The Book of Unwritten Tales 2

This is a standard point-and-click game, you interact with objects, try and combine them in interesting and bizarre ways to solve puzzles and progress through the story. I feel that a little context for the characters is lost if you've not played the previous iteration of this game, which is sadly not available on Xbox; but it doesn't stop you enjoying it.

There are many delightful nods to other geek cultural phenomena, and the game does not really take itself seriously.

Be prepared for some ridiculous fun.

Controls

cn_start - Pause the game (so you can save)

cn_LS - Movement/ Change dialogue options/ Change selected object in inventory

cn_RS - Change interaction object, e.g: when in a book or when there are multiple objects highlighted in the area

cn_A - Do (context sensitive) action (first cn_A to look, second one will use) OR select/ pick up object OR skip through dialogue

cn_B - Look at object/ Examine object in inventory/ Return selected inventory object

cn_Y - Open/ close inventory

cn_X - Indicate all selectable objects on your screen

cn_LTcn_RT - Switch characters (from Chapter 2, selected portrait on top left will highlight current character)

cn_LBcn_RB - Page through inventory

Tips

Talk to everyone, inspect everything, look at everything. And then go back and do it again, there may be new information :)

Save Games

There is only one save game, which is overwritten with auto-save and manual saves.

NOTE: There is currently a save glitch in which the save icon will appear in the bottom left and will not go away. If this occurs, you should quit the game and restart it. Achievements will still unlock, but it won’t save correctly. You will simply load to the last autosave before the glitch occurred. Many players have reported having hours of gameplay lost to this glitch.

Replaying Chapters

When you've finished a chapter you are able to start a new game at that chapter, e.g: When you've finished Chapter 2, you can start a new game at the start of Chapter 2 (though as this would overwrite your old game, I would think the only reason to do this would be you missed a missable).

It seems like when you've finished the game you should be able to start a new game at any chapter - however, I (and others in the forums) have experienced only having certain chapters unlocked when trying this (I only have 1 and 5), so I would advise following the instructions in the walkthrough for missables and reloading saves immediately where possible.

Chapter 1

Nate

Falling:
Hold on to the rock face (cn_A - for all actions in bold).
Climb up the rock face.
Look at the jetty and then walk along the jetty towards the rope.
Climb up the rope.
Take the oil lamp floating at the top left. Nate will automatically rub the lamp, select any dialogue option - it doesn't matter.
Take the carpet.
*ouf*

Stop the drop

Survive the fall

Stop the drop
1 guideOffline Game ModeSingle PlayerMain Storyline

Tutorial

Follow the instructions whilst viewing the credits. This sounds like Peter Dinklage, I don't think it is though.

Master Mechanic

Finish the tutorial

Master Mechanic
1 guideOffline Game ModeSingle PlayerMain Storyline

Princess Ivo

Bedroom:
*In what world is she fat?! Unpleasant mother :(*
Go through all dialogue options.
Open your inventory (cn_Y) and examine (cn_B) the Picture of Prince Lalilos.
Look at Cheep-cheep. Talk to Cheep-cheep.
Look at the jug and the bowl on the table to the right, and the bed (x2).
Look at the flower on the table (x2).
Look at the musical box on the small table at the bottom right, open it to play the music.
Look at the figurine.
Look at the knitted hat (x2) on the couch.
Look at the picture on the easel and see the other pictures of your friends.
Look at the mirror, and the jewellery box.
Talk to Cheep-cheep.
Enter the balcony.

Balcony:
Look at the telescope (x3).
Look at the sunflowers and take a few sunflower seeds.
Go into the palace.

Bedroom:
Open your inventory (cn_Y) and select the Fresh sunflower seeds. Put the sunflower seeds in the bowl on the table.
Look into the jewellery box while Cheep-cheep is eating the seeds.
Take the mirror. Cheep-cheep goes back to his perch after seeing there is no mirror.
Open your inventory (cn_Y) and select the mirror. Lean the mirror up against the figurine in front of the musical box. Wait for Cheep-cheep to land on the musical box to see himself on the mirror again.
Open the musical box to trap Cheep-cheep.
Enter the balcony.

Balcony:
Take a few sunflower seeds.
Climb down into the garden (bottom right).

Garden:
Walk around.
Look at the happy willow (x2) to the right of the balcony.
Look at the pond and the water plants.
Take the water plants to get a cut reed and a reed head.
Look at the waterfall and the entrance to the throne room.
Look at the bird bath on the left.
Look at the Bonsai to talk to Arbor. Go through all the dialogue options.
Look at the bush with the red flowers.
Look at the shallow bowl. It's a magic mirror, but it needs water to work.
Look at the bee's nest on the tree.
Look at the flower that Arbor is worrying about.
Talk to Arbor.
Go back to where you first met Arbor. Look at the stone and then take it (Rex, Arbor's shepherd dog).
Walk under the balcony and go to the library.

Library:
Have a look at everything. Why is there a stuffed Sully in the corner?! Lots of nods to other geeky things here :)
Look at the bookshelf at the bottom of the screen to take the Almanac of Elf Medicine out, and start talking to it (choose all the conversation options). The book wants Ivo to make a potion, or it could be Lupus. The ingredients are: a green fruit of Metus bush, a spoonful of honey and a red herring, pounded together and mixed with water.
Look at the flower at the bottom right of the library that looks like a trumpet. Look again to pick a flower (and blow it).
Look at the bookshelf on the bottom left and then read the book on fishing.
Look at the bookshelf on the top left and then take one of the books to get a Book about carpentry.
Look at the book on the right hand bookshelf and Read the plant book. Then select (cn_RS) and Read the entry about Lovelilys and then go back to the library.
Go into the bedroom
through the stairs under the dragon head.

Bedroom:
Look at the flower on the table to get a beautiful flower.
Go to the balcony and climb down into the garden.

Garden:.
Take a few worms from where Arbus was originally as you pass.
Talk to Arbor.
- Ask him for help with the potion.
- Ask about the "Metus bush". The bush has red fruit. But it goes green if it senses danger. (And blue if unripe).
- Ask about honey. Learn you need smoke to calm the bees (he won't smoke until he's fixed the sick flower).
- Ask him to lend you his fishing rod. You get a fishing rod.
- Tell him about the Lovelily, then tell him that you have a flower that can help with the Lovelily (*awwww!*).
Look at the spade and take it.
Look at the flowers.
Look at the Metus bush. Open your inventory (cn_Y) and select the (trumpet) flower. Scare the bush. Pick a few green Metus fruit.
Look at the bee's nest.
The bees have calmed down.
Open your inventory (cn_Y) and select the cut reed. Cut the bee's nest and you will get Sweet honey.
Look at the pond and learn that the fishes are red herrings.
Open your inventory (cn_Y) and select the fat worms. Open your inventory (cn_Y) and attach the bait to the hook.
Open your inventory (cn_Y) and select Arbor's rod, then fish in the pond. Your fishing skill is now 1. Do this 4 times in total until your fishing skill is 4.
Go to the library.

Library:
Read the book on fishing (again) to increase your fishing skill by 10.
Go into the garden.

Garden:
Open your inventory (cn_Y) and select Arbor's rod, then fish in the pond again until you catch a red herring (I got this first time, but it may be random).
Look at the pond again, there may be something in there that could prove useful.
Open your inventory (cn_Y) and select Arbor's rod, then fish in the pond until you get a Master Angler's hat (it is random which level you get it at). Ivo wears it. You can remove it in your inventory.

Fisher Queen

Receive the hat of the Master Fisher

Fisher Queen
4 guidesOffline Game ModeSingle PlayerMissable

Talk to Arbor, he likes your hat :)
Talk to him again and check that he's okay with you borrowing his spade, you can also berate him about smoking (leave the woodwork book for now).
Climb up to the balcony and go into the palace.

Bedroom:
Take the jug and pour water into the bowl.
Open your
inventory (cn_Y). Select the green Metus fruit (Put the fruit in the bowl), the red herring (Put the herring into the bowl) and the sweet honey (Pour the honey into the bowl).
Open your inventory (cn_Y) and select the fist-sized stone and pound the ingredients. You will get medicine.
Go to the library.

Library:
Talk to the medicine book and tell it the potion is ready. Cheep-cheep flies in and inquires what's happening. You will drink the medicine.

Surprise!

Find out what's wrong with Ivo

Surprise!
1 guideOffline Game ModeSingle PlayerMain Storyline

Talk to Cheep-cheep. Ask about transport to Seastone, we need a pot of gold (don't give it the seeds btw, we need those later).
Talk to the medicine book and ask about sex and pregnancies.
Go into the garden.

Garden:
Talk to Arbor.
- Ask about how the magic mirror (and the other stuff if you're curious). Need three jugs of water... and some mumbly stuff.
- Show him the wood work book, he considers it a horror story.
Look at the magic mirror (x2).
Look at the symbols. One droplet has a line under it, another has line above it and the third has a circle around it. These symbols are also in the throne room.
Go up to the throne room (the door is to the right of the waterfall).

Throne Room:
Look at the King (by the tree) and speak to him (select all options). Say "Enlighten me, Father!" (x5).

Enlightened

Be enlightened five times

Enlightened
1 guideOffline Game ModeSingle PlayerMissable

Look at the stone tablet on each of the three columns.
Look at the queen. Talk to the queen about the symbols. The symbols represent the three forms water can take: water that falls from the sky, water that springs from the earth and water that is bathed by moonlight.
Look at the moon well to the right of the queen.
Go down into the garden (bottom right). Climb up to the balcony and go into the palace.

Bedroom:
Take the jug from the table.
Enter the balcony, climb down into the garden and go up to the throne room.

Throne Room:
Talk to the queen. Ask her for a bit of the moon water, tell her you want to make a beauty potion. You will get moonwell water.
Go down into the garden.

Garden:
Go to the magic mirror. Open your inventory (cn_Y) and select the moonwell water. Pour the water into the bowl. One of the symbols starts to glow.
Open your inventory (cn_Y) and select the jug. Fill the jug with water from the waterfall. You will get water from the waterfall.
Go back to the mirror. Open your inventory (cn_Y) and select the jug with water from the waterfall. Pour the waterfall water into the bowl. Two of the symbols are now glowing.
Talk to Arbor about a certain kind of water. You will get water from the ground.
Open your inventory (cn_Y) and select the jug with water from the ground. Pour the ground water into the bowl. All the symbols are now glowing. You can now talk to the magic mirror. Ask about the password, Ivo guesses the password. It is "Mellon" (speak friend and enter).
Look at the happy willow. Part of it is covering the waterfall.
Open your inventory (cn_Y) and select the book about carpentry. Read something to the happy willow. The willow is not happy anymore. It's branches droop down and the waterfall is exposed to the sun producing a rainbow. Look at the weeping willow.
Look at the rainbow.
Look at the end of the rainbow on the ground by the Metus bush.
Open your inventory (cn_Y) and select the spade. Dig at the end of the rainbow and you will get a pot of gold.
Talk to Arbor about the spade.
Go to the library.

Library:
Talk to Cheep-cheep about the pot of gold. The bird cannot carry the heavy pot, we have to make Cheep-cheep stronger.
Go into the garden and go up to the throne room.

Throne Room:
Speak to the King. Ask about Cheep-cheep, and show him the sunflower seeds. He sends something glowing into the seeds.
Go down into the garden and go to the library.

Library:
Talk to Cheep-cheep and give him the magic seeds. Cheep-cheep flies around, takes the pot of gold, and flies out to the Hippogriff stud at Blue Mountain.
Go into the garden.
See Cheep-cheep fly back with a box. The bird drops it on the balcony.
Climb up to the balcony

Balcony:
Talk to Cheep-cheep.
Look at the box.
Open the box and see a small pink hippogriff.
Look at the box.
Talk to Cheep-cheep.
Ride the hippogriff. Ivo flies to Seastone.

The Great Escape

Escape the Elfburrow

The Great Escape
2 guidesOffline Game ModeSingle PlayerMain Storyline

Wilbur

Classroom:
Select any of the conversation options, you're screwed either which way. Respect is earned.

Bedroom:
Look at the shoes by the "home" rug in front of the door (x2). You will get the loose page that was inside the shoe.
Look at the ear trumpet on top of the door.
Look at the package of pet food the other side of the "home" rug and and you will get tasty pet food.
Look at the magic set and then open it.
Look at the magic contract under the window (x2).
Look at the family photo above the bed (x2).
Look at the aviator glasses on the right wall (x2).
Look at the teddy.
Look at the bed.
Look at the stove. It is hot (duh).
Look at the wand beside the magic ball on the desk and take it. You get a capricious wand.
Look at the magic ball and use it to talk to Master Markus. Wilbur calls the wrong number.
Look at Fridolin, the rabbitsheep (x3). He's eating the notebook that has Master Markus' number in it. Try to take the notebook.
Open your inventory (cn_Y) and select the tasty pet food. Give Fridolin something to eat. He still will not get off the notebook.
Open your inventory (cn_Y) and select the tasty pet food. Sprinkle food on the bed. Wilbur reads the empty box and realizes the food should have been soaked before feeding.
Look at the water bowl. Take the bowl full of water. Give Fridolin something to drink. Fridolin inflates.
Roll Fridolin to the side to get a nibbled notepad.
Open your inventory (cn_Y) and examine (cn_B) the nibbled notebook to get Master Markus' number.
Use the magic ball. Wilbur calls Markus and asks for help. He recommends you just do some magic.
Enter the classroom.

