Can I miss Horace?
Story forces Horace after chase; other nine toys are optional for All Together.
Scarlet Deer Inn walkthrough: Part 1 village errands to Karel's cellar horror, Part 2 torch maze, light chase, Horace pickup, and Noon Witch reveal on Steam.
Full-game route from Scarlet Deer Inn chores through Karel's cellar and the underground maze.
~6 min read
This Scarlet Deer Inn walkthrough is a location-by-location route for the July 2026 Steam launch — Part 1 village errands through Karel's cellar, Part 2 underground torch maze, and pointers into late-game areas (castle, miller stealth, fisherman dialogue). Verified July 27, 2026 · Steam.
Before you start: lock early achievements (mead/wine, cake slice) using the beginner guide. Underground, keep the torch guide open — darkness kills faster than platforming mistakes.
| Part | Locations | Goal |
|---|---|---|
| Part 1 | Inn · Dorota · Village · Church · Oak · Apiary | Errands → cellar horror |
| Part 2 | Pit · Maze · Chase · Inn | Escape · toys · witch reveal |
| Late game | Castle · Miller · Fisherman | Distaff · stealth trophies · lore |
Scarlet Deer Inn (building): Move left, talk to Kuba about stolen Horace. Grab Horace from the right shelf, return it. Exit left to the kitchen — Anna sends you to Dorota with a bottle from the cellar.
Cellar: Choose Mead — Scarlet Deer (Liquid Gold) or Wine — The Cunning Slug (Plonk). Dorota's house: Deliver the drink outside, stack each hay bale into the stable (optional cow petting), receive two cake slices and errands to Karel, Otto, and Lada. Dorota specifies the middle slice is meant for Otto — remember for achievements.

Leave Dorota heading right through Village Outskirts: chat with Hanka, Marek, children, pass the burnt house, then climb into the Village proper.
Speak to the Bailiff and Marie. Enter the churchyard arch — talk to Father Johannes (ask about Bara's lessons), visit Elise's husband's grave. Exit and find Otto cleaning a barrel; he rejects cake until you find Lada.
Enter the church (not just the yard). Ask Johannes where Lada went — answer: old oak tree. Exhaust dialogue here if you want lore context before the oak scene.
From Otto, walk up past the church's left wall to the path end. Lada discusses a shirt for Jirik — unsettling tone. She walks home with you.
At Lada's house, dialogue offers middle of the tray (Fluffy Middle) vs crispy edges (Crispy Crust). Only one Otto achievement per run. Continue to outskirts, pass Marek, speak to the mule handler, detour to Marketa if the path is blocked, cross the bridge toward the apiary.
Karel's Apiary has no one outside — follow cellar noises downward. The tunnel leads past an elevator and ice blocks. Beyond the ice lies a boy's body on a table.
A swordsman interrupts, strikes Elise, and throws her into a pit. No combat input — scripted loss. Part 1 ends here; save if your client allows before descending Part 2.

Wake in the pit, climb the ladder, take the torch from the pillar. Drop down, light from the first brazier, proceed right burning foliage gates.

Light each brazier before jumping ahead. Pull the left lever to drop down; light the right brazier. Left water path is a dead end for now. Attack the cracked wall on the right to open a shortcut.
Break the decaying platform, drop, light another brazier, crouch through the tunnel, pull the floor lever, crawl back, use the elevator lever to descend. Bottom floor: light left brazier, grab spare torch if needed, pull right lever (may break), jump up the left ledge.
Pass through spikes, climb ladder, light brazier, break the right wall — this opens a permanent backtrack shortcut. Return left to previous braziers if flame dies.
Matched by build plan, shared topics, and guide progression — not random related links.
Short platforming section: light top-left brazier, break floor below, light wall torch on the right, reach the end for the rag doll (Sweet Memory if first toy).
Backtrack through the shortcut wall if needed. Push the crate right, crouch the tunnel, grab shepherd's flute. Push crate again, climb it, relight torch, break another decaying floor.

Pull right lever, pass through, relight, pull left lever (breaks) to open the stone slab door. Wait for full open. Light wall torch, cross — floor collapses into water (torch out).
After the chase ladder, relight and continue right to Horace (wooden horse). Pick up and run — follow ladders up and out to the surface. Cross the village back to the inn.
Torch extinguished in water — follow the creature's light through platforms. Stay inside the illumination; falling out resets the segment. At the top ladder, stop chasing and relight your own torch.
This sequence is the skill check of Part 2 — patience beats rushing. See enemies for creature behavior notes.

Post-inn, the campaign continues beyond this walkthrough's Part 2 beat — community guides and Steam discussions document castle infiltration, retrieving a Golden Distaff, and miller stealth for Held Breath. Budget extra time if you are trophy hunting; story-only players can follow main quest markers.
No Questions: inside the castle, take the carriage shortcut, pass the kitchen, climb stairs, find the pantless knight, fetch trousers from the scribe's chest, return them. Skipping the knight locks the achievement until replay.
Neverending Tale: at the fisherman elder, exhaust every dialogue branch before leaving — required for the achievement and often missed (~17% global unlock). Clay Whistle toy sits in the same area.
Golden Distaff / Held Breath: crouch past the miller without entering his sight line for the entire path. Rebind crouch before this segment — see controls. Detection resets stealth; no combat fallback.
Carriage shortcut avoids long patrol loops — use it even on story-only runs to save time. Kitchen pass is linear; watch for side rooms with Mini Drum and Toy Blocks collectibles.
If you opened Part 2 shortcut walls during story, mid-game backtracks for Spinning Top and Stuffed Bear stay short. Full checklist: collectibles.
Anna in the kitchen: the Noon Witch took Kuba and Bara. Escort the Bailiff to Karel's cellar — the body and ice are gone. Authorities disbelieve Elise; the mid-game is solo investigation without institutional help.
The empty cellar is deliberate — evidence vanishes so village power structures can deny underground horror. Elise's motivation shifts from errands to rescue. Final story beats unlock Reunited — see endings without late spoilers here.
Return to the inn between mid-game arcs — Anna and remaining villagers recontextualize earlier gossip (Lada/Jirik, burnt house children).
Story forces Horace after chase; other nine toys are optional for All Together.
Stay centered in the moving light — jump early, do not sprint past the creature.
About 5–8 hours including 100% toys and achievements.
No — cellar horror and achievement forks require full village route.
Menu restart for mead/cake pairs; mid-game missables may need reload before miller/fisherman scenes.
Pair this page with collectibles and achievements — story order matches but detours differ.
Matched by build plan, shared topics, and guide progression — not random related links.