Knight Cats 1: Leaves on the Road – The game’s walkthrough begins with you being Shavan the cat and preparing to stand guard over the town. Cotograd is a quiet and peaceful town. The locals sleep peacefully knowing that the guards are always on watch. In ancient times, a few cats along with their like-minded companions built fortified cities. The martens, notorious for their cruelty and cunning, are mortal enemies of the cats. They live in a small settlement not far from the cat cities. Dogs are also long-time enemies of cats. However, the cats have recently attempted to put an end to the centuries-old feud. When you go in search of the governor’s niece, you find traces of a conspiracy. It’s up to you to find out who has defected to the enemy, uncover the conspiracy, and save your hometown. If you can not pass any of the puzzles or do not know where the items are, on our site you can watch the walkthrough of Knight Cats 1: Leaves on the Road, and learn all the secrets of the conspirators.
Knight Cats 1: Leaves on the Road – Walkthrough
Here you can see the full walkthrough of Knight Cats 1: Leaves on the Road, namely for all chapters, including bonus chapter, in pictures.
- Select scene, receive GUARD’S LIST.
- Take GOLDEN KEY and GUARD’S CLOAK (A).
- Look at book, take METAL RING (B).
- Use GOLDEN KEY (C).
- Play puzzle, receive HUNTING HORN.
- Place HUNTING HORN (D).
- Take SHIELD EMBLEM (D1).
- Place SHIELD EMBLEM (E).
- Take HAMMER and HINGE (F).
- Select door and place HINGE (G).
- Place METAL RING and select (H).
- Take MORNING STAR and SOLVENT (I).
- Use SOLVENT, take GUARD’S BAND and RUBY (J).
- MORNING STAR, GUARD’S BAND and GUARD’S CLOAK on GUARD’S LIST, take GUARD’S GEAR.
- Use GUARD’S GEAR and go (K).
- Select scene, receive SEALED ORDER.
- Take COPPER, LUCY’S BAG, GUARD STATUETTE, and DOCUMENT SCRAPS 1/3 (M).
- Place HAMMER (N) and COPPER (O).
- Select hammer (P) and take GEAR (N).
- Select hammer again (P).
- Take N AMULET (N).
- Place GEAR (Q).
- Restore the mosaic by moving each piece to the correct position.
- Rotate the pieces using the arrow icon.
- Walkthrough (R).
- Take DOCUMENT SCRAPS 2/3 and CANE.
- Use CANE (S), take EMERALD (T).
- Place RUBY and EMERALD, take SEAL OPENER and GOVERNOR STATUETTE (U).
- SEAL OPENER on SEALED ORDER, take DOCUMENT SCRAPS and PIGEON AMULET.
- Place DOCUMENT SCRAPS (V).
- Put the torn document back together again.
- Select a scrap to move it and select again to place it.
- Walkthrough (W).
- Take WITNESS TESTIMONY.
- Give WITNESS TESTIMONY (X), receive FORGED KEY.
- Use FORGED KEY (Y) and select Cat Vision (Z).
- Take HEAVY WEIGHT (A).
- Use HEAVY WEIGHT and go (B).
- Receive HAIRPIN.
- Take MIRROR (C).
- Select doorknob (D).
- Use HAIRPIN and MIRROR (E).
- Play puzzle, receive L AMULET.
- L AMULET and N AMULET on LUCY’S BAG, open it and look at note, take TAILOR STATUETTE.
- Place GUARD STATUETTE, GOVERNOR STATUETTE, and TAILOR STATUETTE (F).
- Walkthrough (G).
- Take MESSENGER AMULET and BUTTON (H).
- Place PIGEON AMULET and MESSENGER AMULET, look at note.
- Take CHISEL and STRAW HAT (I).
- Place STRAW HAT and BUTTON (J).
- Take TONGS and LUCY’S HAIR (J1).
- Receive POTION RECIPE.
- Walk down.
- Use TONGS (K).
- Take FLINT AND STEEL and MAGICAL BASKET (L).
- Use FLINT AND STEEL, POTION RECIPE, and LUCY’S HAIR (M).
