GENRE: Graphic Adventure
GET THE GAME FROM: GOG
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PART 2
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CHAPTER III:
THE TRIALS OF WUNDERHORN
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VILLAGE SQUARE
You arrive in
Wunderhorn Village Square. But as soon as you arrive, you get the sense
you are not welcomed here. Look at the church, and look at the Wanted
Poster on the church wall. Wait… why are you and Ben on that Wanted
Poster? This can’t be good! Look at the fountain, and you realise
that the main water feature has been turned off. Talk to the group of
musicians and work through all the dialogue with them to learn how they became
homeless. Walk right to the haystack and search the haystack to
find NEEDLE. For a bit of fun, search haystack again, and a
man will fall down into the hay. Now enter Tavern on the right.
TAVERN
You automatically
start talking to the Bartender, so work through all the dialogue with
him. When conversation is over, look at the pipes behind him - one for
beer, and another one for water. Those pipes are probably connected to
the fountain outside. Talk to Gottfried, who is sitting at the
table. The poor man seems really sad about something, but he won’t tell
you what. There’s nothing more you can do here at the moment, so leave
the Tavern.
VILLAGE SQUARE
Walk left a few
steps, then go up into the Alley.
ALLEY
Watch a cut scene
with the Old Lady. She agrees to show you where the Wizard’s Magic Shop
is, if you give her your SPELLBOOK. You do so. The Old
Lady reveals the Wizard’s Magic Shop, then leaves. You automatically enter
the Wizard’s Shop.
WIZARD’S SHOP
The Wizard is
actually a Sorceress, and she knows all about you and your Grandpa. Work
through all the dialogue with her. She tells you that your Grandpa’s
illness is really a curse. She can lift the curse, but she needs 3 items
- The Amber Orb, and Enchanted Rose, and your SPELLBOOK.
Unfortunately, you already gave your SPELLBOOK to the old lady
outside. You need to get it back. When conversation is over, you
automatically leave the Magic Shop.
ALLEY
Look at the BEDSHEET hanging
up, then use your Telekinesis on it to get TORN BEDSHEET and CLOTHESLINE.
Look at the church windows, and look at the lamp post. Now walk right,
back to the Village Square.
VILLAGE SQUARE
Enter the
church.
CHURCH
Talk to the
Minister (Theodor) and work through all the dialogue. You learn a lot
about the history of Wunderhorn. When conversation is over, look at
windows at back of the church, and right-click on the windows to discover a
small cluster of strange symbols. I wonder what they mean.
Leave the church and go back to the Village Square.
VILLAGE SQUARE
Look at the Antique
Store, and enter the Store.
ANTIQUE STORE
The Shopkeeper
isn’t very friendly. Look at all the merchandise he has for sale.
Look at VIOLIN and right-click on VIOLIN.
It’s a magical VIOLIN! Sadly, it seems that everything here
is too expensive for you. Okay then, give DIAMOND to the
Shopkeeper. Since you don’t understand how much your DIAMOND is
really worth, the Shopkeeper cons you, and sells you and old BROKEN
LANTERN. You can’t do anything else here, so leave the Shop.
VILLAGE SQUARE
Enter Tavern on the
right.
TAVERN
Watch the cut scene
with the Bartender and Gil. Talk to Bartender and work through the
dialogue. Talk to Gil and work through the dialogue. If you could
cut off Gil’s beer supply, maybe he would help you. Let’s try that.
Use your Telekinesis on the beer taps behind Bartender. It doesn’t
work. Use your Telekinesis on the pipes behind Bartender.
Ah-ha! All that practice is starting to pay off. Use BABY
DRAGON with coals in fire on the right. He becomes FIERY
DRAGON again, and he’s able to breath fire. Leave the Tavern for
now.
VILLAGE SQUARE
Look at the village
fountain again, and pull the fountain lever. Thanks to your trick in the
Tavern, all the beer ends up here in the fountain. Watch a cut scene as
Gil is forced to help you. He takes you to the Woods, then leaves you to
fend for yourself.
