My Brother Rabbit Walkthrough
My Brother Rabbit is Artifex Mundi’s wordless hidden-object adventure: a little girl falls ill, and her brother imagines their toy rabbit’s journey to save a sick flower through a surreal painted world. This walkthrough covers all five parts and every collection in the order the game asks for them.
How the game plays
Point and click. Left button acts, right button cancels. The menu is the icon top left. There is no inventory: items you find are counted towards the current task, shown by the icon in the top right corner. A blue icon means you already hold part of the item; grey means parts are missing; the dots under it show how many remain and fill in as you find them; the pointer below shows where the item is needed. Saves are automatic. You can collect freely in any order; this guide gives one sequence and where every piece hides.
Part one: the burrow
After the opening film, a short tutorial. Click Rabbit and he points at a lever; turn the lever on the right wall and a mechanical helper comes through the door. Pick up the berry-like thing that rolled down the hatch and put it on the helper’s tray. Open the wall cupboard, take the bottle and set it in the niche on the robot’s side: picture clues for what comes next. Rabbit rushes for the exit and slides down the ladder, which is missing rungs.
The lift
Pick up the key Rabbit dropped and open the lift mechanism door. Zoom on the panel: four straps needed. Zoom out, open the wall cupboard, take the razor, cut straps from the balloon and the kite on the shelf, open the book and cut the third strap used as a bookmark, open the door on the right for the fourth from the boot. On the panel, connect rollers of the same colour with straps so every roller turns. The lift arrives.
The rungs
Take the toy horse as a rung. Open the wardrobe, knock the coat and hat to the floor, take the barbell. In the lift, plug into the pink socket (lower), take the block from the box; plug into the upper socket instead, put the log from the floor into the woodworking machine, press the button, lower the blade, take the block. Up to the room and fit the rungs. Rabbit climbs out and finds the sick girl, who needs the hospital.
Preparing the balloon flight
Balloons
Take two balloons, go down the burrow for another, down to the cellar: upper socket, lid off the barrel, balloon. Up and out. One screen right, take the hammer and break the brick wall. Balloons: behind the wall, by the house, on the carrot on the right, and the one holding up a basket. The basket falls; take it, hang it on the hook, put three stones in it, take the balloon from under the lifted glass dome. Click the arrow right: the way needs three ice lollies. Left, tie the balloons to the basket; it lifts, but more is needed.
Ice lollies
Pick up the fallen coin, put it in the machine, take the first lolly. In the burrow, open the fridge for the second; in the cellar, upper socket, open the freezer for the third. Out, right, use the lollies on the device, go right. Click the stone screen on the lake shore: missing puzzle pictures.
Puzzle pictures
Take the picture on the stone, go left; two more on the house screen; left again, one on the steps, one on the mushroom stem. Burrow, lift, cellar, lower socket, open the briefcase for the last. Back to the lake and lay them on the stone panel. Form the picture from the squares. The watering can pumps and a rainbow lands on the house. Take the caterpillar and set it on the leaf covering the house’s door; it eats the leaf. The gate is a ladybird’s wings, missing two spots.
Ladybird spots
Burrow, cellar, lower socket, first spot. Out to the lake; open the straw hive: to fill the jar with honey you need five flowers.
Flowers
Pick the first flower, go left; second by the house; two more by the basket. In the burrow, open the tap, take the glass from the table, fill it at the sink, water the pot, take the fifth flower. Back to the lake, flowers in the jar, open the hive, take the honey, pour it into the watering can over the door, go into the honey house. The second spot is the lens cap of the projector, which needs seven bee-lamps.
Bees for the projector
Draw the curtain, take the first bee off the screen; look through the telescope and take the second off the Moon. Outside, one on the stone by the lake; left, two more; left, the sixth by the basket; burrow, cellar, upper socket, seventh from the box. Back at the honey house, bees into the projector, slides in. Take the cap, watch the film. At the ladybird house, place the spots symmetrically and the gate opens. To fly, start the machine in the tree, which first needs ten butterflies.
Butterflies
Two on the basket screen, two by the house, three at the lake, one in the box on the cellar shelf. One from the pump in the honey house: move the tube to the top hole with the button and press the pump handle. For the last, start the mechanism in the house, gather its missing parts from the same screen and fit them. At the tree, set the butterflies on the bars, look inside the mechanism: five parts.