Classroom:
Maybe he shouldn't have done magic? You get a fairy spell.
Look at the brochures left by Cybil on the left desk and get a colourful campaign brochure.
Look at the table (left) to learn about Chantal and Timmy.
Open at the table flap.
Look at the book (x2) and then try to take the book of fairy tales.
Look at the table (right). Search the table. See an automation spell etched inside the desk flap. Wilbur copies the spell.
Look at the fish skeleton inside the dry tank. Take the fish skeleton and get a sharp fishbone.
Look at the treasure chest and then open it. Get old coins from the chest.
Look at the diagram on the board to the right of the exit.
Look at the plant(s) around the column (x3). It grabs a flying kobold. It also tries to take Wilbur. Try to approach the plant. It releases a gas cloud. Look at the gas cloud.
Look at the oven, then look in the oven and get another loose page. It seems that at least five more pages are missing.
Look at the chemistry area by the oven.
Look at the cages suspended on the ceiling.
Look at the kobold.
Look at the book
on the podium. Read the roll book.
Take the wand from the podium.
Look at the apparatus (x2) on the right of the blackboard. It is the apparatus that corrupted Allerdyce.
Read the roll book again (x2) for any reference of Allerdyce. His papers should be still around.
Leave the classroom through the door on the left.

Entrance Hall:
Choose all of the options in the conversation with the Arch-Mage.. and a rat?
Look at the dirty floor and the knight's armour.
Look at the tapestry behind the amor (x2). Get old thread.
Look at the two levers left of the tapestry and armor. Use the lever(s) and see that they open and close the windows above the stairs. Close the windows again.
Look at the sheet of paper in the corner to the left of the staircase to get another loose page.
Look at the two kobolds at the top of the stairs.
Look at the boards on the stairs and get dry boards.
Go to the classroom (on the right behind the stairs)

Classroom:
Look at the package on the podium. It is a magic slate. You have a conversation with it.
Leave the classroom and go right to go to the staff room (on the far right).

Staff Room:
Meet Headmaster Bloch. He explains Wilbur's tasks: clean the floor in the entrance hall and remove the cobwebs; also get rid of the flying kobolds. Then he is to locate the missing library. By 72 o'clock :)
See a file cabinet in front of Bloch's desk. Search the file cabinet to read the files on the students and employees in the school.
Select A-E and check the Albert Allerdyce file. Get a yellowed design drawing from his file.
Read all the files (in any order, but there is nothing in U-Z).

File Muncher

Read all student files

File Muncher
4 guidesOffline Game ModeSingle PlayerMissable

Look at Headmaster Block and talk to him about the notes with the small holes. Wilbur says that he has a binder for his spells. Bloch gives Wilbur an open spell to archive.
Open your inventory (cn_Y) and examine (cn_B) the new spell to learn that it is for opening tabs, loops, etc.
Look at the display case. In pride of place is a trophy for a broom ball tournament.
Look at the clock above the fireplace.
Look at the diagram (x3) on the right of the fireplace to learn about the Fireplace Travel Network, it shows which fireplaces are connected, the staff room fireplace is connected to the library fireplace. Wilbur needs fire and fireplace travel powder to use the network. (It's the Floo!)
Look at the bellows below the diagram and take them.
Look at the paper swan beside the door (very front of the screen) and take it to get another loose page.
Go into the entrance hall.

Entrance Hall:
There are three kobolds left. Out of the five released, one was fried by Cybil at the beginning of this section, and the other was eaten by the plant in the classroom.
Look at the troll and then talk to it.
Talk to the troll again about the kobolds. The kobold sitting on the banister lands on the back of the troll. The troll smashes the kobold. Two left.
Pull the right lever to open the bottom window. The kobold will fly and land on the top closed window.
Pull the left lever to open the top window and the kobold will be flipped to the open bottom window. Bye! Make sure you use the lever(s) to close the windows afterwards, else it will get back in. One left.
Go to the classroom.

Classroom:
Look at the kobold to take the fairy tale book.
Open your inventory (cn_Y) and select the tacky book of fairy tales. Use the book to lure the kobold into a trap.
Talk to the captive kobold. Wilbur opens the lid and gets bitten. He accidentally stuns the kobold. You get a bad tempered kobold in a pencil case.

Exterminator

Free the school of kobolds

Exterminator
1 guideOffline Game ModeSingle PlayerMain Storyline

Leave the classroom.

Entrance Hall:
Look at the front door on the left.
Open your inventory (cn_Y) and select the old coins. Jam a coin in the door. This will annoy the troll.
Talk to the troll. The troll looks at the door. I think this is a scene from Scrubs.
While the troll is checking the door, open your inventory (cn_Y) and select the open spell. Magic the keyring off his belt.
Take the keyring.
Go to the staff room.

Staff Room:
Go to the display case and unlock the display case. Take the broom.
Go into the entrance hall.

Entrance Hall:
Open your inventory (cn_Y) and select the broom. Sweep the floor.
Open your inventory (cn_Y) and select the automation spell. Enchant the broom. Did they not watch Fantastia?
Go to the staff room.

Staff Room:
Talk to Headmaster Bloch about the caretaker and then the tasks.
- The floors are swept and the kobolds have been removed.
- Ask about the fireplace map concerning the Fireplace Travel Network.
Open your inventory (cn_Y) and select the bad tempered kobold. Sic the kobold on Headmaster Bloch. Bloch swats the kobold. Wilbur takes a pile of fireplace travel powder.
Look at the firewood. Try to use the firewood with... Put firewood in the fireplace and Bloch stops Wilbur from using the school's property. He's an arse.
Open your inventory (cn_Y) and select the dry boards taken from the entrance hall stairs. Put the boards in the fireplace. Tell Bloch they're just a few old boards. Better to burn them than throw them away.
Open your inventory (cn_Y) and select the empty dry food package. Put the empty dry food package into the fireplace. Look at the fireplace. All it needs is fire now.
Go into the entrance hall.

Entrance Hall:
Try to disenchant the broom.
Go to the classroom.

Classroom:
Open your inventory (cn_Y) and examine (cn_B) Alledyce's yellowed design drawing. It says that you fill the fire maker with flammable gas and then ignite it using complicated technology.
Approach the plant on the column (cn_LS). It will release the green stinky gas.
Open your inventory (cn_Y) and select the practical bellows. Suck up gas cloud.
Open your inventory (cn_Y) and select the gas-filled bellows. Fill gas into the fire maker.
Use the fire maker.
Open your inventory (cn_Y) and select the nibbled notepad. Light some paper.
As you leave the classroom, before the flame goes out. Open your inventory (cn_Y) and select the lit strip of paper. Light a new strip. Repeat as needed.
Leave the classroom and go to the staff room.

Staff Room:
Open your inventory (cn_Y) and select the lit strip of paper, and light the fireplace.
Open your inventory (cn_Y) and select the fireplace travel powder and throw the transport powder into the flames.
Look at the fires.
Enter the fire
. Owl, worm and rat.

Library:
Talk to the books on top of Wilbur. Wilbur wants to find out what is wrong.
Look at the note in the mouth of the bear rug on the floor a the front of the screen and get a fire spell.
Look at the doily from the box right of the bear rug and take it.
Look at the drawer of the desk to see that it is empty.
Look at the books on the shelves by the desk and then speak to the books.
Look at the books on the upper shelves.
Look at the wall that looks like a door.
Look at the desk (x2) to get a close up of the desk.
Look at the jellyglowfish that is the source of light at the top left.
Look at the sheet of paper in the bottom right.
Look at the broken book and get another loose page. Look at it again to talk to the magic slate. The pages can be sewn together to form quires. Then they are glued together using paste, glue or troll snot. *ew*
Open your inventory (cn_Y) and examine (cn_B) the loose pages to see there is one page still missing.
Look at the drawer. Open your inventory (cn_Y) and select the wooden drawer and throw the drawer into the fireplace.
Open your inventory (cn_Y) and select the nibbled notepad, put paper in the fireplace.
Open your inventory (cn_Y) and select the fire spell and light the wood with the fire spell.
Open your inventory (cn_Y) and select the fireplace travel powder. Use the fireplace travel powder with the fireplace. That was the last of the powder.
Exit the library and go into the entrance hall.

Entrance Hall:
Talk to the troll.
Open your inventory (cn_Y) and select the fine doily. Show the troll the doily. Wilbur used reverse psychology to get sticky troll snot. It was super effective.
Go to the staff room.

Staff Room:
Talk to Bloch about tasks and the library. Bloch wants the library to be accessible through a door. Bloch has a loose page to return to the library. Continue to talk to get a loose page.
Enter the library through the fireplace.

Library:
Look on the desk to zoom in.
Open your inventory (cn_Y) and combine the sharp fishbone with the red old thread to get needle and thread.
Combine the needle and thread with the loose pages to make stitched-together book pages.
Select the stitched together book pages, and glue the quire into the book to get Wilbur to automatically repair the book. Wilbur reads Gulliver Travels. The repaired book wants Wilbur to continue to read. The rest of the books asked to be read. Wilbur starts to read and then exits the library through the door left of the entrance hall stairs.

Bibliophile

Make the library reappear

Bibliophile
1 guideOffline Game ModeSingle PlayerMain Storyline

Enter the library via the new door.
Look at the book on the left bookshelf, it's the Laws of Aventasia. Read the law book. There's a law that prohibits persons less than 1.5 meters from working on heights more than 3 meters. You get a law book.
Go to the entrance hall and go to the staff room.

Staff Room:
Talk to Bloch about the cobwebs and the law book. That takes care of the cobwebs.
Go into the entrance hall and enter the library.

Library:
Look at the books on the hearth and talk to them to learn that the books woke up from sleep and remember the contents of their books. Learn why the library went missing and the need to be read.
Look at the book on the bear rug to learn how to send the broom back where it belongs. It recites the spell.
Look at the rotten books at the bottom left. They became rotten because of a leaky roof. The fireplace book says that the rotten books are ruined but the time travel book on the desk says otherwise.
Talk to the book on the desk. The book recognizes Wilbur. The book thinks that time travel can be done without magic. Imagine the time you want to go and you are there. Wilbur wants to travel to the past.

Back in time:
Look around at the library shown in a pixelated screen.
Look at the books on the shelves and talk to them. Learn about the hole in the roof and the time travel book.
Look at the desk. The librarian is not here.
Look at the pile of books to the right of the bear rug.
Look at the rotten books by the fireplace. Wilbur has not gone back far enough in the past.
Look at the desk to get a handful of nails.
Hear the time travel book under the pile of books. Free the time travel book.
Go back further in time.

Further back in time:
Ah memories. Look around in this graphic-text adventure.
Look at the tool box and open it. It is locked.
Look at the books on the shelves.
Look at the books by the fireplace. Talk to the books. They do not want to move. They believe the roof leak will be fixed.
Look at the ladder. Climb the ladder. Without tar paper and such, Wilbur cannot fix the roof.
Talk to the time travel book on the desk. It leaves the library after finding out about time travel.
Talk to the books by fireplace to reminisce about the past.

Text adventure way way back in time:
- Look at... the workman.
- Use... the flap opening spell ...the leather cord.
- Take... the key.
- Look at... the library.
- Take... the roofing paper.
- Talk to... the old books. I have to travel to the future.

Further back in time:
Open the toolbox. Automatically take the hammer.
Climb up the ladder. Wilbur fixes the leaky roof.
Look at the books and talk to them.

Present time:
Wilbur reads the note left by the time travel book. The book left a stylish paper hat for Wilbur.

Time Traveler

Solve the time travel side-quest

Time Traveler
1 guideOffline Game ModeSingle PlayerMissable

Look at the (formerly) rotten books and the fireplace.
Go to the entrance hall.

Entrance Hall:
Disenchant the broom. Back now, broom into the closet! Be thou as thou wert before!

Dirt Devil

Finish the cleaning tasks of the headmaster

Dirt Devil
1 guideOffline Game ModeSingle PlayerMain Storyline

Look and the broom and take it.
Go to the staff room.

Staff Room:
You tell the Headmaster you have completed all the tasks. So, Bloch gives Wilbur more tasks, and then leaves for the day.

Entrance Hall:
Leave the school.
The magic slate lets you know that the golems can do the work for tomorrow :)

School's Out

Master your first day of school

School's Out
Offline Game ModeSingle PlayerMain Storyline

Chapter 2

Nate

Inside the palace:
A drunken Nate talks to a drunken Red Pirate. He wants the artefact from the last game.
Nate will start a fight with the bounty hunter on the way out.

NOTE: This is an easily missable achievement. There will be five floating symbols that you will need to "punch" in order to unlock this achievement. Unfortunately the controls are quite terrible, and the symbols will try to flee your cursor. Your best bet is to mash cn_A while you move the fist icon (cn_LS) in the general direction of the symbol. If you fail to hit the symbol after a few seconds, it will disappear. If this happens, IMMEDIATELY pause the game (cn_start) and reload your last save. This may take a few tries, but it shouldn’t prove too difficult. Remember you can skip the dialogue by pressing cn_A. If you find you cannot move the fist then pause (cn_start) and resume the game to re-gain control.

Drunken Master

Hit all the symbols in the Drunken Punch minigame

Drunken Master
2 guidesOffline Game ModeSingle PlayerMissable

The bounty hunter takes Nate outside to sober him up. They are in cahoots! Sneaky... Nate collapses into the water trough.

Critter

Outside the palace:
Look at the statue by the door, and take the pan.
Enter the palace.