WOODS
Talk to the
Blacksmith and work through the dialogue. Look at the STRINGY
VINES that are stuck to the rock beside the Blacksmith, and use SCISSORS on
the STRINGY VINES to cut them. Look at sign with the
skull, and then follow path to the Thieves House.
THIEVES HOUSE
Knock on the house
- the thieves don’t let you in. Stay outside for a while, and eavesdrop
on the thieves conversation about ghosts. It seems that they are
terrified of ghosts. Maybe you could use that to your advantage.
Walk right, back to the Woods.
WOODS
Go right to the
Lake.
LAKE
Watch cut scene
with the Weisse Frauen and Hans. This must be the ghost that the thieves are
so afraid of. Work through all the dialogue with Hans. Walk left,
back to the Woods.
WOODS
Continue left to
the Mill.
MILL
Try to enter the
Mill if you like, but nobody’s home at the moment. Continue left to the
Village Square.
VILLAGE SQUARE
Walk left a few
steps, and click on the Blacksmith’s shop on the left. Meet Ashley, the
Blacksmith’s daughter. And work through all the dialogue with her. When
conversation is over, go left to the Forest Path.
FOREST PATH
Click on the
bushes, and Reynard will come out of hiding. Work through all the
dialogue with him. You figure out that Reynard is the fruit-stealing
Beast that everyone is afraid of. The same beast that the Blacksmith has
been hunting. Persuade Reynard to lead the Blacksmith home (you won’t
have this dialogue option until you have spoken to Ashley, the Blacksmith’s
daughter). After Reynard leaves, return right to the Village
Square.
VILLAGE SQUARE
You can see in the
Blacksmith’s shop, that the Blacksmith has indeed returned home. Click on
the Blacksmith’s Shop, and Ashley will come out to talk to you. Work
through all the dialogue, and she will repair your BROKEN LANTERN for
you, so it’s now a LIT LANTERN. Walk right and enter Tavern
on the right.
TAVERN
Talk to Gottfried
at the table (you may have to leave, and re-enter the Tavern, before Gottfried
will appear), and work through the dialogue to learn about his missing son,
Hans. Leave the Tavern for now.
VILLAGE SQUARE
Head right to the
Mill.
MILL
Knock on the Mill
door. The owner has returned home (only after you have spoken to
Gottfried and learned about his missing son), and answers the door to
you. It’s… it’s the Old Lady who took your SPELLBOOK earlier.
The Witch who kidnapped Hansel. She invites you inside.
INSIDE THE MILL
Look around the
room if you like, but there’s no sign of Hansel. Try to take KEYS from
hook near the door, but Mill Witch stops you. Click on the stool to sit
down at the table.
MILL BASEMENT
Wait a minute… what
just happened? Mill Witch pulled a lever, which opened a trapdoor right
below your stool, and now you’re trapped in a cage with Hansel. Work
through all the dialogue. Poor Hansel is convinced that Mill Witch will
eat him. You NEED to find a way for both of you to escape! Click on
the Support Beam, then use Telekinesis on the HAMMER, outside cage,
on the left. Hansel is impressed by your abilities, and informs you that
your Grandpa can also use Telekinesis. Throw HAMMER at
the Support Beam. You hear the MILL KEYS fall to the
floor upstairs. Luckily, Mill Witch didn’t spot that. Use
Telekinesis on Trapdoor Mechanism in the ceiling twice, and MILL
KEYS will fall through the trapdoor so you can pick them up. You
automatically unlock the cage door. Now use Telekinesis on the Hatch Door
on the left to open it.
MILL
You automatically
take Hansel back to his father, then return here, to the Mill. You still
need to get your SPELLBOOK back from Mill Witch. Enter
the Mill Basement.
MILL BASEMENT
You need to lure
Mill Witch into the cage, so she can’t hurt anyone else. Use MILL
KEYS on the cage door to lock it. Use CLOTHESLINE on
trapdoor mechanism in the ceiling to create a pulley system. The trap is
set now, so leave the Basement through trapdoor on the left.
MILL
Knock on the Mill
door. Mill Witch answer the door, and invites you back inside.
