Willy Morgan and the Curse of Bone Town Willy Morgan and the Curse of Bone Town

Year:  2020

Genre:  Adventure

Links:  Moby Games, Steam, Adventure Gamers

Willy Morgan and the Curse of Bone Town is a traditional third-person point and click adventure game. You play as Willy Morgan, on a grand adventure to track down his father on the 10th anniversary of his disappearance. There are 36 Steam Achievements, all documented in the walkthrough below.

Willy's Home

The first achievement is on the main menu of the game - just click on the VLG logo in the corner Other adventures.

After starting the game you will end up in your bedroom. Grab the memo from the side of the wardrobe. Look at the poster on the wardrobe The trio. Open the wardrobe and take the belt from inside. Also open the bottom left drawer of the wardrobe and grab the pedals. Open the other two wardrobe drawers, and close the wardrobe door, then take the wheel from the top of the wardrobe. Look at the book on a shelf at the bottom right of the screen The lost monkey. Over at the desk, take the compass. Look at the painting on the right wall Family memories. Now open the door and leave your room.

Look around to the storage area at the far right. Take the bicycle seat from the left wall, and the plunger from the floor. Open the toolbox and take the tools (screwdriver, rubber hammer, monkey wrench), then return out to the corridor.

Open the bathroom door to the right and head through. Open the right closet door and take the dried-up sun lotion. Use the plunger on the water in the bath, then take the filter (which turns out to be a cog). Exit the bathroom.

Open the door on the left, and enter your parents' bedroom. Use the mirror on the right Illusions. Open the cactus jar on the left and take the ring. In your inventory, combine the compass and the ring Skilled safecracker. Use your screwdriver on the alarm clock, then pick up the bicycle bell. Leave here.

Go back to your bedroom and close the door. Try to use the rubber hammer on the piggy bank It's worth a shot... maybe. Now use your lock-picking tool on the piggy bank, and you will end up with some cogs. Next try to use the screwdriver on the dreamcatcher, but the screws are too rusty. Turn on the lamp, then use your dried-up sun lotion on it. Use the sun lotion on the dreamcatcher, then use your screwdriver on it again. Leave your room and go downstairs.

Look at the grandfather clock Old secret passages. Take the post-it notes from the board, then look at all of them in your inventory Bookworm. Open the door to the right, and go through to find the kitchen.

Examine the cat clock high up on the wall Dear old Zak. Try to use the microwave Better a hamster today than.... Search the white tins on the left counter. Open the fridge. Use your screwdriver on the loose screw on the right, then take the handlebar. Close the fridge again, then leave the kitchen.

Look at the small owl statue in the bookcase to the left Fire walk with me. Now add all the parts to the bicycle here:

  1. Handlebar
  2. Dreamcatcher
  3. Wheel
  4. Bicycle seat
  5. Bicycle bell
  6. Cogs
  7. Cog
  8. Belt
  9. Pedals

Once the bike is complete Trusted mechanic, take it, then go out your front door and you will ride to your next destination Pirate city.

Dead Man Inn

Enter the town, then go inside the Dead Man Inn. Look at the red egg on the top shelf Hidden treasures 01, then talk to the innkeeper and agree to stay in room 10. Take the key to room 10 from the board, then head upstairs. Look at all of the pictures and sculptures in the hallway Loyal customer. Use your key on the door to room 10, then go inside. Look at the pattern on the floor The black lodge. Pick up the aftershave from the drawers on the left, and take the form from the right wall. You don't have a pen, so you can't fill it out.

Leave your room and go back downstairs, then give the form to the innkeeper. Go back up to your room, then talk to the innkeeper until he leaves (with your key). Back out in the hallway, make sure you look at the stain in the carpet. Return down to the reception area and talk to the innkeeper about everything; you will get your room key and a "do not disturb" sign.

Go upstairs and use the sign on the first door to get inside. Pick up the "wet floor" tripod and the bucket. Return to the hallway and use both the bucket and the sign on the stain. Add your aftershave to the bucket. Use your room key on room 10 again, then pull the rope in your room. Head downstairs and grab the room 09 key, then come back upstairs and use it to get into room 09.