Inside the palace:
Look at the sword in the stone. Try to pull the sword out of the stone.
Look at the cornucopia in the pool.
Look at the Red Pirate and the cloth he is holding. Hmm, that may be important.
Look at the compass on the right of the pirate.
Look at the oil lamp under the glass at the bottom right. This is the lamp Nate and the bounty hunter want. Try to take the oil lamp but the monkey bartender screeches an alert.
Look at the peanuts on the bar to get old peanuts.
Look at the book on the bar.
Choose a recipe (cn_RS and cn_A) and Critter will sound the name out: Mojito, Baboon's Bottom, Burning Mary, Grog XD.
Turn to the last page (cn_A), which has a hangover cure. Rip the "Hangover Healer recipe out of the book to get Hangover Healer recipe.
- The ingredients are: milk, salt and peppermint.
- The shake moves are 1. Beep Boop, 2. Mangnag, 3. Donkadonk, 4. Freak Out.
Talk to the ape. We are going to order the different drinks and then watch the bartender ape in a fez do the moves.
- Order Mojito (Glug Mo-chii-to). Watch the bartender do the shakes to see the first two moves: Mangnag and Beep Boop.
Drink the Mojito and then take the glass of peppermint leaves to get glass with peppermint in it.
Talk to the ape.
- Order Burning Mary (Glug brunsala-Maaary) and watch the first two moves. They are: Donkadonk and Freak Out. NOTE: that the Burning Mary has fire and the ape removes his fez.
You can drink the Burning Mary (otherwise it's rude to ask for a drink you're not going to drink, but you cannot take the fez or the glass)
Go outside.

Outside the palace:
Open your inventory (cn_Y) and select the Hangover Healer recipe. Show the bounty hunter the recipe. He shoots down a coconut from the tree. Take the coconut.
Enter the palace.

Inside the palace:
Open your inventory (cn_Y) and select the intact coconut. Split the coconut with the sword in the stone to get shell with coconut milk in it. I swear this Critter is eating the inventory...
Open your inventory (cn_Y) and select the old pan and put water into the pan (from the cornucopia) to get pan full of salty water. Yep, he definitely swallows the inventory, ugh!
Go outside. Go to the jetty.

Jetty:
Look at the bitt (stone stand) to the left of the barrel with a strange bird on it.
Open your inventory (cn_Y) and select the pan full of salty water. Put the pan on the bitt.
Look at the mirror (on the left) and use the burning mirror with... Heat the pan with the salty water in it. Take some salt from the pan to get pile of sea salt.
Open your inventory (cn_Y) select the shell with coconut milk in it and pour the coconut milk into the glass with peppermint.
Select the pile of sea salt and pour salt into the glass.
Shake the hangover healer (in your inventory cn_Y). Select moves (cn_LS) (from left to right): 3 (robot arms) - 1 (jump) - 6 (dribble) - 5 (wave). Get Hangover Healer.
Go into the town.

Outside the palace:
Open your inventory (cn_Y) and select the Hangover Healer. Pour the Hangover Healer down Nate's throat.

Sobered Up

Get Nate sobered up

Sobered Up
1 guideOffline Game ModeSingle PlayerMain Storyline

Nate

Outside the palace:
Nate will talk to the bounty hunter. Learn that they are going to split the lamp's wishes: one for the hunter, one for Nate and one to sell to the highest bidder. The Mary is chained to the dock with a magic padlock, sadly that will use up Nate's wish.
Look around and look at the notices, statues, souvenir shop and palm tree.
Look at the bounty hunter.

Go to the jetty.

Jetty:
Look at the Mary.
Look at the burning mirror used to stop airships.
Look at the padlock and the parrot raises the alert.

Change to Critter (cn_LT or cn_RT)

Critter

Jetty:
Go to the jetty.
Open your inventory (cn_Y) and select the old peanuts. Give the pirate parrot a peanut (x2).
Go into the town, the parrot flies and follows Critter.

Change to Nate (cn_LT or cn_RT)

Nate

Take the blanket off the barrel.
Take the lid off the barrel.
Open your inventory (cn_Y) and select the stained cloth. Put the blanket on the open barrel. The parrot flies in and lands on the blanket. It drops inside the barrel. Nate will automatically put the lid on the barrel and trap the bird.
Inspect the crate to the right of the barrel. Get a cool fez.
Go into the town and enter the palace.

Change to Critter.

Critter

Enter the palace.

Inside the palace:
Talk to the ape and order a Burning Mary (Glug brunsala-Maaary). The ape removes his fez.

Change to Nate.

Nate

Inside the palace:
Open your inventory
(cn_Y) and select the cool fez. Swap the fez?... fezes?... fezi? It is too big and covers his eyes.
The bounty hunter laser cuts the glass dome of the lamp. Critter hits the bounty hunter and Nate takes the lamp. Chaos occurs, useless djinn.
The jetty breaks off... and we come full circle to the intro to the game.

Yo-ho-ho and a bottle of rum

Steal the lamp and flee

Yo-ho-ho and a bottle of rum
1 guideOffline Game ModeSingle PlayerMain Storyline

Wilbur

Main Square:
Wait for Cybil to finish talking to Mr Fox.
Look at the school tower, Mage's Tower and lottery barrel.
Look at crane, goods and barrel by Bill.
Talk to Bill the trader. Learn about the protesters. Bill does not pay taxes. The crane is used to lower his goods without paying bribes.
Go down using the exit to the right.

Gate:
Look at the barred window in the alley.
Have a peek in the cell.
Talk to the prisoner, Mr. X. He's a political prisoner.
Look at the bakery to the right.
Look at the shield and the posters.
Look at the statue in the alcove behind the town guard. The gate to the town is closed.
Talk to the town guard. Mr Shieldhand.
- You need a permit to exit the upper town after curfew.
- To check the "smuggling"; mark a barrel, order the barrel and see if it goes to the lower town without tax being paid.
- In return, ask for a pony. Reverse psychology makes Shieldhand promise to give the key to the gate to Wilbur. Shieldhand gives you a piece of white chalk to mark the barrel.
Go up to the main square.

Main Square:
Open your inventory (cn_Y) and select the white chalk. Mark the barrel beside Bill.
Go down.

Gate:
Talk to the town guard. Tell him you've marked the barrel.
Enter the lower town.

Upper Town Gate:
Look at the privy, the stall and the loading platform.
Talk to Bill. Learn that you need a password and that the inn owner knows it.
Look at the tool box under the "do not touch" sign, take something from the tool box and get a normal hammer.
Go further down on the left.

Lower Town Barricade:
Look around outside the inn. Look at the cart, the drain, the fireplace on the left, the bucket with water and the barricade.
Look at the hatch and meet the protesters that built the barricade to the lower town. NOTE: they sent the prisoner a *cake*.
Enter the pub.

Chez l'Ogre:
Look at the jacket on the chair at the bottom center.
Look at the King of Thieves (Rémi) and then talk to him. Rémi agrees that Wilbur should build a golem to serve as the Arch Mage's bodyguard.
Rémi left his glass. Look at the glass. Take the glass. The glass is marked 2cl.
Look at the ogre. Talk to the two-headed ogre. (Blout and Zloff)
- They agree to try to get one over Bill. The password is "gold won't make you happy". Zloff gives you a bag of silver to pay for the brandy.
- The jacket is the jailed protester's.
Look at the jacket to take the battered pin badge.
Look at Headmaster Bloch and talk to him.
Look at the converted role-playing machine and stairs.
Look at the notice to the right of the fireplace (x3).
Look at the postcard on the right of fireplace. Take the postcard. It is a map of Seastone that can be used as a "jump to" map. Select a location and be there.
Open your inventory (cn_Y) and use the postcard.
Use the postcard
to jump to the Upper Town Gate (the square above "Swinging Seastone", use cn_LS to move, the selected area will be darker, and cn_A to travel).

Postcard travel mapPostcard travel map

Upper Town Gate:
Look at the boy playing by the gate and talk to him. He doesn't have a place to sleep. Wilbur invites him to sleep in his room but he can't go to the upper town.
Talk to Bill. Wilbur places the bag of silver on platform and the marked barrel is lowered.
Knock on the gate. Wilbur tells Shieldhand through the gate about the delivered mark barrel. Shieldhand left to talk to Bill but did not let Wilbur through the gate.
Use the postcard to jump to Chez l'Ogre.

Chez l'Ogre:
Talk to Zloff
and then Blout.
Look at the reporter drinking at the table on the left, and talk to him. Tell Mr. Fox about Bill and Shieldhand. At the crane area, overhear the discussion between Bill and Shieldhand. Fox negotiates to get his drinks at regular prices and gets the others to agree to an acceptable arrangement. Shieldhand gives Wilbur the key to the upper town.

Keymaster

Receive the key to the city gate

Keymaster
1 guideOffline Game ModeSingle PlayerMain Storyline

Open your inventory (cn_Y) and use the magic slate to learn how to build a golem.
- The golem's body needs a torso, strong arms and strong legs. The head (with mouth) is made of clay.
- Magic ink is made up of 2cl crocodile tears, twelveteen drops of dragon sweat and one Seastone ounce of soot (exactly).
Talk to Bill the trader about exactly twelveteen. Learn that it means "it doesn't really matter".
Enter the school.

Mage School:
Look at the mop and bucket. Take the mop with troll spit.
Look at the door to the staff room, examine it to talk to it. A code is needed to enter the staff room.
Use the postcard to jump to the barricade outside Chez l'Ogre.

Lower Town Barricade:
See Timmy the little rat on the railing. Talk to Timmy. He will go to the office and get the door code.
Enter the pub.

Chez l'Ogre:
Talk to Zloff. He doesn't want to talk about golems. Learn that Zloff likes the chocolates from the uptown bakery.
Talk to Blout. This time learn that Zloff has alcohol intolerance.
Leave the pub.

Lower Town Barricade:
Talk to to Timmy again on the railing. He found a note about door: 4, 60, 9, 41. Wilbur takes Timmy with him to help. Get torn-out note and Adventurous Timmy.
Use the postcard to jump to the gate (to visit the bakery).

Gate:
Look into the shop window
and see there are two kinds of chocolates - with or without alcohol.
Look at the drainage grate beside the window.
Open your inventory (cn_Y) and select Adventurous Timmy. Have Timmy climb down into the sewage system. Ask for a chocolate wrapped in red. Timmy gives you a chocolate wrapped in red.
Repeat this and get a chocolate wrapped in blue
Use the postcard to jump to Chez l'Ogre.

Chez l'Ogre:
Open your inventory (cn_Y) and select the chocolate wrapped in red. Give Zloff the chocolate. He says it has alcohol in it.
Open your inventory (cn_Y), and select chocolate wrapped in blue, and then chocolate wrapped in red to swap the chocolates.
Select the chocolate wrapped in blue (contains the red wrapped chocolate), and give Zloff the chocolate.
You will talk to Blout. Blout shows Wilbur the golem parts. Wilbur agrees to build one and give it to them after he uses it to guard the Arch Mage and fix the school.
Look at the golem and see that it is a torso. Look at it again and read the old commands in the box.
Use the postcard to jump to the Main Square.

Main Square:
Look at the hopping crate beside Bill and open it. A pisspot jumps out the crate.
Search the crate to get a pisspot delivery note.
Talk to Bill the trader. Learn about the Better Works factory.
Use the postcard to jump to the Upper Town Gate.

Upper Town Gate:
Look at the rubbish. See the pisspot hiding behind the rubbish. It runs away.
Go further down.

Lower Town Barricade:
Talk to the helmet with legs. The pisspot agrees to be the legs of the golem. You get magic pisspot.
Knock on the hatch of the protester's barricade.
- Ask about clay. You can use the clay to strengthen the barricade with clay.
- Wilbur shows the jacket badge to prove that he is one of them. They want the hand signal now. Ah..
Use the postcard to jump to the gate (to visit the jail).

Gate:
Talk to Eks.
- Ask about the hand signal - you first!
- Ask about the "cake", he won't give up the chisel unless you have a plan. You say you can help him escape. No joy.
Talk to Eks again. Ask about the chisel, say you need to know what kind of hammer. It could cause sparks. You get a special chisel.
Use the postcard to jump to the barricade outside Chez l'Ogre.

Lower Town Barricade:
Knock on hatch and do the secret sign. From left to right: select 5 (horns) - 4 (scouts honour) - 3 (backwards L).
They give you flaming protest posters to hang around town. Get clay. Wilbur used some clay to seal the barricade.
Open your inventory (cn_Y), and sculpt a golem head from the clay. Select any shape you want and it will be correct.
Look at the fireplace to the left of the railing.
Open your inventory (cn_Y) and select the moody wand. Use the magic wand on the fireplace to light the fire.
Open your inventory (cn_Y) and select the soft golem head and fire the clay head in the fireplace to get fired golem head.
Use the postcard
to jump to the gate.

Gate:
Open your inventory (cn_Y), select the mop with troll spit, paste up the wall (where the posters are).
Open your inventory (cn_Y), select the flaming protest posters and stick a poster to the wall.
Talk to the town guard about the protester's poster.
Open your inventory (cn_Y) select the special chisel or normal hammer and remove the statue's arms (now the guard is distracted). Get stone arms.
Use the postcard to jump to Chez l'Ogre.

Chez l'Ogre:
Open your inventory (cn_Y), use the magic pisspot and attach the legs to the golem, repeat for the fired golem head and stone arms.

King of DIY

Build your own golem

King of DIY
1 guideOffline Game ModeSingle PlayerMain Storyline

Use the postcard to jump to the mage school.