INSIDE THE MILL
As before, sit down
on the stool. The mechanism doesn’t work from up here now, so the
trapdoor doesn’t open when Mill Witch pulls the lever. She starts jumping
up and down on the trapdoor, trying to figure out what went wrong. When
she does so, pull rope on the right. You’ve turned the tables - the evil
Mill Witch falls through the trapdoor, into the cage below. She’s trapped
in her own trap! Serves her right! Look at your SPELLBOOK on
the left - click on it, but it’s protected by some kind of spell.
Right-click on the SPELLBOOK. You need to find out more about
this spell before you can reclaim your SPELLBOOK. Climb down
stairs on the right.
MILL BASEMENT
Talk to Mill Witch
in the cage and work through all the dialogue. Unfortunately, she sees
through all your tricks. There’s nothing more you can do here at the
moment, so leave the Basement through trapdoor on the left.
MILL
Walk right to the
Woods.
WOODS
The Blacksmith
isn’t here anymore, since he’s back at home. Look at the tree-stump, then
right-click on the tree-stump to see some musical notes etched into it.
This must be the
shrine that Theodor (the Minister) spoke about. Remember those notes for
later on. For now, take the path up to the Thieves House.
THIEVES HOUSE
Remember, these
thieves are terrified of ghosts. In your Inventory, combine STRINGY
VINES with the NEEDLE to get NEEDLE AND
THREAD. Now use NEEDLE AND THREAD with the TORN
BEDSHEET to repair the BEDSHEET. Next, use SCISSORS with
the BEDSHEET to create BEDSHEET WITH EYEHOLES.
Use LIT LANTERN with BEDSHEET WITH EYEHOLES, and
you have a FAKE GHOST. Use FAKE GHOST on the
house, and when the Thieves open the door, use Telekinesis of the FAKE
GHOST to make it float. The thieves flee in terror! Now
return right to the Woods.
WOODS
Walk left to the
Mill.
MILL
Continue left to
the Village Square.
VILLAGE SQUARE
Talk to the group
of Musicians and tell them you found a house for them to live in. You
automatically take them to the Thieves old house.
THIEVES HOUSE
Watch a short cut
scene as the Musicians settle into their new house. Knock on the house, and
they give you an OLD VIOLIN. Well, it’s better than
nothing! Walk right to the Woods.
WOODS
Continue left to
the Mill.
MILL
Continue left to
the Village Square.
VILLAGE SQUARE
Walk left a few
steps, and head up into the Alley.
ALLEY
Use Telekinesis on
the lamp post to make it bend down. Use FIERY DRAGON on
the lamp post to light the lanterns, thus lighting up the glass windows in the
church. FIERY DRAGON becomes BABY DRAGON again.
Leave the Alley.
VILLAGE SQUARE
Enter the
church.
CHURCH
Click on the church
organ to get a close-up of it.
Since you lit up
the glass windows in the church, some musical notes have been reflected down
onto the organ keys. These are the same symbols you saw on the tree stump
in the Woods. All you have to do now, is click on the correct keys.
When you’ve done this correctly, the organ will play a little tune. If you’re having trouble, you can skip this puzzle with the right-facing arrow. Now watch cut scene as a door in the church opens, and you climb up to the Bell Tower.
Up in the Bell Tower, click on the bell, then use Telekinesis on the
bell to ring the bell and summon Red Dragon. Give BABY
DRAGON to Red Dragon - it turns out that BABY DRAGON is
Red Dragon’s baby, and she’s thrilled to have her baby back. She agrees
to take you to Glass Mountain.
GLASS MOUNTAIN
Knock on the house or the door, and when the door opens, ask for
an ENCHANTED ROSE (as part of the spell to lift your Grandpa’s
curse). But Rinkrank is rather paranoid, and just slams the door in your
face. Click on the window, then use Telekinesis on window to open
it. But Rinkrank sees you, and just closes the window again. Hide
behind rock on the right of the house, and use Telekinesis on the window
again. Rinkrank comes back to the window, but does not see you this
time. Use Telekinesis to close the window. His beard gets trapped
in the window, so he has no choice but to listen to your story. Now use
Telekinesis to open the window again and release him. He tosses an ENCHANTED
ROSE out to you, which you automatically take. Then you return
to the Village Square.