Try to take the welcome gift on the bed The apple of your eye. Next examine the fireplace, and you will find a special brick. Go through the left door into the bathroom. Look at the shower Psycho. Open the drawer and you will take a nail file. Return to the main room and use the nail file on the brick over the fireplace - you will get an old library card. Leave the room, and you will automatically go to bed.

Bone Town

The next morning, head downstairs and talk to the innkeeper about everything. Look at the map in your inventory, then head outside. Head to the left and look at the posters That's another story. Now open the door and enter the library.

Library

Talk to the librarian about everything, then head upstairs. Look at the book holding up the desk: "Properties of Concrete". You cannot take it yet. Also examine the crate near the stairs, which requires a special key. Leave the library and head left, then enter the dark alley.

Museum

Look at the golden dragon to the bottom right Hidden treasures 02. Pick up the jack from the left. You can now use your map to get around town, so use this to return to the library.

Library

Go upstairs and use the jack on the desk, then search the niche in the book to find a letter and a piece of map (1/9). Go back downstairs and talk to the librarian again.

Museum

From the dark alley, go inside the museum to the right. Take the book from the stack on the left, and you will end up just keeping the stickers. Look at the envelope and try to take it, then talk to the museum curator.

One Eyed Jack

Look at both menus outside, then enter the restaurant. Talk to the restaurateur about everything, then sit down at the table and call him over - you will fail the test. While you are here, look at the bottom right part of the table cloth where you just failed the test Traces of el pollo diablo. Look at the padlock and glass jar while you are here, then leave. Go right past the inn to reach a new area.

Town Hall

Go inside and talk to Steve, who is your uncle. Try to take a stamp from the right side of the desk, then ask Steve about it before taking it. Go back outside, then along the street to the right.

Drugstore/Pub

Look at the sign above the drugstore entrance You again, Doctor Fred!. Go inside and talk to the pharmacist about everything, then pick up the tools from the floor. Go next door and enter the pub. Talk to the nerd, then look at the 3D printer and automatic vending machines. Go back outside and continue down the street.

Blacksmith/Armory

Look at the cart, then open the doors and go inside the blacksmith's. Pick up the mystical hammer, tongs and matchbox. Go back outside and continue slightly right, then go through the door between the 2 suits of armor. Look at Captain America's shield on the back wall Legend. Try to take the gun from the central table, but there is a security alarm. Look at the yellow scissors, then take them. Talk to the armorer about everything, then go back outside and continue right.

Musical Instruments

Talk to the hippie. Pick up the tuning fork, then enter the back room. Examine and try to play the piano, triangle and cello. Pick up the bow from next to the cello. Leave the shop and head down the alley to the left. Use the photo booth here, then take the 3 posters from the slot outside. Use the scissors on the Willy poster to get some fake eyes. Use the Tom Raleigh stickers on the Pirate Willy posters. Now enter the amusement park.

Amusement Park

Look at the shiny object on the roof of the wagon - you cannot reach it. Use the tongs from your inventory to get it. Read the poster to the right, then use your mystical hammer on the worn-out attraction The challenge. Leave the amusement park and go through the archway to the left.

Lighthouse

Look at the seagull and try to get it to leave. Cross the bridge to enter the lighthouse. Use the opening on the side of the lighthouse lamp, then use your matchbox on it to light the lamp. Head back to the musical instruments store.

Musical Instruments

Go right and pick up some pebbles from just beyond the archway. Head through the smaller archway to the left.

Cemetery

Use your trowel and container on the white flowers between the crypts. Enter the open crypt and look at the coffin and junk, then go back outside. Go right, and then along the path in the distance.

Church

Try talking to the blacksmith, then enter the church. Look at all three stained glass windows Historian of Bone Town. Talk to the reverend, then grab the Polaroid camera from the pew on the left.

Captain Kidd's Map

Amusement Park

Use your tuning fork on the worn-out attraction. Take the prize (teddy bear) and you will end up with a piece of map (2/9).

Blacksmith/Armory

Enter the armory and use the Polaroid camera on the gun.