Parts
One on the basket screen, one in the burrow, one in the cellar, one fished up through the telescope in the honey house, the last from the bird’s beak there after opening the cupboard. Fit them, solve the pipe puzzle, turn all the coloured valves and water the balloons. Rabbit and the girl take off.
Part two: the crash
The balloon hits a storm and lands hard. Click Rabbit: to cut the tangled cords he needs five sawyer beetles. One in the glass tube, one behind the chair, one behind the loose board on the ticket booth, one from the flask opened with the machine’s lever; work the lever again for a flask with the door handle, open the booth door, fifth beetle from the coat pocket on the hook. Use the beetles on the cords. The door needs three keys.
The door
Take the lever from the glass tube on the tree, fit it to the machine, work the levers and take the first key from the flask. In the booth, move the sleeping cashier’s paw off his chest, open the toolbox, take the pliers, cut the chain on his neck for the second key. Unroll the poster for the third; note the drawing in its corner: scissors, bottle, syringe, plaster, capsule. Keys into the lock, turn the discs to set the symbols. Rabbit goes through.
The hatch: ten spiders
Two in the examination room; right, click the dozing fisherman and take the third from the hook; two screens left to the booth: work the levers to lift the flask over the fourth; fifth from the tree tube; sixth off the booth roof; inside, seventh from the web, eighth from the gramophone (press its button), ninth from under the cashier’s cap, tenth from the poster. At the hatch, set the spiders on the spinning circles of their colour and go down.
The cellar
Open the cupboard, take the watering can, fill it at the tap, water the glowing plants: light. Click the generator: five crystals. Open the cupboard with the watering-can picture for the spade and dig crystal 1. Upstairs, the cupboard behind the dozing doctor, crystal 2. Right, off the roof of the jetty house, crystal 3. Two screens left, take the pick from the bear’s rucksack and cut crystal 4 from the rock. In the booth, screwdriver from the toolbox, unscrew the box on the left, crystal 5. In the cellar, set them, click the generator and repeat the lighting order three times: 4 1 5 2 6 3, then 3 6 2 4 5 1, then 2 4 6 1 5 3; turn the handle. The doctor presses a button and a scanner lowers. Upstairs, the safe needs four discs.
The safe
Disc 1 from the box above the door. Cellar, wall cupboard on the left, disc 2; note the drawing inside its door. Up and left, disc 3 from the pipe on the booth roof. Two screens right, set the machine’s levers to the drawing from the cupboard door, press the centre button, disc 4. Set the discs on the safe and turn them to the poster’s order: scissors, bottle, syringe, plaster, capsule. The scanner needs five pens for its recorder and six cables.
The scanner
Cable 1 from the pipes above the scanner. Cellar: press the button, open the bonnet of the car that arrives, cable 2, and pen 1. Up, left: cable 3 from the booth pipe, pen 2 from the gnome’s hat, pen 3 from the tree tube. In the booth, pen 4 from the toy, cable 4 from the lamp stand. Right, open the safe; note the drawing on its wall; turn the regulator on top, pen 5 from the shelf; turn again, take the ice pick from below, break the ice, cable 5. Right, set the machine’s figures, press the button, cable 6. Pens into the recorder, cables in. Match pairs of microbes with the same symbol and find the hostile one; assemble the X-ray from its pieces. Take the printout and give it to the doctor: only treatment across the sea will help. Rabbit pushes the girl’s chair to the jetty. The jetty house door needs seven pipe sections.
The jetty
Pipe 1 in the water by the fisherman’s jetty; pipe 2 from the lever machine, set to the drawing in the safe; pipe 3 on the wall behind the doctor; pipe 4 in the safe; pipe 5 under the glass dome at the booth; pipe 6 in the cellar by the tap. Take the lever from the doctor’s desk, fit it to the control panel, start the trolley with the left lever and snatch pipe 7 off it with the right at the right moment. Build the pipeline on the jetty wall and go in. Gather the parts on screen and fit them to the ship by the drawing on the wall. They sail.
Part three: Moose Falls
The ship stops at a waterfall. A moose can carry it over on his antlers, summoned from a locked house: five mushrooms. One in the hanging cage; two on the water-wheel screen left of the house; one by the tree at the railway dead end; one in a niche in the tunnel wall. Set them, push all the mushrooms out of their slots (press the sixth and fourth), go in. Summoning needs seven lilies: one under the stool inside, two at the waterfall, two at the water wheel, two at the dead end. Lay them on the mat; a meditating hologram moose hints where another wheel blade is.
