The Spiderwick Chronicles
Stray Sods:
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Three Stray Sods can be found in the grassy open field in Forest Road and five
are in the Deep Woods. Sods always guard a brown bush that conceals a hidden
area. Before catching a Sod, you must run around it to make it dizzy. You will
know it is working when a spiraling mist appears above it and the bush opens.
Then, capture it.
Cave Knockers:
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Only Simon can find Knockers. The first one is in a cave at the Quarry. You must
extinguish the lava with your Splattergun, and the Knocker will come out to give
two Boomstones. The other Knocker is at the end of the Cellar Tunnels. You will
find a note saying the Knocker will only come out if you "ring" the crystal with
a stone. Look behind you to see the crystal. Throw a Boomstone at it, and the
Knocker will come out.
Unlocking the Antique Saber:
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If you already have Thimbletack's Jack, go to the bars with alternating electric
currents. Go to the third bar, and quickly run to its left. Look behind, and you
will see another platform. Keep following it until you find a hook where you can
aim your jack. Swing to the other side, and an intermission sequence will show
the Antique Saber has been unscrewed. You will also find the last two
cockroaches here.
Recording:
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When you catch a particular faerie for the first time, you must paint it in
order to record it in the Field Guide. There is a time limit; do not spend too
much time painting small details because the paint will slowly spread over it. A
glowing sphere will appear on a faerie if it has not been recorded yet. Once a
faerie is recorded, you do not have to paint it again the next time you catch
it.
The River Troll:
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On your way to the Quarry to rescue Simon, you will pass the river with two
sprites flying around it. At this point it is crucial that you record the Will
o' the Wisp. After you cross it, Jared will sense something but ignore it. You
will then see the River Troll wake up. After you escape with Simon and return to
the River, the River Troll will block your way. The only way to cross is to make
it sleep by feeding it ten Goblins. Keep using the Will o' Wisp you caught
earlier to lure the Goblins to the River Troll. You must do this every time you
cross the river unless you turn it into stone. To do this, you have to use
Simon's Splattergun to push it towards the sunlight. When it is out of the
shade, an intermission sequence will start with it turning to stone.
Tree Folk:
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The Cypress Tree folk are found in the middle of the pond in the Deep Woods. It
will teleport you to the Griffin's perch. The Oak Tree Folk are also in the Deep
Woods but are blocked by brown bushes, each guarded by a Stray Sod. This one
will lead you to the end of the Cellar Tunnels.
Redcap's hat:
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After you defeat Mulgarath, switch to Jared, and talk to Hogsqueal on the tree
in front of the house. He will ask you to bring him Redcap's hat. You can find
it in the kitchen.
Pond Skater Sprites:
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After entering the Forest Road from the mansion, keep running straight until you
reach a pond that is blocked by a log. Wait there until the Pond Skater is close
enough to catch. The other ones are at the ponds in the Deep Forest and the
bottom of the Quarry.
Defeating Mulgarath:
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Mulgarath will chase you. Run toward the kitchen, and use the dumbwaiter. If
some chairs block your way, hit them with your bat. Once you start going up,
Mulgarath will turn into a snake and go after you; you must hurry. When you
reach the study, three Goblins will try to attack you. Do not bother fighting
them because they will just slow you down. The other side of the study will be
blocked by furniture. Climb over the large bookcase, and keep running. The snake
will catch you, but Thimbletack attacks it so that you can get out the window.
Jump to the other ledge, and start climbing up the roof. When you reach the top,
run to the ladder, and start climbing. A sequence from the movie will play
showing Mulgarath getting eaten by Hogsqueal.
Defeating Waffleflea:
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After recording Waffleflea (Flower-Wing near the mansion), he will challenge you
to a race. After you have released him, he will appear in front of the house.
Talk to him, and he will ask you to run through the waypoints (the glowing green
spots around the house) until you reach the main gate. An easy way to defeat him
is to immediately catch him after you have finished talking, or use a Dash
ability, then run through the waypoints.
The Field Guide:
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Submitted by: johnmiguel j. chee
you will go up and pick up the broom Jared would break it and you go down to the
kitchen and you'll watch something that something is moving in the wall.And go to
the kitchen and you'll watch something again and near the Lucinda's salt break the
wall then you will see a dumbwaiter then pull the dumbwaiter and when you reached
the top you will find the Arthur's secret room and you will see a table in the middle
and you go around it and you will see the key then get it.