to do
there. There is a path to the right; a Lookout. You can see the
forest, dark and deep. The bridge is demolished. The tower looks
fascinating, also the sea is visible. Oh, Pirates, maybe! Return
to the village. Go between the Tavern and the Pink House. Take
the Rope. Give some hay to the horse to distract
her. Take her Tail. Yikes! Don’t try that at
home. Exit the scene to the right. Return to the Marketplace, and
look down the Well. The Raven appears – "nevermore" a
good sign.
Yaaaaaahh! Severin falls in the
well. Follow the corridor, and enter a room where Severin takes a
short nap After the dream the Raven appears again. Upon wakening,
the chair collapses. Pick up all four legs. The
ladder is missing a rung. Repair it with a leg from the chair.
Overhead, you find a Sail, and a Hutch. (By the way, you are
inside the old building where you found the coin in the wall.)
Use a chair leg to dislodge the
chest (hutch.) It only works if you have the stone in your
possession. The chest flies out the window, and a Dagger falls
to the floor below. Retrieve the dagger, and exit to the village.
Talk to the old man, Greybeard. Take his cane. Go to the
farmhouse (where you found the rope) and see the Fakir charming a
snake. Use the Artifact to hypnotize the snake.
Pick up the large basket, and take the Fakir’s glasses.
He is chased away by the snake, and drops his pipe.
Take it. Why, I’m not sure. It never gets used.
Go back to the Village, and go
left, up the hill to the mill. Talk with the Miller, and get
permission to go inside. Climb the ladder, and repair the
wheel with a chair leg. Pull the lever
to start the machine. See an object fall from the vane. Go
outside and find the Chest (Hutch.) Open it with the Dagger. Look
in the chest to take the fabric.
Return to the village and talk
to Greybeard. Oops, ashes to ashes. Ah, well. Return to the
forest, where you saw the Old Woman. Use the stick to take some
more Resin.
Go into the Tavern. Combine the
Resin with the Horse’s tail, and use the beard
on Severin. Use the Glasses to complete the
disguise. Look at all the patrons, and talk to the Bartender to
buy a beer. Talk to the Seer standing in the doorway. Automatic
scene takes you through the night and another dream.
Now, the small house left of the
well is opened. Visit the Tailor, talk to him. (Automatically)
give him the Cloth and the Thorn. Exit the Tailor’s house, and
re-enter. Now the cloth is suitable. Combine the rope
with the basket and the cloth
to create a hot-air balloon. Climb to the
lookout point near the Mill. Use the Glasses on the Hay in
inventory to start a fire, making hot air. Severin lands in a
frog-pond. For fun, catch the frog on the near side. Catch five
more for a total of six. (Just for fun; it is not necessary to
have any frogs to complete the game.)
Exploring the the area to the
right reveals the broken bridge. To the left, however, is a
farmhouse and a fisherman. Examine the door to hear someone
trapped inside. The fisherman is very unfriendly, and will not
loan his boat. Take the piece of driftwood,
found at the far bottom left of the screen. Exit behind the
barns, and discover a catapult and a cave. Look at the catapult.
Next to the skull is a small quantity of grass
to take. To create light in the cave, combine the grass with the
driftwood. Go back to the fisherman’s area and light the torch at
the fisherman’s cooking fire.
Explore the cave. Find the Rusty
Key and the Fishnet. Return to the
house. Unlock the door with the key. Talk to the boy. He is
hungry. Use the net to catch a fish. Give the
fish to the boy. Exit the scene either to the frog-pond or the
catapult, and return. Now the boy is asleep. Exit the scene and
return again.
The boy is awake and will talk.
The boy describes a Medicine Man in the
Mountains. Get the boy to help with the catapult and Severin
lands in the mountain. Take the mask, and talk to Monika. Ask her
about the god of the mountain. Tell her you don’t understand. Ask
her about the path. Then about the medicine man. Pursue the
conversation until she tells of a telescope high up on the cliff.
Push the large rock closer to the cliff. Climb the Liana to reach
the cliff. The spirit gives you a bunch of philosophy, and a silver
key. Pick up the key. Take the Binoculars.
Open inventory and look through the binoculars. See the Cannibals
coming. Low IQ’s and empty stomachs. Eeeek! Climb down and talk
to Monika. She asks Severin to warn the villagers. Exit to the
left.
Talk to the boy about the
cannibals. He has a plan to frighten the fisherman. It works! Go
to the small boat. Take a Reed before departing.
Use the boat to reach the Pirate Ship. Talk to the Pirate until
he jumps in the ocean in despair. Jump overboard yourself, and
use the Silver Key to open the Chest. Look in the chest, and you
will receive a bottle and the half-Artifact.
Return to the ship.
Give the bottle to the drunken
pirate. He jumps in. See the four shields hanging on the near
side of the ship? Look to the left of the shields to find one
hanging on the other side. (It’s hard to see.)
Take that shield and hang it on the hook. Use the Magnifying
Glass, and you are at the controls of a deadly ray. The
mouse controls are confusing, because the lens reverses the ray.
Want it to act more normal? Turn the mouse 90° to the right (so
the buttons are to the right) and it will feel somewhat more
natural. Left-right are still reversed, but forward-backward are
correct. You need to aim it at the wooden part of a
cannibal-boat, and leave it there, no need to click a button.
After a few seconds the boat will break up and sink. Sink all
three cannibal boats, and Severin will automatically go to the
cannibal’s island, bound to a stake.
SAVE YOUR GAME BEFORE
DOING ANYTHING ELSE.
Look at everything.
"Use" the stake, and Severin will be free. A long
auto-sequence unfolds. You must shoot the Sun Target. Or the
beefy cannibal.
Now, my friends, I regret to say
I have been unable to finish the game. It is necessary to shoot
the big guy, and all my attempts have been unsuccessful. To the
best of my knowledge, this is what happens after shooting the
large cannibal:
The Chieftain ends up in the
water instead of dead in a hole in the ground. Talk to him and
say good-bye. Stand on the bridge, go left, and find a bundle of
clothing near the bush. Change into the monks habit, then cross
the bridge on the right. Go into the bar and talk with the
proprietor, then more to the right, finally find a house with a
green roof. Enter, and in the passageway, find it blocked with
stones. Use the artifact to dislodge the stones, and the way will
be open to the Monastery. Severin ends up in the forest where the
story began. As I said, I have been unable to play this final
part, and produced this information by translating a German
walkthrough.