The water wheel: six blades
Two at the waterfall, two at the dead end, one by the moose’s hint (turn the wheels’ coloured segments the right way), one in the cupboard in the signal house. Fit them; a house lowers. Take the moose head from the branch, set it in the door slot, go in. The computer needs three leaf-discs: place the mushroom weights on the scales as shown for leaf 1; leaf 2 from the tree by the moose house; leaf 3 in the signal house; leaf 4 from the cellar hatch cover at the dead end. Discs in. Move matches to make the sum, turn the disc to roll both balls into the leaf’s holes, colour the picture, and note the symbols.
The mechanical moose
At the dead end, set the symbols on the tree trunks over the tunnel in the order from the monitor. Down into the cellar, light on. Open the chest of the mechanical moose on the stool, take his heart, put it in the robot moose on the rails. Take the axe from the floor, break the boards over the shelving, take the arm and fit it, then the circular saw from the shelf, click the robot. It drives out. Lay two rails on the sleepers, click the robot: it cuts the roots of the floating tree. Click the tree: five capsules. Two in the cellar, one in the lantern over the moose house door, one in the cupboard inside, one from the stand in the signal house. Left of the moose house door, a vat with pipes needs nine seeds: one in the moose house window, two inside, one at the waterfall, one in the signal house, two at the dead end, one in the robot’s cellar, one under the floating tree once the capsules are placed. Seeds in the vat, take the elbow from the house, fit it to the pipe, turn the tap: a stair grows from the seeds. The device deep in the moose house needs eight gears: one on the terminal, one from the scales with an extra mushroom weight; outside, draw the curtain in the tree niche right of the door, take the knife, cut the bag, gear 3; right, open the mechanical moose lying at the waterfall, gear 4; gear 5 from the signal house window, gear 6 from its pot; in the robot’s cellar pull the ringed chain, gear 7; up the grown stair onto the tree-house trunk, open the lid in the branch, gear 8. Set them so the chain drive runs. A dismantled ship-carrying moose lowers. The door at the top of the stair needs six jigsaw pieces: on the mechanical moose’s body, under the computer, on the tree-house trunk, in its niche behind the little door, in the signal house, on the boat at the dead end. Arrange and assemble them, open the door. Gather what is on screen and lay it on the metal moose head. Five keys: one for finishing the head, which lowers and joins the body; one in the cupboard before the head room; one in the bird on the branch; one in the cellar cupboard; one on the flagpole at the waterfall. Set them in the moose, press “3 to the right” until the manipulator has wound every mouse. The moose carries the ship over.
Part four: under the sea
The ship sinks in a storm. Touch the glowing mushrooms in order and climb the ladder they reveal; look through the telescope and focus to see where the girl lies. The panel on the right shows a four-screen blueprint, two screens live at a time; place every part of the project.
The project
Screens 1 and 2: move the wheel and a propeller blade from 2 onto the pedal glider on 1; on 2, put the sail piece on the sail blank; from 1 move the road tile and a sail piece to 2. Screens 2 and 4: a sail piece to 2. Screens 3 and 4: open the chest on 3 with the key from 4. Screens 1 and 3: the bent tile from 1 onto the anvil on 3, hammer it flat; unscrew the screw on 3 with the screwdriver from 1; move two blades, the seat from the chest and the handlebars onto the glider on 1. Screens 3 and 4: the repaired tile onto the track on 4. Screens 1 and 2: sew the sail on 2 with the needle from 1, move it to the glider. The project works.
Take the tile off the wall and lay it on the track; take the ornament from the right panel, set it in the slot on the left door and go down underwater. The submarine door needs five starfish: on the hull; on the island’s stone bottom; on the telescope platform’s end and on the hatch cover; in the glider room. Lay them on the door and turn: star 1 once, star 4 once, star 3 twice, star 2 four times, the centre twice. On the telescope platform, click the path over the door: eight shell steps. In the glider room, wind the winch to lower the glider; shell 1 on the floor, shell 2 from the jug broken with the sceptre, shell 3 behind the deep corals, shell 4 in the corals bottom right; underwater, shell 5 on the central weed, shell 6 on the lower corals; shell 7 in the submarine; shell 8 in the telescope. Set them, go up, take the plate off the wall onto the track. The turtle shell needs three turtles: in the glider room’s left cupboard and right corals, and in the submarine’s porthole (turn the sonar handle). Set them: press the syringe plungers of yellow, red and blue to fill the adapter with the colour of the turtle before it and bring round the matching turtle; blue and yellow make green, red and blue purple, red and yellow brown. Take the hook, set it in the hatch slot, go up. The door needs nine pairs of eyes: one on the top platform; on the lift platform, one on the track and one in the shell on the left; one in the shell on the telescope platform; one in the snail in the glider room; underwater, one on the column and one on the submarine; two inside the submarine. Give each pair to its creature and the door opens.