Mage School:
Talk to the magic door. The code is: 4, 60, 9, 41. Correct. But Bloch needs to introduce him first, he's not authorised.
Open your inventory (cn_Y), and use the magic slate. Can it can imitate voices? No, but it can also record and playback voices. We need to record Bloch saying 4, 60, 9, 41.
Enter the classroom.

Classroom:
Search the shelves to the left of the blackboard. Get an old class photo.
Open your inventory (cn_Y), and examine (cn_B) the old class photo and see that it is the class of 1462.
Use the postcard to jump to Chez l'Ogre.

Chez l'Ogre:
Talk to Headmaster Bloch.
- Can you say "nine"? I really fancy a dwarven ale, he'll quote the licensing law. Get 9.
- Ask about the old class photo. Get 60.
- Ask what he's drinking. Get 4.
- Ask why he was chosen as treasurer, then create a maths problem. Select: 65 + 23 - 47. He will answer 41.

NOTE: This is missable, so if you make a mistake, IMMEDIATELY pause (cn_start) and reload your last save.

Math Magician

Ask the right math problem at the first go

Math Magician
1 guideOffline Game ModeSingle PlayerMissable

Open your inventory (cn_Y), and use the magic slate to verify that you got all the numbers recorded.
Use the postcard to jump to the mage school.

Mage School:
Talk to the magic door. Get it to let Headmaster Bloch and Wilbur in.
Enter the staff room.

Staff Room:
Look at the desk. Search the drawer. Read the letter in the drawer.
Look at the flask. It is dragon sweat. Strange coincidence...
Take the quill from the desk.
Enter the lobby and enter the classroom.

Classroom:
Examine the oven to the left of the alchemy corner to get little pile of soot.
Look at the alchemy corner. It is the perfect spot to make the magic ink.
Look at the flask. It is dried crocodile tears. We need 2cl of tears.
Leave the alchemy corner.
Use the postcard to jump to the barricade outside Chez l'Ogre.

Lower Town Barricade:
Look at the bucket of water (melted by the heat) beside the fireplace.
Open your inventory (cn_Y), and select the small glass, and fill the glass with water. Get glass with 2cl of water in it.
Use the postcard to jump to the mage school and enter the classroom.

Classroom:
Look at the alchemy corner.
Open your inventory (cn_Y), and select the flask of dragon sweat and add twelveteen drops of dragon sweat to the pot.
Open your inventory (cn_Y), and select the glass with 2cl of water in it, and pour the water into the flask of dried crocodile tears. Use the crocodile tears with... add 2cl of crocodile tears to the pot.
Look at the weight in the slot of the scale on the left, 3 Seastone ounces. Use the weight with... set the weight on the scales.
Open your inventory (cn_Y), and examine (cn_B) the chocolate without alcohol in inventory to see that it is 2 Seastone ounces. Select it and put the chocolate into the scalepan.
Open your inventory (cn_Y), and select the little pile of soot. Pour the soot into the scalepan until the scale balances. Use the soot with... Add a small Seastone ounce of soot to the pot.
Mix the ink.

Mix Master

Mix the magic ink

Mix Master
1 guideOffline Game ModeSingle PlayerMain Storyline

Open your inventory (cn_Y), and select the worn out quill and combine it with the magic ink. Write down the golem spell.
Use the postcard to jump to Chez l'Ogre.

Chez l'Ogre:
Look at the golem.
Open your inventory (cn_Y), and select the golem spell. Bring the golem to life. The golem lives.
The ogres are impressed. The golem follows Wilbur to the Mage School.

It's aliiive!

Animate your golem

It's aliiive!
1 guideOffline Game ModeSingle PlayerMain Storyline

Classroom:
Wilbur wakes up hanging in the classroom beside the cage with the skeleton. Oops.
Look at the skeleton in the cage.
Swing over to the cage. Try again (x2). Get heavy skull and a hook shaped bone.
Open your inventory (cn_Y) and put on the paper hat. (It's the hat from the Time Travel book - it'll distinguish you from the doppelganger)
Look at the desk. See the shackles key on the podium-desk. Try to take the key. Timmy walks in.
Look at the bedroom curtain and have Timmy pull out a thread.
Open your inventory (cn_Y) and select the hook shaped bone. Throw the hook down to Timmy. Get Timmy to make a grappling hook.
Have Timmy climb onto the desk.
Look at the ruler. Have Timmy move the ruler.
Let Timmy take the key.
Open your inventory (cn_Y) and select the heavy skull. Throw the skull onto the ruler. Timmy stands at the end of the ruler. Timmy unlocks the shackles.
Take the magic wand from the floor.
Leave the classroom and talk to Anton Shieldhand, show him your "invitation" and go to warn the Arch Mage. Well this explains the pink.

By a hair

Escape despite the surprising twist

By a hair
1 guideOffline Game ModeSingle PlayerMain Storyline

Chapter 3

Wilbur

Rat's Den:
Look into the rat's den.
Look at the cook.
Talk to the cook (Ethel).
Look at the water hose on the bed. Take the water hose.
Look at the candle. Try to take the candle.
Look at the pipe
and the little glowworm.
Look at the tea towel and try to take it.
Try to take some of the plates behind Ethel.
Leave the rat den.

Scrap Yard:
Look at that cloth-thing on the bottom left to get a empty little sack.
Look at the rubbish (dirty dishes), sewage pipe and mine wagon. Examine the cables and belt on the ceiling.
Look at the rubbish on the right. Take the fur collar.
Climb the rubbish heap in the centre of the room.

Rubbish Heap:
Look at the wooden figure of Wilbur's favourite knight. He throws it away. Take the cloak.
Look at the light beam above.
Look at the bell and use it to talk to Bill. Ask about the poster to get Wilbur's wanted poster. Bill will not help unless he can make a profit.
Go down and go into the lit area.

Workshop:
Look at the cuckoo clock on the floor by Wilbur.
Look at the machine at the bottom of the screen.
Look at the wooden box. Throw the switch on the wooden box.
Turn the tap on to get water.
Look at the stone.
Look at the electric cables by the water tap.
Look at the boards and cables at the right-hand side of the work table.
Look at the machine on the bottom right.
Look at the junk on the left by the exit.
Go to the scrap yard and go into the cave on the right

Cave:
Talk to Rémi who is getting ready to go down the hole. The hole is where Rémi got Wilbur's wand.
Look around the cave. Look at the pipe, construction and ancient symbol on the wall.
Look at the discoloration in the stone and learn that it's a coal vein. Look at the drum below the coal vein.
Look at the hamster wheel to the left of the entrance and get a fully-functioning hamster wheel.
Go back to the rubbish heap and fall into a trap. It was made by a robot. The robot looks to see if Wilbur is like the rat in the paper he is holding. The robot beats Wilbur with a stick. Wilbur takes the stick.
Talk to the robot.
Look at the rope. Try to take the rope on the ground.
Open your inventory (cn_Y) and select the short stick. Fetch the rope with the stone closer and get the old rope.
Open your inventory (cn_Y) and select the old rope. Throw the rope over the pipe above. That didn't work.
Open your inventory (cn_Y) and select the short stick. Throw the stick at the robot. It throws a stone at Wilbur. Look at the stone and take it.
Open your inventory (cn_Y) and select the stone, combine it with the rope.
Select the rope with weight. Throw the rope with the stone over the pipe above. Pull yourself out of the hole.
Take the rope.
Go back to the rubbish heap and go into the workshop.

Workshop:
See the monster Ethel talked about and talk to it. This is Gulliver.
- The zombies believes that they owe Bill for their chance in bettering themselves in Seastone. Gulliver makes magic slates for Bill.
- They do not have power to make the last slate delivery.
Look at the roll of tape on the floor at the left to take it and get double-sided tape.
Go to the scrap yard and look into the rat's den on the left.

Rat's den:
Talk with Timmy who is upset at Wilbur.
Talk with Ethel.
Open your inventory (cn_Y) and examine (cn_B) the fully-functional hamster wheel. Hmm...
Select the fluffy fur, and combine it with the hamster wheel. Need something to attach it.
Select the double-sided tape, combine it with the hamster wheel. Wheel has tape inside and outside.
Now select use the fluffy fur, combine it with the hamster wheel.
Open your inventory (cn_Y) and inflate the rubber hose. Select the inflated rubber hose and combine it with the hamster wheel.
Look into the rat's den.

Talk with Ethel. Ask for bowl of stew. You can see what Ethel does when you taste the stew and give your comment.
Open your inventory (cn_Y) and select the empty soup bowl(s), and combine it with the hamster wheel. Wilbur will automatically get more stew and empty plates and attach them on the wheel. Get a homemade water wheel.
Go into the workshop.

Workshop:
Open your inventory (cn_Y) and select the homemade water wheel. Put the hamster wheel under the tap.

Electrified

Restore the electricity

Electrified
1 guideOffline Game ModeSingle PlayerMain Storyline

Talk to Gulliver about the electricity. Now we need to make them pink and fluffy... but wait... that's too long.
Go into the zombie's home through the new door.

Zombie's Home:
Talk to Esther.
- She is not making covers; she is trying to make fluffy pink paint. She needs a good alchemist. Learn what happened between the zombies and the rats.
- To speed up production they can fix the Constructor that N8 made for his father.
Look at the model of Aventasia made by N8. Look at the socket wrench on the model to "borrow" it.
Look at the mounting on the left of the door and the scales on the right of door.
Look at the machine under the cooker hood and the portrait on the wall.
Look at the bird cage.
Open your inventory (cn_Y) and select the empty little sack. Fill the sand into the little sack.
Go to the right of Esther and look at the bottle. Take the hat.
Go into the workshop.

Workshop:
Gulliver talks to Wilbur about the Constructor made by N8. It needs a fan belt, and coal for the steam machine.
Take the boards to the right of Gulliver.
Take a piece of the intelligent rock from Gulliver's left.
Look at the cuckoo clock on the floor.
Open the inventory (cn_Y) and select the handy socket wrench. Wind the cuckoo clock up. Set the cuckoo clock's time.
Take the bird that popped out and also get a dropped feather.
Go into the zombie's home.

Zombie's Home.
Open your inventory (cn_Y) and select the mechanical bird. Put the bird into the cage.
Go into the workshop, go into the scrap yard and look into the rat's den.

Rat's Den:
Talk with Ethel about alchemy help. Ethel is told by Rémi to help others. She said that if Monsieur deDumas says so, she will help.
Talk with Timmy. Convince Timmy by asking him to help the zombies. He comes with you to help.
Open your inventory (cn_Y), use Timmy with..., show Timmy the cloak. Wilbur tells Timmy about using the disguise to get Ethel's help.
Open your inventory (cn_Y), combine the dropped feather and the small musketeer hat.
Select the small musketeer hat and add the hat to the disguise.
Look in the rat's den.
Open your inventory (cn_Y), use Timmy with... the disguise. Uh oh! That didn't fool Ethel.
Try to take the tea towel behind Ethel. Ouch! Remember that Ethel cleans her glasses when the stew tasting comment is "could be hotter".
Open your inventory (cn_Y), and use Timmy with... Let Timmy take the tea towel. They decide to distract Ethel. When Ethel talks to Timmy, take the tea towel.
Leave the rat den.

Scrap Yard:
Open your inventory (cn_Y), and select the clean tea towel. Use the tea towel on the dirty dishes.
Look into the rat's den.

Rat's Den:
Open your inventory (cn_Y), and select the dirty tea towel. Put the tea towel back.
Talk to Ethel and ask for stew. When asked - say "could be hotter". Ethel wipes her glasses with the dirty towel.
Open your inventory (cn_Y), and use Timmy with... put Timmy onto Ethel. With Wilbur talking as Rémi, Ethel is convinced to help the zombies.

Master of Disguise

Disguise convincingly

Master of Disguise
1 guideOffline Game ModeSingle PlayerMain Storyline

Scrap Yard:
Look at the little something and get a firework to get a heap of gunpowder.
Go into the workshop
and go into the zombie's home.

Zombie's Home:
Talk to Esther. Introduce her to Ethel.
Talk to Ethel and Esther.
Take the firework (x2)
either side of the door.
Take the mounting and take the broken scales.
Go into the workshop and go to the scrap yard.

Scrap Yard:
Look at the v-belt hanging from ceiling.
Open your inventory (cn_Y), and select the rope with weight. Fetch the v-belt down with the rope to learn that the belt is hanging on a hook.
Open your inventory (cn_Y), and select the long wooden board. Put the board onto the sewage pipe to make a seesaw.
Talk to N8 to do some seesawing. N8 enjoys that.
Open your inventory (cn_Y), and use Timmy with... Put Timmy onto the seesaw. Seesaw Timmy. It's boring.
Climb onto the wagon. Jump onto the seesaw. Timmy was shot too low. Timmy thinks it's awesome.
Open your inventory (cn_Y), and use Timmy with... Put Timmy onto the seesaw again.
Talk to N8 and add them for added weight, you repeat the jump, Timmy drops the belt and is caught by N8.

You've got a friend in me

Strengthen a friendship

You've got a friend in me
1 guideOffline Game ModeSingle PlayerMain Storyline

Take the v-belt.
Take the firework (x2)
on the left and on the right.
Go into the cave.

Cave:
Take the firework.
Look at the coal vein.
Go back to the rubbish heap
and climb the rubbish heap.

Rubbish Heap:
Take the firework (x2) on the left and right.
Go down and enter the workshop.

Workshop:
Take the firework.
Look at the machine
in the bottom right.
Take the firework.
Go back.
Go to the scrap yard
and go into the cave.