VILLAGE SQUARE
Watch a cut scene
as some Royal Guards interrogate Ben.
WIZARD’S SHOP
You find yourself in the Wizard’s Shop again, and you give her the ENCHANTED
ROSE. Work through all the dialogue with the Sorceress. Make
sure you ask her about Protection Spells. She tells you that the Mill
Witch used a chant-based spell to protect the SPELLBOOK, and you
can’t break the chant without knowing which chant was used. A chant to
set it, and a chant to break it, so to speak. Looks like you need more
information from Mill Witch. When conversation is over, leave the
Wizard’s Shop.
ALLEY
Walk right to the
Village Square.
VILLAGE SQUARE
Enter the Antique
Shop.
ANTIQUE SHOP
Try and talk to the Shopkeeper if you like, but he’s even grumpier that
before. But remember that MAGICAL VIOLIN in the shelf
near the left? That could help you with the Weisse Frauen in the
lake. You just need to get it first. Use your Telekinesis with Toy
Monkey on the right, and while Shopkeeper is distracted, switch your OLD
VIOLIN with MAGICAL VIOLIN. Now leave the
shop.
VILLAGE SQUARE
Walk right a few
steps to the Tavern. Notice that Ben is no longer standing outside the
Tavern. Oh dear! Enter the Tavern.
TAVERN
Ben and the Royal
Guards are here. Talk to Ben as much as you can. Luckily, the
Guards are too clueless to realise that you and Ben are the ones form the
Wanted Poster that they are searching for. You can’t do anything to help
Ben at the moment, so just leave the Tavern.
VILLAGE SQUARE
Walk right to the
Mill.
MILL
Enter the Mill
Basement.
MILL BASEMENT
Talk to Mill Witch
in the cage, and use the following dialogue to trick her:
I’m on your side, you know.
*sigh* You’re right. No one could ever be as great…
I’ve dabbled in protection spells…
Do you remember the spell you used…
Mill Witch begins
to tell you the spell she used… but then she realises your trick, and she clams
up. But maybe the Sorceress would recognise the spell and tell you the
rest of it. Leave the Mill Basement through trapdoor on the left.
MILL
Walk left to the
Village Square.
VILLAGE SQUARE
Head up to the
Alley on the left.
ALLEY
Enter the Wizard’s
Shop.
WIZARD’S SHOP
Sit down on the
stool, and the Sorceress will come out to talk to you. Tell her you think
you know some of the chant. She does indeed recognise the chant, and she
tells you how to break the chant. Now end conversation, then leave the Wizard’s
Shop.
ALLEY
Go right to the
Village Square.
VILLAGE SQUARE
Walk right to the
Mill.
MILL
Enter Mill through
the front door.
INSIDE THE MILL
Click on the SPELLBOOK. You successfully break the
force field protecting it.
TAVERN
Watch a short cut
scene with Ben and the Royal Guards.
WIZARD’S SHOP
You automatically travel back to the Wizard’s Shop, and give SPELLBOOK to
the Sorceress. You only have one thing left to find now - the MAGIC
ORB. End conversation then leave the Wizard’s Shop.
ALLEY
Walk right to the
Village Square.
VILLAGE SQUARE
Go right to the
Mill.
MILL
Continue right to
the Woods.
WOODS
Head right to the
Lake.
LAKE
The Weisse Frauen are still haunting the lake, and you need to get rid
of them once and for all. Use MAGICAL VIOLIN with the
Weiss Frauen (not the lake itself) - the evil beings are enchanted by your
music, and give you the AMBER ORB as a reward. Watch the
cut scene as Hans finally finds peace, and bids a final farewell to you.
TAVERN
Watch another short
cut scene with Ben and the Royal Guards.
