Adventures of Bertram Fiddle 1: A Dreadly Business Walkthrough

6. Chapter 4 - A Ghastly Conclusion

We find ourselves in a sewer, so click on the manhole cover to move it and get above the ground. Our cyclops friend Gavin looks a bit different, as it turns out he has an extra eye stuck to his face. Bertram takes it, and it's another clue for the head. Place the eye into one of the eye sockets on the head.

Talk to Norris in the bathtub. Exit to the right.

It's possible that as soon as you enter the next scene, you will automatically pop the achievement for shooing all of the pigeons. This seems to happen more often than not for most players. If it doesn't pop for you upon entering, then continue to shoo all of the pigeons across this scene as these are the last pigeons in the game. You may need to walk a bit to the left to locate them all.

Extremely Shooful in Adventures of Bertram Fiddle 1: A Dreadly Business
Shoo all the pigeons you encounter
  • Unlocked by 490 tracked gamers (84% - TA Ratio = 1.09) 582

Talk to the street sweeper, who mentions his street sweeping machine is broken. Walk to the left. Talk to the lady in front of Mrs. Scarduck's Muffins, who will then throw her muffin at you. Pick the muffin up. Click on the couple in the lower left of your screen, and the lady known as Pokey Mary will stick her fork up at you. Exit to the left.

After a short cutscene at the bridge, you'll see some tall reeds in the water just down the stairs. Take a reed for your inventory. Exit back to the right.

Use your reed on Pokey Mary, and we now have a flute. Walk to the right, and exit up the alley behind the street sweeper.

Give your flute to Norris, who happily leaves with his new instrument. Take the bathtub that Norris abandoned, and exit right.

Exit right again, to the alley by the Gypsy's house.

Check the garbage can here, and take the cork from inside of it. Open the light wooden door to discover an outhouse. Attempt to take the toilet brush in here, and a rat emerges and blocks us. Give your muffin to the rat, and after it scurries off, take the toilet brush. Click on the dark door to the right to talk to the Gypsy, known as Madame Blackheart. She wants proof of Sir Bruce before she will let us inside. Exit left.

Use your cork on the broken street sweeping machine to fix it, and our street sweeper friend happily leaves to make the streets immaculate. He leaves behind his broom, so take it for your inventory. Exit all the way left, back to the bridge.

Use the bathtub in the water at the bottom of the stairs, and then use the broom on the bathtub. We've made a boat. Use Gavin with the boat, and he'll sail across to the other side. Use Gavin with the gray bridge control box, and he will lower the bridge for us. Go across it and exit to the left.

Use your toilet brush on the lower section of spider webs in the tree:

Image 1

Talk to the children playing with marbles on the ground. They have the other eye that we need, but we have to beat them at a game of marbles to get it. For now, head inside the house to their left.

On your right will be a large green wardrobe. Click it to open it up and meet the twins inside. They have a secret to tell us, but not without a treat first. Notice the makeup set on top of the green dresser to the left of the door. Use your toilet brush covered in cobwebs on the makeup set. It now looks like candy floss. Use the fake candy floss on the large wardrobe to give it to the twins. We learn the secret - Sir Bruce can't grow a real mustache. Take the large Pearl of Minimoto from the far right dresser. Talk to Sir Bruce's wife on the left. Click on both of the paintings on the wall. Then talk to Sir Bruce on her left by clicking on his face to expose his mustache. During the commotion, he drops a card. Pick the Black Heart card up. Exit the room.

From your inventory, use the large pearl with the game of marbles. The boys are so impressed that they instantly proclaim Bertram the winner and run off with their new, massive marble. We can now pick the eyeball up. Do so, and place it into the last eye socket on the head. Exit to the far right.

Cross the bridge and exit to the right.

Exit to the right again to visit Madame Blackheart.

Use the Black Heart card on the Gypsy's door and enter the house.