Cave:
Open your inventory (cn_Y), and combine the defamatory poster with the big heap of gunpowder to make a homemade stick of dynamite.
Select the homemade stick of dynamite. Place the explosive into the gap of the coal vein.
Open your inventory (cn_Y), and combine the metal stand with the broken scales to get mounting with scales.
Select the mounting with scales. Put the mounting onto the bongos.
Go back to the rubbish heap and look into the rat's den.

Rat's Den:
Take the candle. Wilbur lights it in the fireplace to get a burning candle.
Go into the cave.

Cave:
Open your inventory (cn_Y), and select the burning candle. Attach the candle to the scales.
Open your inventory (cn_Y), and select the rope with weight. Throw the rope over the mounting.
Open your inventory (cn_Y), and select the sack filled with sand. Knot the sack to the rope.
Open your inventory (cn_Y), and select the handy socket wrench. Stab into the little sack. They take cover while Wilbur punctures the sand bag. The candle tilts and N8 adjusts it. The dynamite explodes and N8 is thrown.

Back to life

Bring back a friend

Back to life
1 guideOffline Game ModeSingle PlayerMain Storyline

Look at the coal to collect it.

Workshop - Constructor (TM):
Open your inventory (cn_Y), and select the strong v-belt. Combine the flywheel with the steam engine.
Open your inventory (cn_Y), and select the short boards and then the intelligent stone. Pack the (boards/stone) into the Constructor (TM).
As soon as you regain control:
Open the oven door. Shovel coal into the oven. Shut the oven door.
Make adjustments to tell N8 to pull levers.
Open the oven door. Shovel coal into the oven. Shut the oven door.
Oil the engine, to get N8 to oil the gears.
Open the oven door. Shovel coal into the oven. Shut the oven door.
Oil the engine, to get N8 to oil the gears again.
Open the oven door. Shovel coal into the oven. Shut the oven door.
Oil the engine, to get N8 to oil the gears for the last time.
By George, I think we got it! But... betrayal.

Mass Production

Help the zombies with the slate production

Mass Production
1 guideOffline Game ModeSingle PlayerMain Storyline

Princess Ivo

Main Square:
Ivo talks to Bill. Bill won't tell her where the entrance to the underground is.

Lower Town:
Ivo flies down on Buttercup.
Talk to the man (Fox) putting up the wanted poster. Fox informs Ivo about the terrorists. Chantal wants and gets Buttercup. What a rude child!
Talk to the reporter (Fox) again. The Arch Mage is kept at the Mage School. Fox gives Ivo the upper town key.
Look into the shop window and the sweet stall. Look at the flowers and the fireplace.
Go up to the gate.

Upper Town Gate:
Look at the kiosk wall, rubbish and the privy.
Go to the upper town.

Gate:
Ivo is stopped by the town guard. Ivo asks to talk to the councilwoman.

Mage School:
Ivo is brought to the staff room at the Mage School. Hear a frog croak. Ivo talks to Van Buren. Van Buren orders Shieldhand to place Ivo in jail.

Timmy

Gate:
Timmy emerges from the drainpipe and talks to Ivo through the bars.
Wait and then take a poster that Fox has placed paste on.
Look at the fireplace. Pick up a bit of charcoal beside the grill.
Use the charcoal with... Improve the poster.
Wait until Shieldhand stands up from the chair to give Fox a hard time; then use the poster with... Stick the poster on the back of the chair. Fox chases the resistance sympathiser.
Take the bunch of keys.
Talk to Ivo to give her the keys. Ivo is freed. Timmy runs to tell the underground people about Ivo.

Savior of Princesses

Rescue Ivo

Savior of Princesses
1 guideOffline Game ModeSingle PlayerMain Storyline

Ivo

Main Square:
Go up into the main square to Bill's crane area and see that he is not there. Look around.
Go down and go to the lower town.

Upper Town Gate:
See Bill come out of the privy carrying boxes of fluffy pink slates.
Open the door of the privy. Ivo is caught up on recent events.

Wilbur

Cave:
Take the rope on the ground.
Open your inventory (cn_Y), and select the reliable rope. Tie the rope to the rock Timmy is standing on. Automatically, Wilbur goes down into the darkness. Talk to the voices. There are three of these so called gods. They need light.
Climb up the rope.
Go back to the rubbish heap.

Scrap Yard:
Look at the rubbish in the foreground. Search the rubbish to get a strange pocket mirror.
Look at deserted workshop.
Look into the rat's den.

Rat's Den:
Talk to Ethel.
Leave the rat's den
and climb onto the rubbish heap.

Rubbish Heap:
Talk to Ivo. Tell her about needing a light.

Change to Ivo.

Ivo

Upper Town Gate:
Look at the zombies. Talk to Esther and Gulliver.
Go to the upper town.

Gate:
Look around outside the town hall and jail.
Go up into the main square and enter the school.

Mage School:
Talk to Grumder Klimpus the troll. He is guarding the school while Van Buren is off at the Elfburrow.
Leave the school, go down, go to the lower town and go further down.

Lower Town:
Look at the poster.
Look at the robot. Talk to N8.
Look at the two-headed ogre. Speak to the two-headed ogre.
Ask about lighting the cave. You get a magic clicker and a disguise.
Go up to the gate, go to the upper town
and go up into the main square. This was easier with the postcard!

Main Square:
Whilst standing by Bill's crane, open your inventory (cn_Y) and select the magic clicker. Capture the starlight.
Go down and go to the lower town.
Talk to Wilbur. Ivo gives the magic clicker to Wilbur. Ivo asks about getting to the Mage School. Wilbur mentions the fireplace in the library and the need for fireplace powder.

Change to Wilbur.

Wilbur

The Darkness:
Go down, go into the cave and climb down into the hole.
Open your inventory (cn_Y) and select the magic clicker. Release the starlight.

Let there be light

Illuminate the dark cave

Let there be light
1 guideOffline Game ModeSingle PlayerMain Storyline

They are gods trapped in statues.
Talk to the god statue in the foreground (x2). Meet the God of Riddles; Jerry the God of Humor (bad Jokes); Avene the Goddess of the Arts and Hybnis the God of Good Stories. Learn about the power derived from their worshippers.
Look at the alcove on the left and learn about the Nameless One.
Go right look at the little object to pick up Rémi's ring.
Look at the lake and the island. The gods can only explain how to cross the lake.
Talk to (one of) the gods. Ask them for help. Give three of them an offering before they will reveal how to cross the lake to the Temple of the Nameless One.
Talk to the God of Good Stories in the foreground. Select any dialogue that makes a story. Get his vote. One down, two to go (three for the achievement).
Talk to the God of Riddles on the ground. Answer the riddles:
- 1) What has roots nobody can see, towers beyond the tallest tree, never grows to get this high but reaches up towards the sky? A mountain.
- Ask a question.
- 2). Thirty white horses on a red hill, first they champ and they stamp, then they stand still. Teeth.
- Ask a question.
- 3). Voiceless it cries, wingless flutters, toothless bites, mouthless mutters. Wind.
- Ask a question.
- 4). Something that consumes us all: from the mighty to the small. Eats into iron and grind down stone, dulls every sword, breaks every throne. Defeats kings, turns their castles to dust, waits for no man, for pass it must. Time.
- Can you think up a question that's so difficult that you are not able to answer it? Get the favour from God of the Riddle. Two down.
Talk to the God of humour. You need to make him laugh.
Talk to the Goddess of the Arts. She wants a tuning fork or something that makes a sound.
Climb up the rope.

Cave:
Talk to Timmy. Ask Timmy for a joke.
Go back to the rubbish heap and look into the rat's den.

Rat's Den:
Talk to Ethel. Ask Ethel for more jokes.
Open your inventory (cn_Y) and use the shrinking ring and enter the school through the pipe.

Mage School:
Look at doll in the foreground (x2). Headmaster Bloch picks it up and throws the doll. Bloch notices Wilbur. He leaves for the day but does not expose Wilbur.
Look at the strange being (Buttercup).
Take the speaking doll.
Look at the glockenspiel
and take it.
Look at the slate and take it. The username of the one that programmed the slate was MunkusRulez1337.
Look at the preserving jar (the Arch Mage) that is held by thick chains. Try and take it.
Look at the desk. Take the little box of fireplace powder from the desk.
Enter the underground through the rat hole.
Climb onto the rubbish heap.

Rubbish Heap:
Talk to Ivo. Ask her to find out any good jokes. Give her the magic slate, speaking doll and fireplace powder.

Change to Ivo.

Ivo

Upper Town Gate:
Talk to Esther and Gulliver and get a joke.
Go further down.

Lower Town:
Talk to the two-headed Ogre. Ask the ogre for a joke. Blout tells the statue joke. Hahahah.
Go up to the gate.

Upper Town Gate:
Talk to Wilbur and tell him the jokes. Learn how to use the fireplace powder and the symbols - owl, worm, rat.

Change to Wilbur.

Wilbur

God's Cave:
Go down, go into the cave and climb down into the hole.
Talk to the Goddess of the Arts to give her the glockenspiel. Get her favour. Enough for the island, apparently you can walk on the water. But wait...
Talk to the God of humour. Tell the jokes learned from friends. The other gods really enjoyed the statues and gods joke. Tell him his old jokes. He laughs at his own jokes. That's four. You get a Laurel Wreath.

Servant of the Gods

Solve the tasks of all four gods

Servant of the Gods
2 guidesOffline Game ModeSingle PlayerMissable

Go to the island.

Island:
See Rémi in a rat trap. He stops Wilbur and warns that it is a trap. The ghost-gatekeeper appears and demands that Wilbur bring the wand back to it. The wand is the key to the prison of the Nameless one.
Climb the rope.

Cave:
Talk to Timmy.
Go back to the rubbish heap and look into the rat's den.

Rat's Den:
Talk to Ethel. She will prepare a strong healing potion.
Leave the rat den and climb onto the rubbish heap.

Rubbish Heap:
Talk to Ivo about the ghost. She will try to find how to take care of the ghost.

Change to Ivo.

Ivo

Mage School:
Go to the upper town, go up into the main square and enter the school.
The troll nearly hit Ivo with his axe.
Talk to the guard troll. I have a delivery for Chantal Van Buren. Oh dear.
Leave the school, go down, go to the lower town and go further down.

Lower Town:
Look at the fireplace.
Open your inventory (cn_Y) and select the little box with fireplace travel powder. Throw fireplace travel powder into the fire. Think of owl, worm and rat.

Library:
The books talk. Look at the library, fire, bear fur and desk.
Look at the books. Talk to the books about casting a spell on ghosts. Learn about the magic symbol (square, circle and triangle) that can trap the ghost.
Enter the entrance hall.

Entrance Hall:
Now that the troll has plugged his ears, go to the door.
Open your inventory (cn_Y) and select the magic slate. Let the slate say the code.

Staff Room:
Look at the strange being (x2), fireplace, junk and rat hole.
Look at the jar containing the frog. Ivo unscrews the jar and takes the frog.
Look at the desk. The signet ring of the councilwoman is here. Ivo can make laws and use the seal.
Look at the desk again (x3) and make all the available laws, to get "Smoking dried leaves", "Respect for pregnant elves", and "Only marry for love" laws

Leave the staffroom. Ivo tells Buttercup to be quiet.

Liberator

Free your leader and your noble steed

Liberator
1 guideOffline Game ModeSingle PlayerMain Storyline

Lower Town:
Go down, go to the lower town and go further down.
Speak to the two-headed Ogre
about the amulet.
Travel to the school library, enter the entrance hall and go into the staffroom.

Staff Room:
Look at the desk again and make the final law to get "Ban of Magic Amulets" law.

I am the law!

Issue all four laws

I am the law!
2 guidesOffline Game ModeSingle PlayerMissable

Leave the staff room, enter the library and travel back to the road.

Lower Town:
Speak to the two-headed Ogre about committing a crime. Ivo confiscates the amulet with the magic symbols.
Go up to the gate.

Upper Town Gate:
Talk to Wilbur. Give him the amulet.

Change to Wilbur.

Wilbur

Island:
Go down, go into the cave, climb down into the hole then sneak to the island.
Look at the machine. It must be the lock of the wand key.
Look at the abyss, light beam of moonlight, mirror and the arrangement.
Look at Rémi
and the ghost.
Open your inventory (cn_Y) and select the strange pocket mirror. Put the mirror onto the stand.
Turn the mirror. It is now focused on the ghost.
Open your inventory (cn_Y) and select the amulet with the magic symbols. Put the amulet onto the mirror to cast the symbols on the ghost.
Talk to Rémi. Learn about two sorcerer brothers and the wand. The wand can be destroyed. The insane brother that left town went to the Dark Woods and wrote a book of spells to destroy the wand. Find the book and destroy the wand.

Parting ways

Find Rémi and learn more about Wilburs staff

Parting ways
1 guideOffline Game ModeSingle PlayerMain Storyline

Chapter 4

Ivo

Jetty:
Look at Buttercup.
Look at the snails (x2). They emit a purple dye.
Look at the broken jetty, into the abyss and at the flying ship.
Look at Mary.
Look at the frying pan
and take the pan (it's at the back), also get a little heap of salt.
Go into town.

Courtyard:
There's a trial going on. Nate and Critter are in the stocks. Ivo talks to the Red Pirate. Ask about the oracle. It's in the round building.
Look at the Red Pirate and talk to him. Ask him about cheating. Now you get to play pirate poker. You need to win three of five games (the achievement solution has some great tips - it is a bit luck based). You can talk to him as many times as you like to keep trying until you win, once you beat him you get a pirate's outfit.

Pokerface

Beat the Red Pirate at poker

Pokerface
4 guidesOffline Game ModeSingle PlayerMissable

Look at the observatory on the right.