- Follow the recipe to make a tracking potion.
- Prepare each ingredient according to the instructions and place them into the cauldron in the correct order.
- Walkthrough (@1): (A-B)-(C-D)-(E-D)-(D)-(D-B).
- (F-G)-(G-H)-(I-J)-(K-H)-(H-B)-(L-B)-(M-B)-(N-B)-(O-B).
- Receive TRACKING POTION.
- Return to Forest’s Edge.
- Use TRACKING POTION (P).
- Select scene, receive BLUE MUSHROOM.
- Look at note, take BRICK (Q).
- Use CHISEL and BRICK, take COIN (R).
- Take SANDPAPER (S).
- Use COIN, take EYE AMULETS 1/3 and MAILBOX FLAG (S1).
- Walk down.
- Use MAILBOX FLAG, take BELLS and GREEN MUSHROOM (T).
- Place BELLS (U).
- Reproduce the melody by selecting the bells in the correct order.
- You can play the melody again by selecting the locket.
- Walkthrough: (1-7).
- Take WOODEN INLAY and STONE BRACELET (V).
- Return to Lakeshore.
- Use WOODEN INLAY, take METAL GLOVES and RED MUSHROOM (A).
- RED MUSHROOM, GREEN MUSHROOM, and BLUE MUSHROOM on MAGICAL BASKET, take BASKET OF MUSHROOMS.
- Use BASKET OF MUSHROOMS (B) and select Cat Vision (C).
- Play puzzle, receive MARTENS’ BROOCH.
- Give MARTENS’ BROOCH (D), receive ROPE LADDER.
- Place ROPE LADDER (E).
- Go (F).
- Take EYE AMULETS 2/3 and STONE TIARA (G).
- Place STONE BRACELET and STONE TIARA (H).
- Take CHEST HANDLE and PAPER (H1).
- Place CHEST HANDLE (I).
- Play puzzle, receive AXE.
- Walk down.
- Use AXE, take BRANCH and CERAMIC TILE (J).
- Use SANDPAPER and CERAMIC TILE, take EYE AMULETS (J1).
- Go (K).
- Place EYE AMULETS, take CRYPTEX and NET (L).
- Use NET (M), receive CODE PART.
- Use BRANCH (N) and select Cat Vision (O).
- Use your heightened sense of hearing to navigate through the Dark Forest.
- Create an unbroken path using every segment of the map once without retracing your steps.
- Select the blue junctions to create a path.
- Walkthrough: P-Q-R-S-T-U-V-W-S-P-X-R.
- Take MAGNET (Y).
- Use MAGNET (Z), take ANVIL KEY and SPINDLE.
- Use ANVIL KEY and look at note, take HOOK and CRYPTEX WHEEL (A).
- Use METAL GLOVES (B) and place HOOK (B1).
- Play puzzle, receive GRAPHITE.
- Use GRAPHITE and PAPER, take CODE PART (C).
- Two CODE PARTS and CRYPTEX WHEEL on CRYPTEX.
- Walkthrough: (D).
- Take GUARD’S BUCKLE and COLORED LENSES 1/4 (E).
- Place GUARD’S BUCKLE (F).
- Take ROUND STONE, HAMMER, and FLOWER ORNAMENT (A).
- Place FLOWER ORNAMENT, take COLORED LENSES 2/4 and HORSESHOE AMULET (B).
- Place HORSESHOE AMULET and look at note, take CODE CARDS and INCOMPLETE FISHING ROD (C).
- Place CODE CARDS (D).
- Arrange the cards in the correct order of the events they depict.
- Select two cards to swap them.
- Walkthrough one (E): (2-5)-(2-7)-(6-2).
- Enter the code from the sequence.
- Walkthrough two (F): (5-7-2-6).
- Take RING OF KEYS and KNITTING NEEDLES (G).
- KNITTING NEEDLES and ROUND STONE on SPINDLE, take SLING.
- Use SLING (H).
- Take STIRRUPS (I).
- Use RING OF KEYS (J).
- Play puzzle, receive MARTEN FIGURINE.
- Place MARTEN FIGURINE, take COLORED LENSES 3/4, REINS, and COMB (L).
