A Fisherman's Tale Economy Of Means Trophy Guide
Economy of means
Finish the game by grabbing less than 150 objects.
Author: Trozenator.
Genres: Action Adventure, Puzzle, Sports.
A Fisherman’s Tale directory.
Here is the A Fisherman’s Tale Economy of means trophy guide which will help you finish the game by grabbing less than 150 objects. This trophy is the only one which might prove to be a challenge, so you should leave this for your last playthrough after you know all the puzzles. Every chapter is pretty straight-forward except Chapter 3, where you will have to use a crane to pick up some boat pieces.
Credit to Efficient Gaming for the video.
Every time you touch one of the controls to the crane, another grab is added. This crane part is highlighted in the below walkthrough.
A “grab” is counted every time you hold an object with L2 or R2. It does not count moving around, or setting objects down. This game also adds up your least grabs from every chapter, so you can replay a chapter a few times before moving onto the next, or play them out of order.
The below walkthrough has you shoot for about 140 grabs, but about 70 of those grabs are the crane section, so you have a lot of leeway if you do it right.
We have broken down the grabs into their relevant chapters which are as follows:
Prologue
There are 9 potential grabs in the prologue which are:
- Grab 1, Grab the toothbrush to brush your teeth.
- Grab 2, Open the fireplace.
- Grab 3, Place a log inside the fireplace (no need to close the door).
- Grab 4, Grab the duster and dust the shell.
- Grab 5, Open the window latch.
- Grab 6, Place the sink inside the tiny lighthouse.
- Grab 7, Place the wall onto the lighthouse.
- Grab 8 and 9, Put together your head and body, and place the puppet onto the rocking chair.
Chapter 1
There are 11 potential grabs in Chapter 1 which are:
- Grab 1, Grab the fire poker and use it to pry off all the nails on the boards.
- Grab 2, Open the window latch.
- Grab 3, Take the roof off the model when it becomes highlighted.
- Grab 4, Take the anchor out of the model and put it into the cabinet door to unlock it.
- Grab 5, Attempt to open up the locked door that the anchor was blocking. Only do this after the radio has stopped yapping and there is no dialogue. If you do it too early it will not do anything.
- Grab 6, Open the cabinet door you unlocked with the anchor.
- Grab 7, Take the sailors hat out of the cabinet and place it onto the desk.
- Grab 8, Go to the model, grab the tiny sailors hat off the desk, and place it on the hermit crab when prompted.
- Grab 9, Grab the tiny life preserver out of the model and place it on the hermit crab.
- Grab 10, Grab the hermit crab’s shell and place it into the tiny model, on the desk.
- Grab 11, Take the key out of the big shell on your desk and place it inside the lock. The door will open itself.
Chapter 2
There are 15 potential grabs in Chapter 2 which are:
- Grab 1 and 2, Grab both deadbolts holding the wall in place and pull them inwards, loosening the wall.
- Grab 3, Go to the model and take the wall off, put it down wherever.
- Grab 4, Look inside the now-torn off wall of the model, and grab the pipe being used as a column. Place it into the piping structure.
- Grab 5, Open the chest under the fish to reveal the pipe piece and cans of fish.
- Grab 6, Take the pipe from the chest and place it into the piping.
- Grab 7, Take the tiny pipe from the ring box, and take it to the model. Put it on the ground of the model.
- Grab 8, Take the pipe off the ground and place it inside the piping.
- Grab 9, Turn the faucet on the sink to flood the lighthouse.
- Grab 10, Grab the full can of fish food from the opened chest and place it on the can opener.
- Grab 11, Use the can opener to open the can.
- Grab 12, Grab a small fish from the can, and bring it over to the model. Feed the small fish to the talking fish.
- Grab 13, Hop into the talking fish’s mouth and dislodge the bone
- Grab 14, Grab the tiny ladder from the model and place it under the crack in the mirror.
- Grab 15, Take the ride up to the ledge via the fish’s mouth, climb up the ladder, and grab the key inside the crack. Ride back down, and place the key inside the locked door. No need to touch the door afterwards, it will open itself.
Chapter 3
There are around 100 grabs throughout Chapter with 70 of them being on the Crane section so ensure to try your best to not take your hands off the levers until you’re satisfied with their position as it can blow your chances of unlocking Economy of means.
- Grab 1, Open the drawer under the bed.
- Grab 2, Grab the boat piece from under the bed and place it onto the model.
- Grab 3, Open the door to the dock.
- Grab 4, Grab the boat piece sitting on the dock and place it onto the model.
- Grab 5, Grab the boat part sitting on the ground up the stairs and place it onto the model.
- Grab 6, Open the cabinet bottom-left under the desk to find the battery.
- Grab 7, Grab the battery and place it into the battery slot up the stairs.
- Grab 8, Open one of the doors to the crane controls.
- Grab 9, On your left, unlock the crane’s bolt to start the crane.
This is the start of the crane section. Ideally you should use 70 or less grabs here. Make sure to try your best to not take your hands off the levers until you’re satisfied with their position, if you keep letting go and readjusting it will add up very quickly.
- Hook the left boat piece and bring it up to you. Place it onto the miniature boat model.
- Hook the right boat piece, bring it to you, and also place it onto the model.
- The boat will now be complete. Bring it to the crane, place it onto the hook, and use the crane to set the miniature boat down to the left of the lighthouse.
That is the end of the crane section. For the sake of counting, the guide will continue counting from Grab #10 and you can add your suspected grab total from the crane section after you finish the chapter.
- Grab 10, Go down to the boat and open up the battery box on the ground.
- Grab 11, Go back inside the lighthouse, grab the battery out of its slot, and place it inside the boats battery slot.
- Grab 12, Do not use the door to get inside the ships control room, you can teleport in. Grab the key and turn it for ignition. You do not need to steer, so ensure you don’t grab the wheel at all.
- Grab 13, When prompted, lower the nets using the lever on the right.
- Grab 14, When prompted, raise the nets using the lever.
- Grab 15 through 32, During the section you’ll need to climb up the rope, use your “long arms” the entire time to have the longest reach possible. You can probably complete this rope climb in 18 grabs if you maximize every pull. Be sure to stop once you’ve reached the top of the lighthouse.
Chapter 4
There are 8 potential grabs in Chapter 4 which are:
- Grab 1, Grab the match as the medium fisherman to pass it to the largest fisherman (you).
- Grab 2, Grab the match and strike it against the box (you do not need to pick up the matchbox). Light all three lamps on your level.
- Grab 3, Pass the lit match to the medium fisherman and have him light all three lamps.
- Grab 4, Pass the lit match to the smallest fisherman and have him light the centre beam. You can now drop the match.
- Grab6 5, 6 and 7, Direct all three of your beams to shine towards the centre triangle.
- Grab 8, Once the lighthouses beam is complete, direct the light out the broken window to wake up the huge fisherman.
Epilogue
The Epilogue holds 1 grab which is:
- Grab 1, Open the door to outside. Wait for the credits to start rolling so you can safely leave.
That’s the A Fisherman’s Tale Economy of means trophy guide complete, I hope it helped you complete the game by grabbing less than 150 objects.