Observatory:
Look at the device and the hatch on the wall. Ivo opens the hatch and the device flips to show the three things that Ivo needs to enter the building.
Look at the symbols: bottle (energy drink), potato crisps and toilet roll. Ivo takes an empty energy drink bottle from the hatch. The label says it contains water, sugar and colouring.
Go back.

Courtyard:
Look at the water trough, the door to the palace, the board and the building on the left.
Look at the key on the judge's table and the monkey.
Look at the useless prisoner (Nate) and Critter (x2).
Look at the statue.
Look at the cloth behind the Red Pirate (x2). It is the head of Medusa. So that is what happened to the pirates... they are statues.
Talk to the Red Pirate about the hatch and observatory. Learn about offerings and the trial.
Look at the rope. Take the rope from the ground by the building on the left.
Look at the shop on the left (x2). Get a pirate's replacement hand (hook shaped) from the box.
Open your inventory (cn_Y) and select the empty energy drink bottle. Fill the bottle with water from the trough. Get bottle with water.
Look at the plants under the tree at right corner. Harvest several plants to get shrivelled potatoes.
Go to the harbour.

Jetty:
Take a purple snail. Ivo adds the colouring to the bottle.
Open your inventory (cn_Y) and combine the pirate's replacement hand (hook shaped) and thick rope to make a rope with pirate's hook.
Select the rope with pirate's hook and throw the rope with the hook to the Mary.
Go on board of the Mary.

The Mary:
Look at the cloth and take the headscarf from the wheel on the left.
Look at the knife in the deck and take it.
Look at the wheel, the cannon, the steam engine and the cage.
Look at the pot by the steam engine (x2) and take the fat.
Enter the Captain's cabin.

Captain's Cabin:
See and talk to Mary. Learn that Nate was going to propose to Ivo, and the reason Nate is here at Tugator.
Look at the sack of sugar and take a bit of sugar.
Look at the wardrobe, the desk, Mary and the make up mirror.
Look at the oven and see that it has coal.
Open your inventory (cn_Y) and combine the handful of sugar with the bottle with coloured water. Get an energy drink of dubious origin.
Combine the blunt kitchen knife with the shriveled potatoes to get thin potato slices.
Combine the thin potato slices with the battered frying pan.
Combine the pan with potato slices with the pot with fat.
Select the pan with greasy potato slices, and fry the potato slices (in the oven).
Open your inventory (cn_Y) and combine the little heap of salt with the pan with greasy potato slices to get salted crisps.
Go on deck, disembark the ship, go into town and go to the observatory.

Observatory:
Open your inventory (cn_Y) and select the energy drink of dubious origins, salted crisps and Nate's lucky headscarf, and put them into the hatch.
Ivo opens the door.

Seeker of the Truth

Fulfill the oracle's wishes

Seeker of the Truth
1 guideOffline Game ModeSingle PlayerMain Storyline

Talk to the Oracle. Ask about the Arch Mage.
- Ivo needs magic compass (to guide Alistair, from the Red Pirate), the Book of the Dead and spark of life to keep him alive.
- The Book of the Dead is in the City of Lorem Ipsum located in the Umzu desert.
- Ivo needs Nate and Critter to do this task. Ivo needs to win the court hearing. The right defense strategy is to make the judge believe that Nate is controlled by a higher power.
Look at the mirrors (left and right side of Oracle) (x2).
Leave the observatory.

Courtyard:
Talk to the Red Pirate. Take over the defence.
- Prove that Nate is an imbecile. It is proven that Nate is an idiot.
- Prove that Nate is bad through and through. Proven.
- A higher power is responsible for his actions... and for all of us!
Move the jar.
Detach the coconut. (If you're not quick enough you'll have to start again)
- Three (or any number) fingers. Red Pirate gets scared and hides inside the palace.
Take the key from the table.
Open your inventory (cn_Y) and select the rusty key and free Nate. Nate and Ivo fight. Critter cries. Ivo tells Nate about the Arch mage and Wilbur. The spark of life is at the Elfburrow.

Elfburrow:
Confront Ivo's mother. She sent Nate away. Critter is caught by vines.

Sulking Companions

Free your team mates

Sulking Companions
1 guideOffline Game ModeSingle PlayerMain Storyline

Nate

The Mary:
Look at the Elfburrow.
Look at the wheel
and the wooden plank. Take the wooden plank.
Look at the hippogriff.
She must be missing her rider or hungry or both.
Look at the cannon, the cage
and the steam engine.
Leave the ship.

Garden:
Look at the captured Critter and try and release him.
Go left and look at the bee's nest and the flowers.
Look at the ball of string left by Arbor and take the string.
Go back to the pond and look at the weeping willow and the pond (x2).
Look at the reeds and take a reed.
Enter the library and go into Ivo's room.

Bedroom:
Nate eavesdrops on the Queen telling a sleeping Ivo what she did to Nate and why. Nate now realize that Ivo doesn't know about why he left and also knows that leaving was a mistake.
Look at Ivo's mother, Cheep-cheep and Ivo.
Leave Ivo's bedroom.

Library:
Look at the books and swords.
Look at the top hat on the right.
Go out into the garden and go up to the throne room.

Throne Room:
Look at the king. Talk to Bob.
- Fedora needs to come to the decision herself to wake up Ivo.
- Bob will give the spark of life to Ivo when she wakes up.
- The King tells Nate that Lorem Ipsum, the sunken town under the sands of the Umzu Desert, is west of Bhrem'Enn oasis.
- The vine holding Critter is ticklish under the arms.
Look at the Tree of Life, the Woodland Realm, the moon well and the desk. Nate reads the scroll about letting the Mary come and go in the woodland realm.
Go down into the garden.

Garden:
Tickle the vine to release Critter.
Go on board of the Mary
and e
nter the captain's cabin.

Captain's Cabin:
Look at the Mary and talk to her.
Look at the writing desk. Look at the maps. Set a course.
See Elfburrow at the bottom of the left large island. Tugator is the small island right of this island. Seastone is left of the compass rosette in the centre. The Black Tower is at bottom of the island at right.

Island mapIsland map

Look at the Umzu desert in the top right of the right island. Nate pulls out a more detailed map.
Look at Bhrem'Enn. Nate wants to know more info how far west is the lost city.
Go back.
Look at the chest
to the right of the desk. Search the chest. Get a note book.
Open your inventory (cn_Y) and open (cn_A) the note book.
Look at the text (x2), the script (x2)
and the drawing.
Go back.
Go on deck, leave the ship
and enter the library.

Library:
Look at the books on the right-hand book shelf.
Select the symbols seen on Nate's book: gem, desert, foot, three and mountain. The jewel of the desert lies at the foot of three mountains.
Go out into the garden, go on board of the Mary and enter the captain's cabin.

Captain's Cabin:
Set a course.
Look at the mountains
on the map of the Umzu Desert. Nate marks the place on the big map.
Fly to Lorem Ipsum.

Lorem Ipsum:
Look at the mummy and talk to them. The Book of the Dead is in the tomb of the last pharaoh - the mad Tut Tut.
Examine the hard-buried flagstone to the right of Critter to take it. It is covered in hieroglyphs.
Talk to the mummy. Show the flagstone to them. The mummy translates it. It is the pyramid manual in three languages.
- To open the pyramid: obelisk into the socket on the pedestal. At 3 o'clock in the afternoon, the shadow of the obelisk points to the stone that opens the secret entrance.
Look at the stone pedestal right of the mummy. Nate removes the rotten wood at center of the pedestal.
Look at the obelisks on the ground and the depression in the side of the stone pedestal.
Talk to the mummy again about a wooden pin. Ask about the ugly superbronze. For the good of Lorem Ipsum, let us examine the metal.
The mummy enters his sarcophagus and takes out the solid metal tube. The depression is the sun clock.
Open your inventory (cn_Y) and select the solid metal tube. Put the reed into the opening.
Open your inventory (cn_Y) and select the thin reed. Put the shaft into the clock.

Change to Critter.

Critter

The Mary:
Climb up to the Mary.
Look at the rope, use the rope with... Throw the rope overboard.

Change to Nate.

Nate

Loren Ipsum:
Use the rope with... Tie the rope to the obelisks. Mary raises the obelisk and the obelisk is placed on the pedestal.
Look at the obelisks. Read the time shown on the side of the pedestal.
At 3 o'clock, push the stone at tip of the obelisk's shadow. The secret entrance opens.
Try to enter the pyramid. The mummy warns of traps, lots of traps. The mummy know about the traps. Choose all dialogue options. Nate carries the mummy.

Pyramid:
Look at the grave goods (statue) on the floor. Take a few of the grave goods. Get an ancient mirror. It is the first mirror ever made.
Look at the grave goods (canoe on the right). Nate takes shrivelled seeds from the sack.
Look at the oil press by the canoe.
Leave the pyramid. Nate leaves the mummy in the corner.
Open your inventory (cn_Y) and Travel to... Fly to Tugator.

Courtyard:
Leave the ship.
Talk to Lady van Buren.
Nate as an insurance agent wants to get in the palace. Van Buren can't get in because of the head of Medusa. Nate sweet talks Lady Van Buren.
Enter the palace.

Inside the Palace:
Talk to the Red Pirate. The statues, the parrot and the monkey are in here with the pirate. Nate will get rid of the Van Burens in exchange for the usage of the spirit compass.
Go out.

Courtyard:
Look at the little girl and talk to her. She got her ideas from her book.
- Chantal's guests are the mad hatter and white rabbit. She will get presents from them.
- Her mommy will join them when her guests arrive.
- The mad hatter wears a top hat and a colourful neckerchief.
Look at the flower below the mushrooms, and take the bloom.
Look at the hammer on the table and take it.
Look at the brightly coloured cloths on the post and take one of them.
Look at the transformed buildings and the treats.
Look at the laid table.
Use your map. Travel to... Fly to the Elfburrow.

Library:
Leave the ship and enter the library.
Take the top hat from the stand on the right.
Go out into the garden, go on board the Mary and enter the captain's Cabin.

Captain's Cabin:
Look at the dressing table. Take something from the dressing table (x2). Get white powder and then empty atomiser.
Look at the mealbox left of wardrobe. Take something to eat. Get empty tin cans.
Look at the wardrobe and then search it. Get a small bunny costume.
Open your inventory (cn_Y), put the top hat and the neckerchief on.
Use your map. Travel to... Fly to Tugator.

Courtyard:
Leave the ship.
Talk to the little girl.
About presents.
Open your inventory (cn_Y) combine the empty tin cans and the strong string to make a home-made telephone.
Talk to the little girl again about the speaking telegraph. She changes it to a wireless telephone. She doesn't like this present.
Use your map. Travel to... Fly to Lorem Ipsum.

Pyramid:
Leave the ship and enter the pyramid.
Open your inventory (cn_Y) and select the huge bloom. Press out the bloom.
Leave the pyramid and the mummy.
Use your map. Travel to... Fly to the Elfburrow.

Garden:
Leave the ship.
Open your inventory (cn_Y) and combine the scented oil with the empty atomiser.
Select the atomiser filled with fragrance. Fill the atomiser with water. Get sweet perfume.
Use your map. Travel to... Fly to Tugator.

Courtyard:
Leave the ship.
You may need to reapply your Mat Hatter disguise.
Talk to the little girl. Give her the perfume. She likes it.
Enter the palace.

Inside the Palace:
Look at the parrot. Speak on behalf of the parrot. That did not work.
Open your inventory (cn_Y) and select the transformed telephone. Use the can telephone with the statue (on the left). The parrot sits on the statue and Nate insults the Red Pirate by mimicking the parrot's voice.
Go out.

Courtyard:
Open your inventory (cn_Y) and select the shrivelled seeds. Lure the parrot closer with seeds. (It's on the mushroom). Get an imprisoned pirate's parrot.
Go to the Mary.

The Mary:
Open your inventory (cn_Y) and select the small bunny costume. Give Critter the bunny costume. Nate automatically uses the white powder with Critter. They go to the tea party. Nate gives the parrot to Chantal. Chantal demands a present from her mother and throws a tantrum. They return to Seastone.
Enter the palace.

Inside the Palace:
Talk to the Red Pirate.

Observatory:
Enter the observatory and talk to the Oracle. Offer him the mirror from the tomb.
Look at the mirror. Look at the happy children.
Leave the observatory.

Courtyard:
Try one of the treats to get a handful of treats.
Go to the Mary.

The Mary:
Open your inventory (cn_Y) and select handful of treats. Feed the hippo with the treats.
Talk to the hippo. Tell Buttercup about the pile of treats by the palace.
Leave the ship.

Courtyard:
Buttercup ate nearly half of the pile of treats. Look at the hippogriff.
Look at the dung heap. What a dung heap! Take two good handfuls of dung.
Use your map. Travel to... Fly to the Elfburrow.

Bedroom:
Leave the ship, enter the library and go into Ivo's room.
Look at the mirror and take Ivo's mirror.
Use your map. Travel to... Fly to Tugator.

Observatory:
Leave the ship and enter the observatory..
Open your inventory (cn_Y) and select Ivo's mirror. Put Ivo's mirror in front of the mirror with the children.
Use your map. Travel to... Fly to the Elfburrow.

Bedroom:
Leave the ship, enter the library and go into Ivo's room.
Open your inventory (cn_Y) and select the magical receiver mirrors. Show Ivo's mother the future. She relents. The Queen awakens Ivo.

The Mary:
Ivo arrives at the ship after getting the mighty spark of life from her father. (Change to Ivo to check her inventory.)

