YEAR: 2015
GENRE: Graphic Adventure
GET THE GAME FROM: GOG
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PART 1
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CHAPTER I: A LITTLE EXPERIMENT
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INTRODUCTION
Watch the
introduction to see Anna with her grandfather. When he suddenly falls
ill, Anna must leave the safety of her farm to search for a cure for him.
BEDROOM
You begin the game locked in your bedroom in the Tower. The Witch
who locked you in here lives in a nearby house, and communicates with you
through a speaker and a video camera on the wall. But she’s slightly
deaf, and can’t hear you if you stand away from the speaker. After the
Witch speaks to you, walk over to the speaker and choose any response.
The Witch wants to perform an experiment on you, and tells you to sit in the
red chair. Click on the chair to sit down in it. Some strange
headgear will lower down onto your head, but afterwards, the Witch will be
angry that it doesn’t seem to have brought out your powers. Umm…
powers? What powers? Again, chooses any response to the
Witch. Could you really have the power of Telekinesis? There’s a
bowl of soup with a SPOON on the table at bottom right.
Click on the soup bowl to get the SPOON. Now open your
Inventory (book icon at bottom right), click on the brain icon next to the
book, and then click on the SPOON. Wow! You bent
the SPOON. You really did it! Hold the BENT
SPOON up to the camera (corner of the room) to show the Witch.
Wow, so her little experiment really did work! She has some things to
prepare now (that doesn’t sound good), so she leaves you alone for a
while. This is a good time to plan your escape.
Now you have Telekinesis power, you hear a voice coming from the stuffed
teddy bear on the right. Talk to the teddy bear and work through all the
dialogue. It turns out that the teddy bear is really a boy
name Ben, but the Witch cursed him and changed him into this teddy bear you see
before you. You agree to take him with you, if you manage to
escape. Click on the doll and click on the unicorn. Now take SCISSORS from
table at the bottom right. Click on Art Stuff on the table to
get YELLOW PAINT and BLUE CRAYON. Use SCISSORS on
the unicorn to get UNICORN HORN. Click on the unicorn again
to get some STUFFING. Take PILLOW from your
bed. Take BALL from under the window. In your
Inventory, use SCISSORS to cut the BALL, so you
get rubber HALF BALL.
Now it might be a good idea if you could enhance your power
somehow. Look at the machine that first gave you the power, and use UNICORN
HORN on the machine to prise the panel off. You automatically
press some buttons at random, which causes the machine to break, and an ELECTRIC
DEVICE to fall out of the headgear. But you can’t pick up
an ELECTRIC DEVICE with your bare hands, so use your rubber HALF
BALL to pick it up instead. Success. You pick up the ELECTRIC
DEVICE, put it on your head, and become much more powerful. Now let’s
work on getting out of here.
Remember though,
the Witch can still see what you’re doing through the video camera, so you have
to stop her from spying on you. Use your Telekinesis power on the video
camera, and it breaks. But that just made the Witch mad, since she can’t
see what you’re doing. She’s on her way over here to find out what you’ve
done. You need to work quickly now. Use Telekinesis on the bedroom
door. Success! The bedroom door opens! Walk out into the
Hallway. Ben comes with you.
HALLWAY
You don’t have time
to look around here at the moment - you need to stop the Witch from getting into
this tower. Just walk down the stairs to the Ground Room.
GROUND ROOM
The Witch flings
open the front door. You have to stop her from entering. Quickly
use Telekinesis on the front door. Phew! The door slams shut,
locking the Witch out. You’re safe… for now.
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CHAPTER II: THE GREAT ESCAPE
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BEDROOM
You’re back in the bedroom. The Witch may be locked out of the
tower… but that means you’re locked in here! You can’t go out the front
door, so you need to find another way to escape. Try to open the box next
to the door, but it’s locked. Notice the heart on it. Now look out
the window - it’s a long way down. Look at the curtains to feel how soft
they are. Use SCISSORS on the curtains to cut them, and
get some VELVET. Take LENS from the red
chair. Now leave the bedroom and go out into the Hallway.
HALLWAY
Look at the sink. Look at pantry shelf. Look at rat up in
the rafters, and notice he has a KEY. Take WITCH’S
HAT from the hook. Now go downstairs to the Ground Room.
GROUND ROOM
The Witch is still locked outside, and she’s not happy! Click on
the door to talk to the Witch, and work through all the dialogue. But
whatever you do, don’t open the front door. Click on the skeleton over on
the left. Click on the giant painting of the Witch. There is a desk
under the giant painting, so open the left drawer to find some STRING,
and open the right drawer to find HEART KEY and PAPERWEIGHT.
Talk to the cat - wow, she’s grumpy, isn’t she! Look at pipe next to the
stairs leading up, and right-click on the pipe to learn that it is connected to
the sink in the floor above. Move the red carpet to reveal a drain.
Search the drain to find some SMELLY MOULD. Walk back up the
stairs to the Hallway.