The pedal glider
Lowering the glider asks for six spokes: underwater, in the right shell and on the right column; on the telescope platform, give the shell-crusted bone to the two greedy fish to clean; in the submarine; on the lift platform, arrange the leaves into the fish skeleton and take it from the hatch; on the top platform. Fit them in the wheel; the glider moves to the telescope platform. The propeller lacks three blades: set the trumpet fish under the coral tube, move the cork from the left coral to the centre, take the blown-out blade; underwater, push the trumpet fish under the awning for one from the sand; in the submarine cut the polyps with the knife, open the box. Fit the blades and the seat; Rabbit sits. Up to the workshop on the top platform, assemble the lift motor from the scattered parts, go out and click the fishing reel: the hook lifts the glider up. Pick up the roll of cloth by the workshop wall, hang it, click it: eight hermit-crab shells. On the lift platform; on the telescope platform; on the coral and in the cupboard in the glider room; in the chest underwater (catch the passing swordfish with the key) and in the case on the sand; in the submarine; on the top platform. Lay them on the cloth for the sail, fit it. The glider on its pressure plate raises a control stand: ten pearls. On the telescope eyepiece up top; on the shells and on the jellyfish on the lift platform; on the railing of the telescope platform; in the cupboard and above the corals in the glider room; in the shell and the coral underwater; under the patch on the stool (knife) and on the porthole in the submarine. Pour them into the stand’s vessel, build the pearl pipeline, the barrier drops and Rabbit pedals off.
Part five: the island of broken clocks
Rabbit lands and finds the girl, and watches a two-legged Yummy rise in a bubble. Left screen: take the spade, dig at the cross. Five hourglasses. Right screen: pull down the pirate flag, note the graduations with symbols on the pipe; left, move the rings to set the same symbols on the same marks. Hourglass 1; open the box on the left, 2; 3 from the wall clock in the centre. Right: 4 from the pipe, 5 behind the graduated pipe. Set them and slide the clock-picture tile to the right. Take the paper plane to the slot on the left device; when it nears the hole on the right, click the Yummy so it jumps aboard; three Yummies. Out of the lower hole the plane knocks off a lid. Follow it to the right screen (Steam achievement). On the right, the painting needs six beetles: right screen, on the pipe on the right and in the pipe at the top; left screen, between the stones below, by the stone bottom right, on the bent big clock hand, and in the open box, which needs the skull’s teeth collected and set. Place them by domino rule, matching the dots on the wings; a niche opens. The bubble machine needs five parts: right screen, in the torn boot and in the painting’s niche; left screen, on the rock, by the pipe the plane uncapped, in the casket in the open box. Fit them and repeat the symbol sequences: 1 2 3 4, 3 4 2 1, 4 2 1 3. Rabbit and the girl rise in a bubble.
The cart
The nest needs five eggs. Top screen: take the knife from the hatch, cut the thorns on the ladder, go down. Right: under the ladder brackets, under the bent dial. Left: by the stone on the right, among the stones by the wall clock, in the saucepan. Eggs in the nest, take the key, open the chest. The cart needs four wheels: in the chest; right screen, in the barrel and by the green bottle; left, on the stone behind the green plant. Fit them; Rabbit rolls into the lift.
The lift
The clocks on the screens show different times. The right screen’s dial needs four graduated tiles: right, on the stone above the bent dial; left, on the stone by the red-rimmed dial; top, in the chest, and the one used as the cart’s prop. Fit them and set the hands in turn to the three clocks’ times; a niche opens above. Six stamps: top, in the chest and behind the clock on the left; right, in the niche behind the opened grille; left, in the box in the sand, under the dial on the left, in the box (open the lid). Place them and click each until it matches the stamp at the side. The lift rises. Pick up the hand, set it on the dial, arrange the objects, turn the hand to II, arrange again, to III, arrange again. Rabbit carries the girl through the cemetery gates.