- Place REINS and STIRRUPS (M).
- Take SANDPAPER, FISHING HOOK, and DULL BLADE (N).
- Use DULL BLADE, take SHARP BLADE (O).
- Use SHARP BLADE, receive FISHING LINE, take NAILS (P).
- FISHING LINE and FISHING HOOK on INCOMPLETE FISHING ROD, take FISHING ROD.
- Use FISHING ROD (Q).
- Take SPOOL and COLORED LENS (R).
- Place COLORED LENSES (S).
- Arrange the lenses according to the hint.
- Select large lenses to move them to an empty space.
- Select two small lenses to swap them.
- Lenses can only move along the lines.
- Walkthrough: (E-B-A-E-C-B-E)-(F-G-E)-(1-8)-(5-4)-(4-2)-(3-4)-(5-4).
- Take JUG OF WATER and FAIRY TALES (J).
- Use JUG OF WATER and enter (K).
- Take LOCKPICK, CLAY TILE, COPPER BEETLES 1/3, and STAR AMULET (L).
- Use LOCKPICK, take COPPER BEETLES 2/3 and POUCH (M).
- Use COMB and POUCH, take ANCIENT BOOK and BAG OF FIBER (N).
- Place ANCIENT BOOK and FAIRY TALES (O).
- Play puzzle, receive PEDAL.
- Place SPOOL, BAG OF FIBER, and PEDAL (P1).
- Select pedal, take GARNET NECKLACE and TWINE (P2).
- Place GARNET NECKLACE (Q).
- Take OIL and SLEEPING POWDER RECIPE (R).
- Use OIL (S) and select Cat Vision (T).
- Take ENGRAVING TOOL and COPPER BEETLES (T1).
- Place COPPER BEETLES (U).
- Play puzzle, receive CURVED CHISEL.
- Walk down.
- Use CURVED CHISEL and SANDPAPER, take WOODEN PADDLE (V).
- Use NAILS, HAMMER, TWINE, and WOODEN PADDLE, select pieces (W).
- Take ROPE, SCISSORS, and SMOKING PIPE (X).
- Use ROPE, take WOODEN ANVIL and MORTAR AND PESTLE (Y).
- Place WOODEN ANVIL and look at note, take OLD SAW (Y1).
- Use OLD SAW, take MOON AMULET (Z1).
- Use SCISSORS (Z2), take HERBS.
- Place STAR AMULET and MOON AMULET (Z3).
- Move the celestial amulets to their corresponding slots.
- Select the arrows to rotate the amulets along the rings.
- Walkthrough: (C-B-C×2-A-C-A).
- Take TONGS and MODEL PLANETS 1/5 (D).
- Use TONGS (E), take GRINDSTONE and BURNING COAL (E1).
- MORTAR AND PESTLE, SMOKING PIPE, HERBS, and BURNING COAL on SLEEPING POWDER RECIPE, take SLEEPING POWDER.
- Use SLEEPING POWDER (F).
- Select Cat Vision (F1).
- Go (F2).
- Receive RUNES IMAGE.
- Take MODEL PLANETS 2/5, BROKEN CUTTER, and PAINTBRUSHES (G).
- Use RUNES IMAGE and ENGRAVING TOOL (H).
- Take DIAMOND KEY and MODEL PLANETS 3/5 (H1).
- Use DIAMOND KEY (I).
- Play puzzle, receive PIRATE MEDALLION.
- Place PIRATE MEDALLION (J).
- Take GLUE and MODEL PLANETS 4/5 (K).
- Use GLUE and CLAY TILE (L).
- Restore the image.
- Use the arrows to move the clay tiles into their proper places.
- Walkthrough: (P-U-Q-M-W)-(U-Q-S-V-O)-(V-T-R-N).
- Take SHOVEL and PLAYING CARDS 1/3.
- Use SHOVEL, take CRYSTAL BALL (A).
- Use CRYSTAL BALL, take WINDUP KEY and HANDLE PART (B).
- HANDLE PART and GRINDSTONE on BROKEN CUTTER, take BOLT CUTTER.