Well… TRY to walk
back up the stairs to the Hallway. Before you can leave the room, the
skeleton comes to life, and starts talking to you. Or at least, the ghost
of the skeleton starts talking to you. He wants to help you escape.
His name is Joringel, and he reveals that the Witch’s name is Winfriede.
Work through all the dialogue with him to learn his sad tale. He’d love
to escape, but his soul is trapped here. Poor Joringel. Walk back
up the stairs to the Hallway.
HALLWAY
The rat is still up in the rafters, and it still has that KEY.
You know now that the KEY unlocks the giant painting
downstairs. Maybe you could convince the rat to give you the KEY.
In your Inventory, use YELLOW PAINT to paint the SMELLY
MOULD. The result is something that looks like CHEESE.
Give CHEESE to the rat, and he drops the KEY.
You automatically pick up the KEY. Walk right into the
Bedroom.
BEDROOM
Use your Telekinesis on the speaker above the door. You gain
a SPEAKER & MIC. Use HEART KEY to unlock
box next to the door. You find an old BROKEN RECORDER in the
box. Now leave the Bedroom again, and go out into the Hallway.
HALLWAY
Climb down stairs
to the Ground Room.
GROUND ROOM
Ignore Winfriede’s protests at being locked outside. Unlock the
giant painting with the KEY. There’s a hidden safe behind
it. You call on Joringel for help again. He tells you that safe
needs 2 keys to unlock it - one key is DIAMOND-shaped and is kept
on the cat’s collar, the other KEY is activated by Winfriede’s
voice. Hmmm, this could be tricky. The cat is still as grumpy as
ever, and the won’t give up his diamond-shape KEY easily.
But if you look closely at him (right-click), you’ll see he’s just tired.
But he hasn’t got a bed to sleep on. Poor little Kitty. You should
make one for him. Okay, in your Inventory, stuff the PILLOW with STUFFING to
get a FLUFFY PILLOW. Then wrap FLUFFY PILLOW in
the VELVET to get a nice, comfy VELVET PILLOW.
Now give VELVET PILLOW to the cat. He immediately lies
down on it and goes to sleep. Click on the cat to get DIAMOND from
his collar. Now in your Inventory, use SPEAKER & MIC to
fix the BROKEN RECORDER, so you have FIXED RECORDER.
Use FIXED RECORDER on the front door to record Winfriede’s
voice, and it becomes RECORDER WITH VOICE. Use RECORDER
WITH VOICE on the safe, and use DIAMOND on the
safe. The safe opens, and you find AMULET, BLUEPRINTS, BOOK
OF SPELLS and a PORTRAIT. You also see button at
back of the safe, which you automatically press. This reveals some stairs
going down into the Basement.
BASEMENT
Watch the cut scene with the Mirror, and work through all the
dialogue. He tells you about the village of Wunderhorn, which lies to the
East. This village may hold the cure for your Grandpa. You
also need to make a magical AMULET to protect you from
Winfriede. When you’ve finished talking to the Mirror, look at books in
the bookshelf on the left. Read through all of the books to get some
clues. Make sure you take the PARTY TRICKS BOOK. In
your Inventory, right-click on PARTY TRICKS BOOK, to read what kind
of tricks can be performed. Look at the cauldron, and right-click on the
cauldron. Take GOLD RING from the ground near the
front. There’s a table to the right of the mirror - search bottles on the
table to get a CORK. Look at PARCHMENT on
wall on the right, and right-click on it see it’s awarded to Hans Lind.
Who is Hans Lind? Click on the drain in the ground, then use Telekinesis
on the drain to open it. Click on the drain again to look down into
it.
There’s a hand sticking up from the ooze, and it’s clutching HANDKERCHEIF.
You want that HANDERCHIEF, but you need to somehow make the hand
unclench first. Now you only get 3 shots at this before the hand clenches
up again, so make every attempt count. Use Telekinesis on the Thumb.
Use Telekinesis on the Pointer Finger. Use Telekinesis on the little
Finger. The HANDKERCHIEF falls from the hand, into the
ooze. Oops. Now in your Inventory, tie STRING onto
the BENT SPOON to create SPOON ON STRING (this
will only work if you’ve read the ‘Communicating With The Other Side’ book
on the bookshelf), then use SPOON ON STRING to hook the HANDKERCHIEF from
the ooze. Leave the drain area, so you’re back in the Basement.
In your Inventory, right-click on the BLUEPRINTS to
discover that there used to be a chimney in your bedroom, leading up to an
attic. Maybe you could use this old chimney as a way to escape.
Climb back up the stairs to go back up to the Ground Room.
GROUND ROOM
Climb up stairs to
the Hallway.
HALLWAY
Right-click on the sink to see Winfriede’s HAIR. It’s
really far down the drain though, so you can’t reach it. Go right into
your Bedroom.