WIZARD’S SHOP
You automatically travel back to the Wizard’s Shop, and give MAGIC
ORB to the Sorceress. She has all 3 magical items now. But
she deceived you! She is Winfriede in disguise! And she breaks
the AMULET that was protecting you. If that wasn’t bad
enough, the Royal Guards know her as ‘Your Highness’, and she commands
her guards to throw you in the Dungeon. All your efforts to find a cure
for your Grandpa have been for nothing.
Watch an emotional
flashback.
FARM FLASHBACK
You’re back on the farm with your Grandpa, and he’s just starting to get
sick. Click on the Medicine Cupboard, then click on the Fireplace to find
the KEY, then click on the Medicine Cupboard again. You get
the Medicine and give it to your Grandpa. He warns you to always be
careful. Then the Flashback ends, and you are back in the Dungeon.
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CHAPTER IV: A DAMSEL’S WAGER WITH THE DEVIL
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ANNA’S CELL
Just when you’re feeling at your lowest, you hear a voice. An old
man is talking to you from… somewhere, and he tells you not to give up
hope. He also tells you to find him. Lift up the mattress, then
click on mattress again to find a SPRING. Talk to Prison
Guard and work through all the dialogue. End conversation with him.
After the conversation, you hear a strange noise, and Reynard appears through
grate in the wall. Work through all the dialogue with him. He
tricks the Prison Guard into leaving his post, then retreats back through the
grate. In your Inventory, use Telekinesis on the SPRING to
change it into a LOCKPICK. Use LOCKPICK on
the cell door to pick the lock. You leave the cell and climb up to the
Hallway.
HALLWAY
Look at the Water Cooler. Talk to Sick Troll and work through all
the dialogue, then end conversation with him. Take WATERMELON from
ground on the left. Take CHILLIES from table on the
left. Take BLENDER from table on the left. Now use
Left Exit through the archway, so you are at the Dungeon Gates.
DUNGEON GATES
Talk to Admin Troll
and work through all the dialogue. He won’t let you leave this prison
unless you have express written consent from Head Office… which you obviously
don’t have. When conversation is over, look at the mountain of paperwork
on his desk. Walk right, back to the Hallway.
HALLWAY
Use Right Exit
through the archway, so you are at the Gallows.
GALLOWS
Meet Wilfred. He’s about to be executed. Poor old man!
You HAVE to help him. Click on sign above Wilfred to learn that he is to
be beheaded. You can’t let that happen! Talk to Wilfred and work
through all the dialogue. He tells you about a flower that can put people
to sleep. When conversation is over, use Telekinesis on Executioner’s Axe
to make it fly up to the ceiling, out of Executioner‘s reach. Wilfred
won’t be beheaded now… he’ll be hanged instead. Oh dear! What have
you done? Talk to Executioner to learn that he’s waiting for a Trapdoor
Inspection. Take NAPKIN from the ground near Kid
Troll. Take CAN from the ground near Kid Troll.
Walk up through archway to the Mansion Gates.
MANSION GATES
Talk to Big Troll
and work through all the dialogue. The troll is thirsty, and needs a
sweet, refreshing drink. Go right, back to the Gallows.
GALLOWS
Walk left through
the archway, to the Cages.
CAGES
See the 3 Bears all
trapped in cages. Notice the 3 levers on the left. This is the key
to freeing the bears, so move the levers as so:
Pull left lever once.
Pull middle lever once.
Pull left lever 3 times.
Pull middle lever once.
Pull left lever once.
Pull right lever once.
If you make a mistake, press the Reset Button to try again. Notice
that Baby Bear will extend a paw out to the parent that’s on the same level as
him. So when all 3 bears are on the same level, both Baby Bear’s paws
will be open. Look at Baby Bear and notice he has a HONEY JAR.
Take HONEY JAR, then walk down, back to the Gallows.
GALLOWS
Head right into the
Utility Cupboard.
UTILITY CUPBOARD
Talk to Short Troll and work through all the dialogue. When
conversation is over, look at the goat, and look at the goat’s bowl.
Put CHILLIES in the goat’s bows - the goat has a fit of temper
and kicks Short Troll away. Use the Human Blender - nasty!
