Mar
Snufkin: Melody of Moominvalley Walkthrough – Part 1 (Harmonica, Saving Sniff, Park 1)
Snufkin: Melody of Moominvalley - Walkthrough Table of Contents
Check out our walkthrough of Snufkin: Melody of Moominvalley to find out how to use the Harmonica and get rid of the first park.
Welcome to the Into Indie Games walkthrough for Snufkin: Melody of Moominvalley.
For more information on Snufkin: Melody of Moominvalley beyond this walkthrough, be sure to check the official site here.
Return to Moominvalley
After the intro, you’ll have control of Snufkin. Go north until you reach the cliff and see the sun beyond. Go east from here.
Interact with the bush near here to find a small creature.
Continue east over the trunk and jump across the gaps, following the path to another bush. Interact with this bush and proceed north, then east again.
You’ll finally meet the small creature as you continue east. This gives you the new quest “The Nameless Creature”.
Continue east, then north, then west. Hop onto the stones in the river to make your way to the west.
Talk to Muskrat here and then climb up the cliff.
Once up the cliff, go east to find another river, which has no rocks in it. Thankfully, there’s a pile of rocks to the west of the river. Grab a rock and put it in the river.
Then, grab another rock, jump onto the previous rock you placed in the river, and place the second rock to the right of the first rock.
After crossing the river, go north to find a climbable wall. Grab it and go east behind the waterfalls.
There’s another river-and-rocks puzzle in the next area, but the rocks are on a higher ledge this time. You cannot climb down with a rock, though.
Grab a rock and place it below the ledge. Do this with one more rock.
Then, climb down the ledge and take the rocks one-by-one to the river as before. Cross the river and then push the giant boulder to the north.
Go east and up the slope, then jump onto the boulder and over to the ledge on the other side.
Harmonica and Inspiration
Climb up the cliff wall and go east, where you’ll learn how to use your harmonica. Play the harmonica within range of the ‘friendly old chap’ to be ferried across the river.
Proceed west to find a Creep and try playing the Harmonica within range of the Creep. You can’t charm this Creep yet as you don’t have enough Inspiration.
Go west and you’ll find the green river creature again. Use the Harmonica once again to be ferried west.
On the other side of the river, go west and run through any shaking bushes, which will cause Snufkin to gain inspiration.
You’ll also find a Black Bird – play the Harmonica for it and stop playing when it is ‘aimed’ at one of the shaking bushes on the islands in the river.
If done right, the black bird will fly straight to that bush and deliver the inspiration to you.
After getting inspiration via the black bird, go south and then east, continuing to run through shaking bushes until you have enough inspiration to reach Level 2.
Now push the tree trunk to bridge the river, jump onto the trunk, and jump off on the other side, which brings you back to where the Creep was.
Creeps and Saving Sniff
Charm the Creep with your newfound inspiration and go to the drawing of the Creep to the northeast. The Creep will assume a boosting position, so climb onto it and then the upper ledge.
Continue gathering inspiration from the bushes from here on out. Head north to find a cliff thatโs tall enough for two Creeps.
Go east and play the harmonica for the Creep to the right of the waterfall and bring it closer to the cliff to get it to assume position.
Then, go southwest to where you’ll find a singular rock you can jump down to. Jump down from the rock, and then pick up the rock itself.
Go to the far west, jumping across the gap, and place the rock so that you can climb onto the ledge to the west.
Now climb onto the ledge and play for the Creep hiding in the bushes.
Go back to the east, down the rock, and like before, carry the rock to the other ledge.
Climb up the rock, and provided the Creep has followed you, it will join its comrade at the cliff.
Climb up the two Creeps and proceed west, where you’ll find a tree trunk to push. Once the tree trunk has bridged the river, get on it and cross over to the other side.
Approach Sniff and the spider to gain a new quest, “Saving Sniff”. This is a very simple quest: simply use your harmonica on the black bird and have the bird fly toward the spider.
If done right, this will spook the spider and clear the way for Sniff.
Follow Sniff to the north and east, where you’ll find a butterfly. You can get the butterfly to follow you by playing for it.
As you go north, you’ll hit a fork in the path. Go west, climb up the tree, and play for the yellow bird on the tree to get a bunch of inspiration.
Then, climb down and journey east until you find a climbable cliff. Go northwest and north after climbing the cliff.
Keep collecting inspiration through the bushes along the way, so that you hit Level 3 in your progress.
When you reach the anthill, play your harmonica to have the ants clear the way for you. Of course, you will need to have Level 3 inspiration for this.
Proceed north for a cliff tall enough for three Creeps. Go east from the cliff and look for the Creeps hiding in the bushes.
One is near the white-trunk tree, another is to the east of the central pit, and a third is to the northeast of the central pit.
With all three creeps following you, return to the cliff and climb up them.
Proceed northeast now to find a sign.
Remove the sign to gain inspiration, and then climb up the cliff to the northeast.
Continue climbing northeast and then up a couple of climbing paths to the north.
Remove the signs here and go southwest, hopping across the gaps. Climb up the cliff and go north for the game’s title card.
Then, go east, taking out the signs as you go, and you’ll come across a park.
Park 1
Proceed east and enter the park. In here, remove the three signs to get rid of the park.
Continue east, running through bushes, until you encounter a cliff. Climb down and get rid of the signs in front of the second park.
You will eventually reach the entrance to Park 2, which is locked. Now go southeast to find a red bird.
Head on to the next part of our walkthrough of Snufkin: Melody of Moominvalley here!
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