Word of warning - our second and final chase sequence is coming up next. Again, take a look at the "General hints and tips" page if you haven't already. The chase scene here is much like the first, so you should have a good idea of what to expect. Instead of people in your way, you will have gravestones to dodge this time. In this chase, you are running from the spirits, rather than chasing something, so you don't have to worry about staying directly behind anything towards the end. You should be able to avoid the gravestones without much difficulty, but remember to be mindful that there are bridges in this chase sequence. They will always appear in the middle of the screen (as you can move up, middle and down). Unless you are moving up and down to avoid gravestones, try to base yourself in the middle of the screen as much as possible in case a bridge shows up. If you hit a gravestone, or even think that you might have hit one, the same applies as before. Immediately dashboard using cn_guide, press cn_start on the game tile to select Quit, and then you can start the game again and press Continue. This will start you back right at the beginning of the chase and you can try again. Do not finish the chase unless you are sure you did not hit anything. You will not be able to restart the chase again once it is finished. If you do finish the chase and have hit a gravestone, it will void the related achievement, and you will have to begin the game all over again from the start in order to attempt the chase again.

The chase is about 40 seconds long, and I'd recommend watching a quick run of the chase scene to familiarize yourself with what's ahead. All credit and thanks go to AchievementSquad for the video. Just remember that the chase sequences can be slightly random so you may not have the exact same placements of gravestones or bridges (although the bridges will always be in the center of the screen). The chase scene takes place here from 1:01:23 - 1:02:05.

Ok, let's continue. Speak to Madame Blackheart. Bertram will advise her that he is searching for Geoff the Murderer. Go into your inventory and select the head. Exit out of the close-up view of the head, and it will be placed on the table. Madame Blackheart can help us find out who did this by contacting the spirits, but she wants some silver. We don't have any silver, but we do have a large diamond. Give her the diamond from your inventory, which she happily accepts. The spirit of the woman who lost her head appears and tells us to look for the Spotted Calf. Wicked spirits are approaching fast, and they're not happy with Bertram. Our next chase scene begins as Bertram is chased out of the house and through a graveyard. I personally felt that this chase was easier than the first. Use cn_LS once again to move Bertram up and down to avoid the gravestones, and after reaching the end without hitting any obstacles, you will be awarded with an achievement.

Grave Danger in Adventures of Bertram Fiddle 1: A Dreadly Business
Grave Danger240 (200)
Avoid all Gravestones in the Ghost Chase (Secret)
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After the chase, Gavin will join us on the street. Walk to the right, towards the open green door. Sherlock and Watson will emerge and will have some dialogue for us. After Sherlock is finished speaking, as we have chatted to all characters in the game, we will unlock an achievement.

Exquisite Chattering in Adventures of Bertram Fiddle 1: A Dreadly Business
Talk to every character in the game
  • Unlocked by 477 tracked gamers (82% - TA Ratio = 1.10) 582

Now we can enter the house on the right through the open door.

Select the picture in the frame on the far left counter. This is our last picture in the game.

A true connoisseur in Adventures of Bertram Fiddle 1: A Dreadly Business
Admire all the paintings in the game
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Read the note on the table from Geoff the Murderer. Geoff asks if Bertram likes hot dogs, and now Bertram smells something burning. Check the stove on the right. Now there appears to be a scratching sound coming from under the table. Select Gavin, and select the green rug under the table. Gavin moves the table to reveal a trapdoor. Open the trapdoor, and it's Foofy! Foofy is alive and well. Exit the house.

The final cutscene of the game plays out now, with Emmelina being impressed by Bertram's efforts to uncover the true identity of Geoff the Murderer. The story is to be continued with Episode 2: A Bleaker Predicklement, due for release on 12 June 2019. This concludes Chapter 4 and ends Episode 1.

Tip Top Adventuring in Adventures of Bertram Fiddle 1: A Dreadly Business
Complete Chapter 4
  • Unlocked by 491 tracked gamers (84% - TA Ratio = 1.08) 582

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