Awoken

Obtain the Spark of Life

Awoken
1 guideOffline Game ModeSingle PlayerMain Storyline

Fly to Lorem Ipsum

Pyramid:
Leave the ship and enter the pyramid.
Look at the hole on the wall. The mummy says that there could be a lever or a trap that will cut the arm off.
Push yourself along the wall. The column will push you onto the spikes. Look at the piece of wall.
Look at the pitfall. The pitfall has spikes and some scarab beetles.
Look at the stone ball. There is a large ball at the end blocking the entrance to the pharaoh's tomb. Mortimer must have triggered it the last time he was here.
Stare into the pitch black. The right room is pitch black.
Put an arm into the hole. Nate pulls the lever. The door is broken and opens only slightly.

Change to Critter.

Critter

Machine Room:
Slip under the door.
Look at the little hole in the wall.
Look at the holes in the wall
(on the left).
Look at the lever. Push the lever to the side. Balls shoot out of the holes on the columns.
Look at the chisel and take it from the table at bottom right.
Look at the stone chest in the bottom left. Try and open it. The lock is made up of musical buttons.
Look at the big wheel on the left.
Leave the machine room.

Change to Nate.

Nate

Pyramid:
Let the lever go.

Change to Critter.

Critter

Pyramid:
Open your inventory (cn_Y) and select the sharp chisel. Give Nate the chisel.

Change to Nate.

Nate

Pyramid:
Open your inventory (cn_Y) and select the sharp chisel. Jam the piece of wall in (the central column that pushes you in to the pit).
Look at the pitfall and the stone ball.
Throw the lever in the hole.

Change to Critter.

Critter

Machine Room:
Slip underneath the door.
Run in the large wheel to turn it.

Change to Nate.

Nate

Pyramid:
Let the lever go.
Go to the right-hand side room. There is now light. Look at the dung beetle.
Look at the statues. See a wheel on the wall. See the dung beetles go in and out from the square entrance on the left wall to be at the pitfall trap at alcove.
Open your inventory (cn_Y) and select the two handfuls of hippo dung. Throw a bit of hippo dung to the dung beetles. They really like it.
Open your inventory (cn_Y) and select the two handfuls of hippo dung. Smear the hippogriff dung onto the ball in the center hall. The dung beetles concentrate on the entrance to the pitfall trying to get to the ball.
Open your inventory (cn_Y) and select the heavy wooden plank. Put the plants into the pit at an angle. The dung beetles congregate on the ball and rolls it on the pitfall. The way to the door is now unblocked.
Look at the stone gate (x2). See that two pins prevent the disc that opens the door from turning.
Enter the room you just cleared of beetles.
IMPORTANT: Look at the board. (for the Eyecatcher achievement). Try opening the board. No joy... yet.

Look at the boardLook at the board

Look at the enclosure and see the basilisk skeletons.
Look at the wheel to the right of the enclosure and take it.
Push the lever to the side (left of the enclosure). Something happened.
Exit the room and throw the lever in the hole to let Critter out.

Change to Critter.

Critter

Machine Room:
Leave the machine room.

Change to Nate.

Nate

Pyramid:
Let the lever go.
Open your inventory (cn_Y) and select the ancient hand wheel. Give Critter the hand wheel.
Throw the lever in the hole.

Change to Critter.

Critter

Machine Room:
Slip underneath the door.
Open your inventory (cn_Y) and select the ancient hand wheel. Use the wheel with the hole by the door.

Change to Nate.

Nate

Machine Room:
Let the lever go and go into the machine room.
Look at the stone chest. Open the stone chest. The mummy gives the code to open it: yellow, red, red, blue and green. Get a practical time-turner.
Look at the lever. Try to push the lever to the side and the trap is triggered.
Open your inventory (cn_Y) and select the practical time-turner. Freeze time for the marbles. The poisoned marbles are held in place. Access to the lever is blocked.
Open your inventory (cn_Y) and select the practical time-turner. Freeze time for Critter, lol. Then give Critter the time manipulator.

Change to Critter.

Critter

Machine Room:
Open your inventory (cn_Y) and select the practical time-turner. Freeze time for the marbles. The poisoned marbles are held in place. Access to the lever is blocked. Critter moves to the other side of the poisoned marbles.
Push the lever to the side.

Change to Ivo.

Ivo

Pyramid:
Go down into the right room. Push the lever to the side.

Switch to Nate.

Nate

Pyramid:
Leave the machine room.
Go to the stone gate of the burial chamber. Turn the stone disk now that both levers are held. That's it.
Enter the tomb.

Tomb:
Nate tries to grab the book, the golem of King Tut-Tut stops him. Apparently the mummy is the King.
IMPORTANT: Leave the burial chamber.

Pyramid:
IMPORTANT: Try opening the board in the right-hand room now the mummy has gone.

<span>Solution</span>: From the starting position, move Up, Up, Right, Right, Up, Down, Down, Left, Left, Down, Left, Left, Left, Up, Up, Up, Right, Right, Right, Up, Up, Right, Right.Solution: From the starting position, move Up, Up, Right, Right, Up, Down, Down, Left, Left, Down, Left, Left, Left, Up, Up, Up, Right, Right, Right, Up, Up, Right, Right.

Get the Exotic Dancer Outfit.

Eyecatcher

Let Nate wear the "special" outfit

Eyecatcher
1 guideOffline Game ModeSingle PlayerMissable

Go on deck, leave the ship, enter the pyramid and enter the tomb to resume.

Look at the wall paintings.
Look at the tunnel made by Mortimer to exit the pyramid. Climb into the tunnel to check where it leads.
Reenter the tomb (by the entrance on the bottom right).
Look at the board with marbles.
Look at the big Pharoah Tut-Tut
and talk to him. The Nim-game is Tut-Tut's favorite game. The wall painting has the rules of the game. Remove any number of marbles from one row. Whoever takes the last marble loses.
- To play the game: select one or more balls in a row. Then select the check mark. Repeat.
- You can play to win or cheat. But as you need to win properly for the achievement you should just not cheat (and I won't tell you how to :))
- Get him to start the game. You can win in six moves.
- Take all the balls from row #1.
- Take all the balls from row #2.
- Take the left-most ball from row #4.
- Take the left-most ball from row #4.
- Take the left-most ball from row #4.
- Take the remaining two balls from row #4. Tut loses.

King of Games

Win the Nim game without cheating

King of Games
2 guidesOffline Game ModeSingle PlayerMissable

Nate convinces him to give him the book as a bribe.
Take the "Book of the Dead".

Klaatu verata... erm!

Obtain the Book of the Dead

Klaatu verata... erm!
Offline Game ModeSingle PlayerMain Storyline

Climb through the tunnel out the other side.

Change to Critter.

Critter

Pyramid:
Open your inventory (cn_Y) and select the practical time-turner. Give Nate the time manipulator.

Change to Nate.

Nate

Courtyard:
Use your map.
Travel to... Fly to Tugator.
Look at the guard.
Open your inventory (cn_Y) and select the practical time-turner. Stop time. Take the key from the guard. Nate scares the monkey with magic talk.
Enter the palace.

Inside the Palace:
Look at the statue.
Open your inventory
(cn_Y) and select the practical time-turner. Stop time for the Red Pirate. Move the statue bit by bit. Start with William on the left.
Do this three times and Nate will automatically do the rest.
The statues fall on Red Pirate. They demand that you give me the compass that you promised to me!
Take the spirit compass on the right of the divan. Now they have everything to bring back the Arch mage.

Don't blink!

Obtain the Red Pirate's compass

Don't blink!
Offline Game ModeSingle PlayerMain Storyline

Observatory:
Ivo recites the spell.
Open your inventory (cn_Y) and select the glowing spark of life. Use the spark of life on the frog. He's alive, but still a frog.
Kiss the Arch-Mage frog. Apparently the Artefact of Divine fate made her pregnant! Well at least it wasn't a curse. Talk to the Arch-Mage.

Found and Lost

Win the battle, but not the war

Found and Lost
Offline Game ModeSingle PlayerMain Storyline

Chapter 5

Wilbur

Village:
Look at the houses on the left, the craftsman's house on the right and the graveyard.
Look at the illuminated building. Knock on the door. Talk to the scared shopkeeper. Learn that Sorcerer Van Buren was killed and buried 20 years ago. Whale mentions he sent a bounty hunter to look for the headless horseman. He doesn't want to take Wilbur to the castle.

Shop:
Look at the armour on the left, the barrel and the skull above the door.
Look at the door frame. Take the crossbow bolt.
Look at the crossbow on the counter and the shelf behind the counter.
Look at the armour (female) (x2), the fireplace and the spell circle around the mayor's chair.
Look at the mayor.
Try to leave the shop. N8 knocks on the door. There was a knight with a sword? There was a monster too? A werewolf. Gulliver lost his head? Esther ran into the woods? The bounty hunter enters the store. It will keep an eye out for Esther and Timmy. The source of the evil is the Heart of the Wood.

Camp:
Talk to Gulliver. They need to find the heart of the wood; uncover the secret of the woods and go to the castle to find the book.
Look at N8, Gulliver, the fire and the glowing coal.
Look at the luggage (x2). Take the woollen blanket.
Look at the depository. Look at the mug in the sand. Take the stone mug also get some rough sand.
Look at the piece of fur and the footprints on the the path on the left.
Go into the village.

Village:
Look at the boards.
Look at
the bed sheet to the right of the general store. Take the bed sheet.
Look at the washing line. Take the washing line. The washing line's knot is unreachable.
Enter the shop.

Shop:
Talk to the mayor. The Heart of the Wood has a dead tree at the center. A PKE might detect it, but the mayor does not want to lend you his. Any weapon made of silver will work with a werewolf. The light crossbow will cost 10 wolfskins (a quest).
Leave the shop and enter the woods.

Woods:
Look around. Highlight the exits and special items seen in each location with cn_X.
Start:
Items: Look at the axe. Take the axe.
Exits: Left, right and back to the town (bottom right).
Go further (left).
Items: Look at the piece of fabric and get Timmy's scarf from the branch. Look at the eyes and the bush.
Exits: Top left, bottom left, top right and bottom right.
Go further (bottom left).
Items: Look at the bush. Open your inventory (cn_Y) and select the old axe. Lunge at the bush with the axe.
Exits: Top left, bottom left, top right and bottom right.
Automatically, Wilbur takes the woman back to the mayor. Leave the shop and enter the woods.

Woods:
Start:
Go further (right).
Items: Look at the bloody strips of cloth and trigger the trap. Talk to the gnome bounty hunter. Learn that the bounty hunter is scared of spiders. Look at the trap.
Exits: Top left, bottom left, top right and bottom right.
Go further (top left).
Items: Look at the stone head on the bottom right.
Exits: Top left, bottom left, top right and bottom right.
Go further (top left).
Items: Try to enter the tunnel to go deeper into the woods. Wilbur wants a weapon.
Exits: Left, bottom left, right and bottom right.
Go further (right).
Items: In the mine, look at the broken kiln. Look at the press (x2). Take the press.
Go left and look at the prospect. Take lump of loam.
Go right and then exit (go further).
From the tunnel; go further (left) to be where the werewolf trap is.
Go further (bottom right).
Go further (bottom right) to be at the start of the woods.
Leave the woods (bottom right) and enter the shop.

Shop:
Talk to the young woman. Wilbur says he can send a signal to the Count if he has silver. The bride gives her silver jewellery. Ask her for the wolfskin she has in her lap. Offer the blanket from Esther's luggage in return for the wolfskin. The wolfskin looks strange and is not fashionable.
Open your inventory (cn_Y) and select the warm wolfskin. Hand over the wolfskin to the mayor. Need 9 more.
Leave the shop.

Village:
Open your inventory (cn_Y) and select the old axe. Loosen the boards with the hatchet.
Look through the hole in the shop. Take the wolfskin.
Enter the shop.

Shop:
Open your inventory (cn_Y) and select the wolfskin. Hand over the wolfskin to the mayor. Need 8 more. Automatically, Wilbur does it again to get the total ten and gets the crossbow.
Leave the shop and leave the village.

Camp:
Talk to Gulliver. Ask him to fix the broken press, N8 does it. Exhaust all conversation options with Gulliver.
Open your inventory (cn_Y) and select the squidgy lump of loam. Press a loam brick.
Open your inventory (cn_Y) and select the iron crossbow bolt. Make a cast of the iron bolt.
Use the loam cast with... Fire the loam block in the fire. Use the loam cast with... Fire the loam block (with the piece of coal). It didn't work.
Open your inventory (cn_Y) and select the rough sand. Press the sand.
Open your inventory (cn_Y) and select the iron crossbow bolt. Make a cast of the icon bolt.
Open your inventory (cn_Y) and combine the handful of silver jewellery with the stone mug. Put the silver jewellery in the stone mug.
Use the stone mug full of silver jewellery. Melt the silver in the fire.
Use the molten silver with... Pour the liquid silver into the mold. N8 pours the silver. Get self-cast silver bolt.
Go into the village.

Village:
Open your inventory (cn_Y) and select the white bed sheet (x2). Wilbur automatically enters the shop.
Open your inventory (cn_Y) and select the old axe. Break the knot (of the washing line).
Open your inventory (cn_Y) and combine the thin wooden stick with the tear-proof washing line. Tie the washing line onto the wooden stick to get homemade fishing rod.
Leave the village.

