Welcome to ElkWelcome to Elk

Game Details:  Fantasy, 2020

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  6/18/2022

Suggested Listening:  Give Up Now (Ash 25)

Welcome to Elk is an adventure game set on a fictional island, populated by people with fantastic stories all based in an element of truth. You play as Frigg, a young carpenter who has recently moved to Elk from a big city. There are 25 Steam Achievements, all documented in the walkthrough below.

Act 1

Day 1

Talk to Jeppe and Jan, and you will head into the town. Just keep following Jan, until you reach The Hermit. Open the door and head inside, then talk to all 5 small groups of people in here. Once you are done talking, you will play a dancing minigame, where you just need to copy the moves that are called out by Sue. After you finish all 4 rounds, you will meet Leeroy.

Once you are outside, you will receive a map and will puke. While you are still here, press and hold the WSD keys, then also press A to puke again Look, shrimp!. Now use the map to find the way to your house and go inside. Head upstairs and go to bed. In the dream, talk to Anders, then to each of the groups of people in the bar.

Day 2

Go downstairs and walk around the house to each of the 4 suitcase icons, unpacking your belongings. Now head outside and go all the way back to The Hermit.

Inside the bar, go right and look at the jukebox Andreas' Jukebox. Next examine the poster on the right wall Astrid's Famous Hotdog Recipe. Examine the pinball machine on the left twice to find a note Simon's Note. Go back outside and use your map to find your way to the workshop. Talk to Jan and Klara, then go back outside. Use your map to head towards your house, but on the way you will meet Anders coming out of a bush. Follow him all the way to his cave and head inside. After the conversation, make any sort of face you like for each of his parents. After Anders leaves, look at the photo on the car What a Good Dog.

Leave the cave and follow Anders all the way back to The Hermit, then go inside. Talk to Anders and Beth, and you will play a singing minigame, where you can just sing any notes you like. Go outside and talk to Beth, then use your map to go home. Head upstairs and go to bed. In the dream, talk to Freddie and Anders.

Day 3

Go downstairs and examine the 2 bottles on the table Sue, George and The Bikers and When Anders Died. Head outside and go towards The Hermit, with Ingrid accompanying you. Inside, talk to Bobbi. Once you are back outside again, follow the tire tracks to the right until you find Jeppe. After the girls leave, do as Jan instructs - close both eyes, then lift the body up and keep walking forward.

Go back home and head inside, then talk to the man here Meet Astrid's Dad. Head upstairs and go to bed. In the dream, pick up the telephone.

Act 2

Day 4

Go downstairs towards the table The Frozen Man. Read the new message in the bottle on the table. Now head outside and go to Jan's workshop. Outside, you will talk with Leeroy and Victor before entering the workshop. Go over and talk to Jan, then leave again. Use your map to head towards Beth's place. You will notice Jeppe's grave along the way. Look at the sign to the right and you will automatically travel to another part of the island, so you can continue to Beth's place. After talking to Beth, go to the wheelbarrow full of equipment and play a trap building minigame, where you can use any parts to get golf balls to reach the top of the scales.

Now head back towards the town again. You will stop for a drink at Jeppe's grave, then can continue to The Hermit. Inside, talk to everyone, finishing with Mister Bo. After Freddie comes and goes again, talk to everyone once more. Once Beth comes back inside, you will automatically play a beer pouring minigame. Talk to everyone again, then go outside and head home. Head upstairs and go to bed.

Day 5

Go downstairs towards the table She Is Someone. Read the new message in the bottle on the table. Go outside and head towards the workshop, but Jan will meet you on the way. Follow him along the path, then look at the sign and you will automatically travel to another part of the island. Once you reach the mansion, examine the blue car outside Anne Louise's car "Marina". Now head inside. After talking, you will play a mini golf minigame.

Once you are left alone inside the mansion, examine the large painting on the wall to the right Murray's Poster. Next go and examine the records next to the gramophone Dennis' Record. Now head up the stairs on the right and look at the large aquarium "Ynglet" by Nifflas. Go back downstairs and continue left into the kitchen. Examine the tools, then you will overhear a conversation. After this finishes, you will go out to have a drink by the lake. Now use the map to find the way to your house and go inside. Head upstairs and go to bed.

Day 6

Go downstairs towards the table Meet Mister Bo. Read the new message in the bottle on the table. Go outside and head to the workshop. After talking to Jan, head outside and follow Jan and Ingrid to Anders' cave. Here you must kill Anders' rabbit. Afterwards, go back to The Hermit and head inside. Go outside and you will talk to the woman here Meet Astrid's Mum. Go home, and head upstairs to bed.

Act 3

Day 7

Go downstairs towards the table Killing Klumben. Read the new message in the bottle on the table. Go outside and use your map to find the graveyard. After you have seen Klumben's grave, return left over the bridge. Go immediately right and up, and look at the blue poster on the pillar of the abandoned building Mikkel's Noisecomb Flyer. Now use the map to head back to Mister Bo's mansion.

Inside, talk to Jan at the base of the stairs on the right. Now talk to the group of people at the coffee table, and play the Gelk Stack minigame, the rules of which will be explained at the beginning. Go and talk to Marge and Mister Bo in the far left corner of the room, then talk to Anders and Freddie, and play the Afterlives minigame, where you just design a bar using a group of building blocks. Go and talk to Klara, then follow her to the right. After the loud noise, return to the left and approach Leeroy. After he leaves, talk to everyone once more. Leave the mansion and go home, then head upstairs to bed.

Day 8

Go downstairs towards the table Out of Beer, Out of Here. Read the new message in the bottle on the table. Head outside, and Beth will invite you to go fishing - follow her towards Mister Bo's mansion, then on to a jetty to the right to meet up with Sue and Ingrid. On the boat, play a beer fishing minigame and collect 4 bottles of beer.

Once you reach the new part of the island, search to the right and find a red life preserver behind some bushes I Can't Swim. Keep exploring to find a gnome, a bird-watching box, and a sign for Mads' Forest. At this point you will hear a scream, so run back towards the others. After the conversation, play a skin sewing minigame. Return to the pier with the others, and you will travel back on the boat.

Head towards town, then go to Anders' cave. Just right of here, talk to a small yellow creature that is fishing in the stream Karina's Sidesparker. Now use the map to find the way to your house and go inside When A Musox Walks On. Read the new message in the bottle on the table. Head upstairs and go to bed.

Day 9

Go downstairs and head outside. Now go to Anders' cave and talk to him. After the conversation, follow Anders to The Hermit and go inside. Talk to Beth, then you will play as her for a short memory segment - talk to Freddie and George, then talk until you get to play another singing minigame. Leave the bar with Beth, then make your way home. Talk to the man outside your home Meet Astrid's Brother. Go inside, and head upstairs to bed.

Act 4

Day 10

Go downstairs towards the table Bobbi's Obituary. Read the new message in the bottle on the table. Go outside and head towards The Hermit; Sue will stop you, then accompany you there. Inside, talk to the groups of people until Leeroy arrives and leaves again. Talk to Sue, and you will automatically leave.

Go to Anders' cave, and read the letter on the table. Follow Jan all the way back to the docks where you first arrived on the island. Talk to Jan and you will board the boat with him. When you reach the new location, enter the building Open The Door.