- Use BOLT CUTTER (C), receive CAVE MAP.
- Use CAVE MAP (D).
- Go (E).
- Take ACID and LOCKED JOURNAL (F).
- Look at scroll (G).
- Use ACID, take PAINT PALETTE (H).
- Place PAINT PALETTE and PAINTBRUSHES (I).
- Finish painting the map.
- Use the letters and numbers to determine the correct brush and color for each area on the map.
- Mix colors by adding numbers on the palette.
- Use the jar of water to clean the paintbrushes.
- Walkthrough (@2): Take paintbrush (A) and use it on: (1-A1)-(D)-(4-A4)-(1-A5).
- (5-1-A11)-(1-A12)-(1-1-A14)-(1-1-A16-A16).
- Take paintbrush (B) and use it on: (1-B1)-(D)-(4-B4-B4)-(4-B8)-(D).
- (1-5-B6)-(7-B13)-(1-B14)-(1-1-B16).
- Take paintbrush (C) and use it on: (4-C4)-(1-C5)-(D)-(7-C7)-(5-C12).
- (1-C13)-(1-C14)-(1-1-C16-C16).
- Solved image (J).
- Take HORSE FIGURINE and VIKING SHIP (J1).
- Use WINDUP KEY and place HORSE FIGURINE, take COLORFUL DISK and MODEL PLANETS (K).
- Place MODEL PLANETS, take FORGED LETTER and COLOR COMBINATION (L).
- Walk down twice.
- COLORFUL DISK and COLOR COMBINATION on LOCKED JOURNAL, take PIRATE EMBLEM.
- Use PIRATE EMBLEM (M).
- Play puzzle, receive ANCIENT COMPASS.
- Use ANCIENT COMPASS (N).
- Take MAGIC CHICKEN LEG, EQUIPMENT LIST, and PLAYING CARDS 2/3 (A).
- Look at note (A1).
- Place MAGIC CHICKEN LEG (B).
- Take MAGIC SKULL and SILVER TROPHY (C).
- Place MAGIC SKULL (D).
- Take CLIMBING BOOTS and SAILBOAT (E).
- Place SAILBOAT and VIKING SHIP, take CLIMBING GLOVES and PLAYING CARDS (F).
- Place PLAYING CARDS (G).
- Restore each image.
- Select a picture part to move it to the correct place.
- Walkthrough: (J-H)-(L-I)-(K-J).
- Walkthrough two: (M×10)-(N×9)-(O×11).
- Walkthrough three: (3-1)-(5-2)-(7-3)-(4-5)-(8-6)-(7-9)-(8-9).
- Take HOURGLASS.
- Place HOURGLASS, take MAGICAL CLOAK and PURPLE DEVELOPER (P).
- CLIMBING GLOVES, MAGICAL CLOAK, and CLIMBING BOOTS, on EQUIPMENT LIST, take CLIMBING EQUIPMENT.
- Use CLIMBING EQUIPMENT (Q).
- Look at notes (@).
- Give FORGED LETTER (R), receive FAKE LETTER.
- Take GLASS PETALS 1/4, METAL RULER, and MUG (S).
- Use METAL RULER (T).
- Play puzzle, receive NAMEPLATE.
- Place SILVER TROPHY and NAMEPLATE, take MAGICAL FERTILIZER and PLASTER TRUNK (U).
- Place PLASTER TRUNK, take CROSSBOW and FISH KEY (V).
- Use FISH KEY, take BLUE DEVELOPER (W).
- Place BLUE DEVELOPER and PURPLE DEVELOPER (X).
- Pour the developing solutions into the tray in the correct order according to the symbol on the instructions.
- Walkthrough (Y): (8-3-1-9-5-10-7).
- Take DEVELOPING SOLUTION.
- Place FAKE LETTER and DEVELOPING SOLUTION, take FORGERY EVIDENCE (A).
- Give FORGERY EVIDENCE (B), receive FISHVILLE SYMBOL and take BOARDING PERMIT.
- Use FISHVILLE SYMBOL, take QUILL and LONG ROPE (C).
- Use QUILL, follow pattern (D).
