He asks if she has forgotten anything. She has forgotten her coarse comb. The coach becomes a bundle of faggots, and her husband becomes a crow again. He flies off, but his wife chases him. This page summarises actions that grant Opening a Bundle of Oddities and the corresponding rewards that can be obtained from What's in the bundle? The 'Expected Value' column indicates the expected value for that row's reward; the 'Cumulative Expected Value' column indicates the expected value for an action whose maximum Opening a bundle of oddities value is the maximum value for that row.
The Tale of the Hoodie is a Scottishfairy tale, collected by John Francis Campbell in his Popular Tales of the West Highlands.[1]Andrew Lang included it, as The Hoodie-Crow, in The Lilac Fairy Book.[2]
It is Aarne-Thompson type 425A, the search for the lost husband. Others of this type include The Black Bull of Norroway, The Brown Bear of Norway, The Daughter of the Skies, East of the Sun and West of the Moon, The Enchanted Pig, The King of Love, Master Semolina, The Enchanted Snake,The Sprig of Rosemary, and White-Bear-King-Valemon.[3]
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Plot summary[edit]
A farmer's three daughters are each wooed in turn by a hoodie crow. The older two repulse it because it is ugly, but the youngest accepts it, saying it is a pretty creature. After they marry, the crow asks whether she would rather have it be a crow by day and a man by night, or the other way around. She chooses a crow by day, and during the night, he becomes a handsome man.
She has a son. One night, after music puts everyone to sleep, the baby is stolen. The next two years, it happens again, with two more babies. The hoodie crow takes her, with her sisters, to another house. He asks if she has forgotten anything. She has forgotten her coarse comb. The coach becomes a bundle of faggots, and her husband becomes a crow again. He flies off, but his wife chases him. Every night, she finds a house to stay in, in which a woman and a little boy live; the third night, the woman advises her that if the crow flies into her room in the night, she should catch him. She tries, but falls asleep. The crow drops a ring on her hand. It wakes her, but she is only able to grab one feather.
The woman tells her that the crow flew over the hill of poison and she will need horseshoes to follow him, but if she dresses as a man and goes to a smithy, she will learn how to make them. She does so and with the shoes, crosses the hill.
She arrives at a town to find that her husband is to marry a daughter of a great gentleman. A cook asks her to cook the wedding feast, so that he can see a race, and she agrees. She puts the ring and the feather in the broth. Total war: three kingdoms - yellow turban rebellion resulted. He finds them and demands to see the cook, and then declares he will marry her.
They go back and retrieve their three sons from the houses where she had stayed.
See also[edit]
References[edit]
- ^John Francis Campbell, Popular Tales of the West Highlands, 'The Tale of the Hoodie'
- ^Andrew Lang, The Lilac Fairy Book, 'The Hoodie-Crow'
- ^Heidi Anne Heiner, 'Tales Similar to East of the Sun & West of the Moon'
Are you playing Forgotten Hill: Fall and are stuck on some puzzles? You cannot or don’t wanto to watch a Walkthrough Video? Or maybe you want to understand how some riddles are supposed to be solved and not just copy what someone else is doing in a video?
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HALLWAY
Take lighter and key and open the door.
KITCHEN
Take candle , knife cheese in the frezer and cod fish.
BUGS AND SPIDERS DOOR PUZZLE
It reflects the picture with bugs (6 legs) and spiders (8 legs) in the library.
Click on the little buttons in order to have the same sequence.
LAB
Take the screwdriver, the poison and the dead frog
LIBRARY
Take the picture’s piece and the red book on the second to last shelf.
SPIKE THE SPIDER
If you touch the spider you will die. Use the knife on it to achieve the heart jewel
MASKS PUZZLE
Masks have 3 different positions, notice the blood symbol on the wall. The same symbol is on the first shelf
on the library. Place the masks in the same sequence as the books on that shelf (UP-DOWN-UP-MIDDLE-MIDDLE)
to open the secret drawer and take the picture’s piece.
KID’S DOOR PUZZLE
Take note of colors and symbols on the little cubes all around the house:
Blood = the red face of the cube in the masks room, cross
Dark = black face of the cube in the hallway, circle
Grass = green face of the cube in the Lab, hourglass
Sky = Blue face of the cube in the library, square with circle inside
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“SMILING” DOOR PUZZLE
Behind the red book in the library there’s a sequence of symbols carved in the wood.
Use this sequence for the smiles on the door. (UP – RIGHT – DOWN – LEFT)
GHOST CHILD
The ghost needs her teddy bear (Willy) she will kill you if you don’t give Willy to her.
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GRAVEYARD DOOR
Place the candle found in the kitchen drawer and the one in kid’s room on the candlesticks.
Light them with the lighter. Place the heart jewel found behind spike on the Crucifix.
The cross will move up and you will find the key to the Graveyard.
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DEER
Forgotten Hill Library
Place the horn found in the crypt on the deer’s head and take the ring in its mouth.
GRAVEYARD
Solve the puzzles on the tombstones, a hand will come up from the ground.
Put the ring on the hand and take the picture’s piece.
Explore the grass to find a toy’s key
TOY TRAIN
Wind up the toy train in kid’s room with the toy key and take the picture’s piece when the lullaby ends.
PICTURE
Place the 4 pieces inside the frame and take Willy
BASEMENT
Give Willy to the ghost child so she will allow you to explore the room.
Take the fuse in the wall, put the cheese found in the freezer on the plate in front of the mouse-hole.
Put the poison found in the lab on the cheese and leave the room. Come back and collect the dead mouse.
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KID’S ROOM HANGER PUZZLE
Read the rhyme in the book and follow that pattern:
hang the frog, than skip one hanger, hang the mouse and leave the last hanger empty.
Take the jewel inside the clown’s mouth and put it on the statue in the basement’s wall. Vampire: the masquerade - shadows of new york.
ELECTRICITY
Use the screwdriver found in the lab and open the switchboard in the hallway. Place the fuse.
Now you can turn on lights.
E-ADDER
Turn on the E-Adder and put the COD inside. You will receive a CODE.
EXIT DOOR
Use the code (7428) on the right part of the mechanism.
The roman numerals stay for the first number of the bar, so in the second bar numbers starts from 3, so it is [3,4,5,6,7,8,9,0,1,2], the third one starting from 5 is [5,6,7,8,9,0,1,2,3,4] and the last one is [6,7,8,9,0,1,2,3,4,5].
Use the symbols found on the celtic cross in the graveyard on the left engine to unlock the door.
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WEREWOLF
The werewolf will kill you if you escape the house without wearing the Silver Cross.
SILVER CROSS
You will find the Silver Cross under the altar in the Crypt if you turn on the light.
Leave the house after collecting the cross to successfully escape