BEDROOM
Talk to Ben and work through all the dialogue. Look at Weak Spot
in the ceiling above Ben, then use your Telekinesis on the Weak Spot to break
on through. You just have to find a way up there now. In your
Inventory, right-click on the BOOK OF SPELLS to read what you
need for the Protection Spell. Still in your Inventory, combine PARTY
TRICKS BOOK with WITCH’S HAT to get HANDKERCHIEF
CHAIN. Now combine HANDERCHIEF CHAIN with the PAPERWEIGHT to
make a WEIGHTED CHAIN. Throw WEIGHTED CHAIN up
into hole in the ceiling, and it acts like an anchor. Now simply climb up
into the Attic.
ATTIC
Look at cage with the BABY DRAGON. Poor little
guy! Pick up MIRROR from the ground next to the cave,
and the little dragon stops running. Click on the cage again to open it,
and take the BABY DRAGON. Now climb up to the Roof.
ROOF
You can see Winfriede down below. Luckily, she hasn’t spotted you
yet. Click on the moon, then right-click on the moon. Now use LENS on
the moon (you rest it on the chimney), then use AMULET on
the LENS to get CHARGED AMULET. Now click on
the raven, but you’re unable to get a FEATHER. Okay,
use MIRROR with the Raven. The Raven sees his
reflection, and thinks it’s another bird on his roof. Climb back down to
the Attic.
ATTIC
Look at crack in
the wall, and use your Telekinesis on the crack to break a hole in the
wall. Look out through the hole, onto the roof.
The Raven is distracted by his reflection, so you automatically
take RAVEN FEATHER, then return to the Attic. Climb back down
to the Bedroom.
BEDROOM
Walk left to the
Hallway.
HALLWAY
Go down to the
Ground Room.
GROUND ROOM
Click on pipe next to the stairs leading up to remove it. You
still can’t reach Winfriede’s HAIR though. Put CORK in
the pipe to stop any water from coming through. Climb up stairs to the
Hallway.
HALLWAY
Use the tap (not the sink itself) to fill the sink with water, and
get WITCH’S HAIR that way. Go back down to the Ground
Room.
GROUND ROOM
Talk to Joringel. He’ll agree to bless the cauldron in the
Basement for you (you need the cauldron to make the Protection Spell) if you
find his lost RING. Give GOLD RING to
Joringel. That’s the key he needed to free his soul from his skeleton,
and he leaves to find Jorinde, his wife, thus leaving the cauldron
unblessed. Thanks a lot, Joringel! Climb up stairs to the
Hallway.
HALLWAY
Walk right into
your Bedroom.
BEDROOM
Place the HANDERCHIEF onto the bed, and watch as you
lie down and go to sleep.
DREAM
You’re dreaming about being back with your Grandpa. Click
on BOOK on the high shelf above the fireplace on the
right. You can’t reach it, and Grandpa is reluctant to read it to you,
but you eventually persuade him.
BEDROOM
You wake up, back
in your bedroom in the tower. There is a ghost standing in front of you,
but she can’t talk. Only you can see her. When you mention the
spell, she vanishes. Walk left to the Hallway.
HALLWAY
Go down to the
Ground Room.
GROUND ROOM
The Ghost is
here. She’s looking at Joringel’s skeleton, and she seems very sad.
This must be Jorinde, his wife. You ask her for help with the Cauldron,
but she vanishes again. Go down through the Hatch, into the
Basement.
BASEMENT
Watch the cut scene as Joringel and Jorinde are reunited. But
she’s angry with him because he didn’t help you. Don’t worry though, he
comes to his senses, and Joringel and Jorinde bless the cauldron
together. Then they leave, so they can finally be together, and at
peace. Awww, sweet. It’s up to you to finish the Protection Spell
now. In your Inventory, feed BLUE CRAYON to the BABY
DRAGON to give him some paraffin, and he becomes FIERY DRAGON.
Throw RAVEN FEATHER into the cauldron, and throw WITCH’S
HAIR into the cauldron. Now use FIERY DRAGON on
the cauldron. After he lights the cauldron, he becomes BABY
DRAGON again. Dip CHARGED AMULET into the
Cauldron, and you’ll have the MAGICAL AMULET. The Mirror bids
you a fond farewell Climb upstairs to the Ground Room.
GROUND ROOM
Climb up to the
Hallway.
HALLWAY
Walk right into the
Bedroom.
BEDROOM
Watch a cut
scene. Winfriede found a way into the tower, and blocked up your escape
route. Choose any response to her. Winfriede summons a ghost to try
and kill you, but the Protection Spell protects you. Now use your
Telekenieses on Winfriede’s wand to turn the ghost against her. You and
Ben can finally make your escape. Ahhh, it feels good to be free from
that tower!
FOREST
Watch the cut scene
as you and Ben meet Reynard the fox. Reynard is hungry, and wants some
fruit. Use your Telekinesis on fruit in the tree. You don’t quite
get the fruit yet, so use Telekinesis on Centre Branch and Top Branch a few
times, then use Telekinesis on Bottom Branch. Eventually, the fruit will
fall to the ground. Reynard gives Ben a disguise, so that he won’t be
stared at.
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