Camp:
Talk to Gulliver. Gulliver offers his head as ghost.
Open your inventory (cn_Y) and select the white bed sheet. Dress up Gulliver as a ghost.
Open your inventory (cn_Y) and select the homemade fishing rod. Tie Gulliver to the fishing rod. Talk to Gulliver to start the haunting. Try to frighten the mayor again with Gulliver's head. That also did not work.
Use the glowing coal back at the camp. You get watchful eyes. Ew! Gulliver removes his eyes and N8 places 2 coals as replacement eyes. Spooky!
Talk to Gulliver to start haunting. Fire! The mayor gets scared of Gulliver's head with the eyes. Gulliver takes the PKE and runs out.
Leave the village.
Talk to Gulliver. Get the PKE.

Ghostbuster

Obtain the ghost detecting device

Ghostbuster
Offline Game ModeSingle PlayerMain Storyline

Open your inventory (cn_Y) and select the watchful eyes. Give Gulliver his eye back.
While at the camp, look at the background and see the jump to points (press cn_X if they are not all immediately visible): the village, the woods, the path that leads deeper into the woods, the place where clay is mined and the castle (you can only look at it at the moment).
Go to the path that leads deeper into the woods and go deeper into the woods.

Woods:
Spider and werewolf: See a spider about to eat the bounty hunter. Wilbur fires an arrow and scares the spider away.

Bug Hunter

Chase off the spider in the Darkwood

Bug Hunter
Offline Game ModeSingle PlayerMain Storyline

Another spider drops down from the tree. The werewolf is Timmy, Wilbur wants to break the curse. With the PKE, they will look for the heart of the wood together. They arrive at an old tree at center of the clearing. The PKE nearly breaks, it must be the Heart of the Woods.
Look at the diseased tree. Enter the cave.

Cave:
Esther is here. Meet apparitions that feed on the fear of the person. You are fear. You're not real.
Look at the picture of the clown, the big fish and the man.
Look at the objects on the table.
Talk to Lizzy.
Look at Esther and talk to her.
Leave the cave.

Store:
The Bounty Hunter and Wilbur inform the Mayor about fear and the curse. Lizzie gets her bounty and takes all of it from Wilbur. The mayor takes Wilbur and the woman to the castle. Wilbur draws a map.

Fearless

Beat the Fear

Fearless
1 guideOffline Game ModeSingle PlayerMain Storyline

Castle:
Look at the chicken, the chicken shack, the water bowl, the statues, the portcullis, the water fountain, the stone, the weeds, the castle, the letterbox and the damaged carriage.
Enter the castle.

Entrance Hall:
Look at the pictures, the heap of wax, the little pot stove, the cloth covering the mirror (go right), the stairs, the stairs going down and the ceiling.
Go to the chest under the large painting.
Look at the painting of the sorcerer with a wolf.
Look at the chest. The chest has seven seals; two are already open.
Climb off the pedestal.
Enter the hall.

Office:
Talk to Count Orlev.
- My name isn't Igor, it's Wilbur. Ask about Igor's suit (it's in the cellar, but you have to do it in the dark)
- Werewolves. Kill the werewolf that cursed you in the first place, or silver.
- The mad sorcerer. He found the sorcerer's diary. The chest and the painting are bound to the castle. You get the diary to help you open the other seals.
- What would you like to eat? Rocket salad with vinegar and oil dressing, and strips of chicken breast for the young lady. Nothing for the count, but a glass of red wine.
Look out (at the balcony).
Look at the table and the cord hanging by the bookshelf.
Go into the entrance hall.

Entrance Hall:
Look at the stairs leading down. Go down into the cellar.

Cellar:
Look at the note. Eastwards until you reach the dead beetles, then north until it echoes. Further to the west to the broken water pipe and then directly north to where the odourless gas is. Now eastwards to the creaking board, then follow the corridor northwards.
NOTE: Turn the music volume down and the other volumes up in Settings.
- Go east (right) through wind and snow, when you hear beetles crunching go north (up). If you go to far you'll reach a dead end.
- When it starts to echo go west (left) until you hear water. NOTE: if he says "Brrr, it's cold here, you turned left too soon, head north a little and then go left as soon as you can)
- Head north (up) from the water and turn east (right) as soon as you can. If you miss this you'll hit another dead end, just backtrack down until you can turn.
- When you hear the creaking board go north (up) - you may need to go slightly right too, until you come to the lit area that is Igor's Room.
Look at Igor's bed.
Look at Igor's cupboard
and open it to get the suit.

Yes, master?

Obtain the Igor outfit

Yes, master?
1 guideOffline Game ModeSingle PlayerMissable

Go back into the castle and enter the hall.

Office:
Open your inventory (cn_Y) and read the diary. Find out how to open each of the seals, read the inscription (x7):
- Only the hand of the truly greatest sorcerer of all time can open this seal (first).
- The second seal is opened with the blood of innocents. The count already opened this one.
- The third seal will only open when the word "Open" is spoke in Ratish.
- Only those who feel insatiable hunger can open the fourth seal. The count has already opened this one. Vampire!
- The fifth seal can only by opened by the "Breath of Death".
- The sixth seal is opened by the invisible key that is visible to all.
- Only one of worthy heart can open the seventh and final seal.
Close the book.
Look at the incense sticks
on the left.
Open the drawer. Get polished cutlery.
Look at the plates and take them. Hear a voice calling Wilbur.
Go into the entrance hall.

Entrance Hall:
Look at the pictures. They have changed! Creepy.
Pull the cloth down from the mirror. Take the heavy cloth. Look at the old mirror.
Enter the hall.

Office:
Open your inventory (cn_Y) and select the heavy cloth, use the cloth as a tablecloth. Select the clean plate, put the plate onto the table. Select the polished cutlery, put the cutlery onto the table.
Look at the candlestick. Use the candlestick with... Put the candlestick onto the table.
Look at the table.
Go into the entrance hall
and go out.

Castle:
Look for post. Look at letter box and take the sealed letter from Seastone. It has the Seastone coat of arms.
Lift the stone up by the carriage. Take a few maggots. Ew!!
Pull the weeds up.
Take the water bowl from the chicken shack.
Go to the camp.

Camp:
Talk to Esther. Esther gives a tasty sausage to Wilbur. Give Esther the maggots and she will roast them. Get fried maggots. Those are NOT chicken!
Go to the cave.

Cave:
Look at the flute and take it.
Look at the bottle of wine
and take it.
Leave the cave
and go to the village.

Village:
Look at the workshop on the right. It is perfect for Gulliver, Esther and N8.
Enter the shop.

Shop:
Look at Mayor Whale. Talk to Mayor Whale about the house for the zombies. The mayor gives you old oil.
Leave the shop and hear someone call Wilbur.
Open your inventory (cn_Y) and travel quickly to... the castle.

Wilbur's mapWilbur's map

Entrance Hall:
Hear the voice again. See a drawing of an "A" appear on the mirror, and a ghost over a symbol. Is it the Arch-Mage? Look at the symbol in the mirror.
Enter the hall.

Office:
Open your inventory (cn_Y) and select the pulled weeds, put the greenery onto the plate. Select the old oil, pour a little oil onto the plate. Select the sour wine, pour a little sour wine onto the plate. Select the fried maggots, put the grilled maggots onto the plate.
Look at the "Salad à la Wilbur".
Talk to Count Orlov (x2). Give the Seastone scroll to the Count. Tell him the table and food are ready.
Look at the search order.
Pull the cord. The count tells Wilbur how to pull the cord.
Go into the entrance hall.

Entrance Hall:
Kiki talks to Wilbur. Get Kiki to open a seal on the chest. She opens the seventh seal.
Look at the painting of the sorcerer.
Look at the key in the painting. Take the key.
Look at the chest. Look at the sixth seal.
Open your inventory (cn_Y) and select the golden key. Unlock the sixth seal.
Climb off the pedestal.
Look at the symbol in the mirror.
Travel quickly to... the village.

Shop:
Enter the shop.
Talk to Mayor Whale about summoning ghosts, and Ratish.
The procedure - Draw a circle on the ground and a triangle outside the circle. Have blood in a bowl and placed in the triangle. Incense is needed for atmosphere. Draw the symbol of the ghost inside the circle. Then do the incantation.
Travel quickly to... camp.

Camp:
Take a piece of coal from the fire pit and get a black piece of coal.
Travel quickly to... the castle.

Office:
Enter the hall and see the lovers dining. Listen to the lovebird's conversation.
Look at the incense sticks to take some.
Pinch a little red wine from the desk. The red wine is poured into the water bowl.
Read the letter on the Count's desk. Examine the letter. It's too small to see the crest.
Look at the glass on the right. Take the glass from the bottom shelf.
Open your inventory (cn_Y) and select the heavy glass. Put the glass onto the letter to see the family crest. Two serpents in a knot bitting their own tails.
Go into the entrance hall.

Entrance Hall:
Go to the chest.
Open your inventory (cn_Y) and select the black piece of coal. Draw a circle and a triangle on the ground in front of the chest.
Open your inventory (cn_Y) and select the red wine in the water bowl. Put the empty bowl into the triangle.
Open your inventory (cn_Y) and select the atmospheric intense sticks. Ensure the right sort of atmosphere.
Open your inventory (cn_Y) and select the black piece of coal. Draw the Arch-Mage's symbol onto the ground. Wilbur does the incantation.

Ghost Whisperer

Invoke the arch mage

Ghost Whisperer
Offline Game ModeSingle PlayerMain Storyline

Talk to Alistair.
- Alistair wants the book destroyed. They need to destroy the magic wand, the book (tear it up and burn it) and the mechanism under Seastone.
- The seal that can be opened by the breath of death is opened by the Arch Mage.
- Timmy has to learn to manage the curse of the wererat. Wilbur has to bring out the piece of the wererat that is Timmy with a smell, a voice or a tune.
Travel quickly to... camp.

Camp:
Talk to Esther. If you don't have sausage yet, ask one from Esther. Learn about the tune Timmy used to whistle. Ask about the symbols. she needs to know which grave
Go into the wood.

Woods:
Look at the leaves (x2). Lizzy's trap is still underneath the leaves.
Open your inventory (cn_Y) and combine the thin wooden stick and the tasty sausage. Select the wooden stick with an appetising sausage. Use the sausage on the stick as bait. The wererat arrives. After eating the sausage, Timmy is caught.
Talk to Timmy.
On the flute, numbering the holes 1-5, from left to right: select 1, 5, 4, 3, 2 and 1. Wilbur talks and plays the tune to Timmy. Timmy turns back to a rat.

Team Timmy

Turn Timmy back to normal

Team Timmy
1 guideOffline Game ModeSingle PlayerMain Storyline

Talk to Timmy. Ask him how to say "Open" in Ratish. Get sleeping Timmy.
Travel quickly to... camp.

Camp:
Talk to Esther. Give Timmy to Esther.
Travel quickly to... the castle.

Entrance Hall:
Go to the chest.
Say "Open" in the language of rats. Only one seal is left.
Look at the first seal. It can only be opened by Van Buren.
Travel quickly to... the village.

Shop:
Enter the shop.
Talk to Mayor Whale about Van Buren's body. Spread over multiple anonymous graves.
Leave the shop.

Village:
Look at the graveyard.
Look at the (four) grave stone
s. They are for the Lugosi, Lee, Chaney and Karloff families.
Enter the shop.

Shop:
Talk to Mayor Whale about the graves. Learn that three of the families are from Somberville. The Mayor stumbles on the Lee family.
Leave the shop.

Village:
Look at the gravestone of the Lee family. It now says van Buren's grave.
Leave the village.

Camp:
Talk to Esther. Wilbur asks Esther to get the hand.
Go to the village and then leave the village. Esther gives the hand. The hand attacks Wilbur.
Travel quickly to... the castle.

Entrance Hall:
Go to the chest.
Open your inventory (cn_Y) and select van Buren's hand. Put van Buren's hand onto the first seal. The first seal is opened. The hand runs away. Wilbur takes the book from the chest and goes back to the camp. That's a bad plan! *sigh*

Last gnome standing

Return unscathed from the castle

Last gnome standing
Offline Game ModeSingle PlayerMain Storyline

Temple:
Talk to Munkus.
Look at the moonlight behind Munkus.
Open your inventory (cn_Y) and select Hidden Timmy. Throw Timmy into the moonlight.

Machine:
The right side has a pressure hose and a metal tube. The left side has a lever. The middle part rotates.
Climb to the left side.
Pull the lever
and see steam come out of the pressure hose on the right side.
Climb to the right side and look at the hose. The tube leads to the inside of the machine. Loosen the hose. Loosen the cuff. It's stuck.
Climb to the middle.
Look at the glass cylinders, cables, grating, buttons and tubes (as it turns).
When the middle part has the cables, take the clamp that is holding the cables.
Climb to the right side.
Open your inventory
(cn_Y) and select the old clamp. Loosen the cuff that's holding the hose.
Use the hose with... Attach the hose to the tube.
Climb to the left side.
Pull the lever. It is an exhaust.
Climb to the middle. When the middle part turns, notice that the cables are seen before the grating. When you see the cables in front of Wilbur, that means the grating is under Munkus.
Pull the lever on the left to release steam from the exhaust grating while it is under Munkus. He falls. Wilbur is saved by Ivo.

The Mary:
Talk to Ivo. There is always hope.

NOTE: If you want all the achievements make sure you leave the credits running (about ten minutes), if you accidentally skip them, then just reload the last save and try again.

To the bitter end

Watch the entire end credits

To the bitter end
1 guideOffline Game ModeSingle PlayerMissable

Rescued

Prevail against evil

Rescued
2 guidesOffline Game ModeSingle PlayerMain Storyline

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