- Take POUCH OF MONEY and GLASS PETALS 2/4 (E).
- Walk down.
- Place POUCH OF MONEY and BOARDING PERMIT (F).
- Take TICKET (G).
- Give TICKET (H).
- Take GLASS PETALS 3/4 and FAUCET LEVER (I).
- Place FAUCET LEVER and MUG (J).
- Take AWAKENING WATER and STONE BLINDFOLD (J1).
- Use MAGICAL FERTILIZER and AWAKENING WATER, take LOCK FRAME and GLASS PETALS (K).
- Place GLASS PETALS (L).
- Play puzzle, receive GOVERNOR’S PORTRAIT.
- Place GOVERNOR’S PORTRAIT (M) and select Cat Vision (N).
- Take WEIGHTS 1/5 and MAGICAL ARROW (O).
- MAGICAL ARROW and LONG ROPE on CROSSBOW, take LOADED CROSSBOW.
- Use LOADED CROSSBOW and go (P).
- Take WEIGHTS 2/5, GEMSTONES, and LUCY’S FIGURINE (R).
- Look at note (@).
- Place LUCY’S FIGURINE (S).
- Move the governor’s figurine into the correct
- Walkthrough: (T-A1-A2-A3×2-B1×2-B2-B3×2-D3×2-C1×2-C2-C3×2).
- Take STRAIGHT RAZOR and WEIGHTS 3/5 (T).
- Use STRAIGHT RAZOR, take SCEPTER OF JUSTICE (U).
- Place STONE BLINDFOLD and SCEPTER OF JUSTICE (V).
- Take LOCKPICK and UMBRELLA HANDLE (W).
- Place UMBRELLA HANDLE, take EAR TRUMPET and WEIGHTS 4/5 (X).
- Use EAR TRUMPET and LOCKPICK (Y).
- Select Cat Vision (Y2).
- Look at note: take WEIGHTS and TORN SHEET (Y).
- Place WEIGHTS (Z).
- Play puzzle, receive NICHOLAS’ CAMEO.
- GEMSTONES and NICHOLAS’ CAMEO on LOCK FRAME, take NICHOLAS’ MEDALLION.
- Use NICHOLAS’ MEDALLION and look at note, take LEATHER BELT and WAR HELMET (A).
- Use LEATHER BELT (B).
- Take RAKE (C).
- Walk down.
- Use RAKE, take PIANO KEYS and WOODEN BOARD (D).
- Place WOODEN BOARD (E).
- Take STONE OWL, KING, and NEEDLE AND THREAD (F).
- Place STONE OWL and WAR HELMET (G).
- Take MODEL FOUNTAIN and PIANO WIRE (H).
- Place TORN SHEET, PIANO WIRE, and PIANO KEYS (I).
- Take TAPESTRY FRAGMENT and GUSTAV’S DIARY (J).
- Place TAPESTRY FRAGMENT and use NEEDLE AND THREAD (K).
- Play puzzle, receive DOOR LEVER.
- Use DOOR LEVER (L).
- Take QUEEN (M).
- Place KING and QUEEN, take MODEL BARRACKS (N).
- Place MODEL BARRACKS and MODEL FOUNTAIN (O).
- Play puzzle, receive MEDICINE.
- Give MEDICINE (P), receive CHIEF GUARD’S EMBLEM.
- CHIEF GUARD’S EMBLEM on GUSTAV’S DIARY, select page and take ENCRYPTED TABLET.
- Select wall (Q) and then Cat Vision (R).
- Place ENCRYPTED TABLET (S).
- Select (T-U-V).
- Take LIST OF TRAITORS (W).
- Give LIST OF TRAITORS (X), receive SWORD.
- Use SWORD (Y).
- Find pairs of corresponding symbols to direct Shavan’s attacks.
- Select two shields to see the symbols under them.
- Walkthrough one (Z1): (1-3)-(2-9)-(4-6)-(5-8)-(7-10).
- Assemble the shield so Shavan can protect himself from the attacks.
- Walkthrough two: (Z2).
- Walkthrough Bonus Chapter, at the link below.