Snufkin: Melody of Moominvalley Walkthrough – Part 12 (Confront the Park Keeper, Park 5)

Snufkin: Melody of Moominvalley - Walkthrough Table of Contents

Check out our walkthrough of Snufkin: Melody of Moominvalley to find out how to find Moomintroll and get rid of the park past the mansion.

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.


Confronting the Park Keeper

To confront the Park Keeper, head to his mansion as shown on the map.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

At the mansion go up the stairs to find a locked gate. Slightly to the left of the gate, you’ll find a gap in the fence and a climbable cliff.

Climb up to meet Moominmamma and the others.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

After the quest “Confront the Park Keeper” is complete, go east to meet Moomintroll.

In talking to Moomintroll and the others, you’ll learn your objective: to steal the Park Keeper’s key from his mansion.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

This completes the quest “Moomintroll is Missing” and grants you the new quest “Meet Moominpappa by the Theatre”.

Before leaving the Park Keeper’s garden, you can earn an achievement by messing up the garden. Run through all the piles of dried leaves and use your drum to rustle the tall cylindrical bushes.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Finally, exit the garden the same way you came – through the gap in the fence.

Now head down the stairs and go west, across the bridge, to find the theater area. Talk to Moominpappa here to discuss your plan.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

The quest “Put Together a Play” has numerous objectives, but they’re easy to complete.

Begin by going north from Moominpappa to find the Creep band. Help them out by playing each of the instruments you have for them.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

This completes the “Practice with the Band” task, so you can move on to delivering the invitations.

Note that Fillyjonk’s invitation is tied to the task “Find the Costumes”, and these tasks can only be completed in a so-far unexplored area.

Begin by delivering invitations to Snork, Too-Ticky, and Hemulen Bug Collector, who are all marked on the map.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

After this, return to the mansion and deliver invitations to the Police Officers guarding the path next to the mansion.

Next, go up the stairs back to where the Park Keeper is.

After giving him the invitation, it’s time to trek to where Fillyjonk is.

Go down the stairs again and this time, take the path to the east of the mansion, which is now clear.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Take out the signs on the way to the next park.

Park 5

Begin by taking down the sandhill near the park entrance. In the first area, follow the police officer counter-clockwise without actually bumping into his field of vision. Go east.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Stand in the location shown below and use your drum to distract the cop on the other end of the pipe. Quickly run across the cop’s field of view to the right.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

This central area has three exits – we’ll start with the northwest one. Stand near the fence here and use your drum to distract the cop. When the cop is going around the hedge to your location, slip out from the other side and take out the sign.

Remember to run back and hide behind the hedge!

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Now return to the central area and go north past the sunflower patch.

Go east avoiding the cop’s field of vision and take out the sand hills (without alerting either cop).

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Stand on the right side of the uncovered boulder and drag it to the right. Once you’re far enough from the western cop’s field of vision, push the boulder to the right to block the eastern cop’s field of vision.

Take out the sign and return to the central area of the park.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

This time, go south, where you’ll find a locked gate. Go west from this gate.

Here, you’ll find another pipe you can use your drum at in order to distract the two cops. Do so and then run west quickly.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Go south now and you’ll find another pipe you can use your drum at. Do so to obtain a key.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Take the key to the east and unlock the gate here. Remove the sign in this area and get rid of the sand hills, which will reveal another sign.

Get rid of this sign as well.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Move the wooden flower bed to either side now and return to the central area near the other locked gate.

This time, go east, into an area with numerous sand hills. As you’ve learned from the conversation between the cops, one of the sand hills is hiding a key.

There’s only one cop guarding this area, so stay away from him and bang your drum to take out the sand hills.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Grab the key and return to the locked gate.

Go south to find a boulder – roll it to the right and then stand just north of the boulder. This way, when you hit your drum, the cop will not hear it.

Snufkin: Melody of Moominvalley Walkthrough - Part 12

Take out the final sign here to get rid of the park at last.


Head on to the next part of our walkthrough of Snufkin: Melody of Moominvalley here!

This Article was written by: Rahul Shirke