Drugstore/Pub

Enter the pub and use the photos on the 3D printer.

Blacksmith/Armory

Enter the armory again and use the pebbles on the catapult to the left. While the armorer is distracted, swap your fake gun for the real one When the game gets tough. You will get another piece of map (3/9).

One Eyed Jack

Enter the restaurant and sit down at the table. Use the fake eyes on yourself, then call over the restaurateur and you will end up receiving a key. Use this on the padlock to the left, then grab the fortune cookie.

Blacksmith/Armory

Go into the blacksmith's. Put the fortune cookie on the anvil, then hit it with the mystical hammer Dream or reality?. This will lead to you acquiring the next piece of map (4/9).

Museum

Go inside and use your stamp on the Pirate Willy posters, then give them to the curator. After the conversation, take the envelope - you will go outside and open the envelope to find another piece of map (5/9) and a flask containing alcohol.

Lighthouse

Give the broken fortune cookie to the seagull, then search its nest to find a coin.

Drugstore/Pub

Use the coin on the jelly bean dispenser and you will get a candy.

Blacksmith/Armory

Enter the blacksmith's again and give the candy to the horse, then use the scissors on its tail. Use the horse hairs on your bow to repair it.

Musical Instruments

Enter the shop and go through to the back room. Put your roll with engravings into the piano. Use the tuning fork on the triangle, then use the bow on the cello. Search the hideout to find a piece of map (6/9).

Church

Look at the green pitching machine on the left, then try to use it. Pour the alcohol from your flask into the engine. Use the pitching machine, then go inside and talk to the reverend to receive a "Play forbidden" sign. Go outside and try to use the blacksmith's tools, then talk to him to get permission. Try again and you will get a multipurpose tool. Use this to repair your sign, then put the sign in the hole between the pitching machine and the church. Use the pitching machine again. Go inside the church and try to pick up the broken glass, but the reverend won't let you. Talk to him until he leaves, then pick up the glass to find yet another piece of map (7/9).

Library

Go inside and upstairs. Use the multipurpose tool on the locked crate. Examine the crate and use your nail file on it to get another piece of map (8/9).

Drugstore/Pub

Enter the drugstore and give the container with flowers to the pharmacist - you will receive a list.

Town Hall

Go inside to see that Steve is not here. Use the globe on his desk, then climb up the ladder. Take the rope from the filing cabinet. Also take the diary from the table, which contains an ancient coin and the final piece of map (9/9) Cartographer. After reading the diary, open the window and use the rope on it to climb outside.

Lighthouse

Cross the bridge, then use the control box in the lighthouse. Look at the plate on the right, then use the control box on the left. Turn the wheels until you have highlighted the spot at coordinates 47,78 Coordinates wizard.

Cemetery

Enter the middle crypt and remove the wooden boards from the back wall to reveal a creepy sculpture. Insert your ancient coin Secret in the secret.

Pirate Ship

Head right and try to climb the stepladder. After the conversation, climb up. Knock on the double doors on the main deck and talk to the captain about everything. Go up to the cabin above. Look at the voodoo doll on the left Night shift. Take the clothes and hat. Look through the crack in the floor to see the captain in his room. Look at the 2 books on his desk. Back out and go out to the main deck again.

Climb down below deck and collect the mannequin (Jimbo the pirate). Climb down further and take the sword. Examine the cannon here to see that it is loaded and has 8 notches on it. Try to open the door on the right, but it is locked. Go back up and knock on the captain's door again to ask for the key. Answer the captain's questions:

  • Jimbo
  • "Life on the Seas," by Kidd
  • 8

After receiving the key, go back down and use this on the door to the hold. Go inside and take the mask from the wall on the right, then return up to the main deck. Put Jimbo the pirate next to the cannon on the right. Add the clothes, hat, mask and sword Old acquaintance. Knock on the captain's door and he will come outside to fight. Enter the captain's cabin and take the logbook and chalice. Go back out to the deck.

After another conversation, go down twice and use the chalice on the old cannon Destroyer of worlds. Go back up to the main deck and you will escape with your father End of games. There is an extra achievement if you have collected all other achievements The Collector.