Take TORCH from the pile on the left. Take WHETSTONE from
pile on the right. Now leave the Utility Cupboard.
GALLOWS
Right-click on the guillotine to learn that it’s blunt. Use WHETSTONE on
the guillotine to sharpen it. Place WATERMELON in the
guillotine, then use guillotine again to cut WATERMELON in
half, so you have MELON HALF. Go right to the Utility
Cupboard.
UTILITY CUPBOARD
Place your BLENDER under the Human Blender, then
use MELON HALF with the Human Blender. The melon is
chopped up into little pieces, and drips down into the BLENDER.
Pick up BLENDER again, then leave the Utility Cupboard.
GALLOWS
Use your TORCH with any of the torches on the wall, so
you get a LIT TORCH. Go down to the Hallway.
HALLWAY
The Sick Troll is still here. Give him the NAPKIN.
He blows his nose on it, and gives you back a SNOTTY NAPKIN.
Use CAN with the Water Cooler to get CAN OF WATER.
Use Left Exit through the archway, so you are at the Dungeon Gates.
DUNGEON GATES
Talk to Admin Troll
again and ask about inspection of the gallows. He gives you a
crash-course in how the gallows work, then promotes you to Safety Inspector For
The Gallows. Hurray… I think? Walk right, back to the
Hallway.
HALLWAY
Use Right Exit
through the archway, so you are at the Gallows.
GALLOWS
The Executioner
sends you through the trapdoor to inspect things underneath the Gallows.
THROUGH THE TRAPDOOR
It’s very dark down here. Place your LIT TORCH into
the bracket on the wall to light the place up. You meet Old Prisoner - he
seems to have been down here for a long time. Give CAN OF
WATER to Old Prisoner, and he gulps it down quickly. He’s very
grateful to you, and agrees to hold the trapdoor shut so that Wilfred won’t
hang. You automatically climb back up to the Gallows.
GALLOWS
Old Prisoner keeps his word, and holds the trapdoor shut. Watch
cut scene as Wilfred is granted a reprieve. Talk to Wilfred and ask him
about the flower that sends people to sleep. He gives you a FLOWER
DRAWING. Walk down to the Hallway.
HALLWAY
Go right to Anna’s
Cell.
ANNA’S CELL
Click on grate on the wall to call for Reynard. Talk to him and
ask him to find you a certain flower. You automatically show him
the FLOWER DRAWING. A short time later, Reynard returns, and
gives you the FLOWER… then falls asleep. In your Inventory,
pour HONEY JAR into the BLENDER. Add SNOTTY
NAPKIN to the BLENDER. Now add FLOWER to
the BLENDER, so you have TAINTED DRINK. All
that’s left to do now, is give TAINTED DRINK to the big, mean
troll. Walk up to the Hallway.
HALLWAY
Use Right Exit
through the archway, so you are at the Gallows.
GALLOWS
Walk up to Mansion
Gates.
MANSION GATES
Give TAINTED DRINK to Big Troll, and watch as he drinks
it. The drink works it’s magic, and Big Troll falls asleep. Now
walk past Big Troll, and knock on the Mansion doors to meet the Devil.
Work through all
dialogue with the Devil. He challenges you to convince him of your
innocence, and only then will he let you go. However, he twists the facts
to make you seem guilty. Then he tells you that he’ll still let you go if
you can solve 2 riddles:
- If better the devil you
know…
- If I
were to make a meal of my finest…
You have no idea how to solve the riddles, so just end the conversation
with him. Search Mailbox to find NOTICE OF TERMINATION.
In your Inventory, look at NOTICE OF TERMINATION to realise
that you should make some changes to the Notice. Click on the sleeping
Big Troll to talk to him and get a clue for the riddles. Now go down to
the Gallows.
GALLOWS
Give NOTICE OF TERMINATION to Wilfred so he can make
some alterations to it. Now you need to give it to someone of
authority. Walk down to the Hallway.
HALLWAY
Use Left Exit
through the archway, so you are at the Dungeon Gates.
DUNGEON GATES
Talk to Admin Troll, and ask about the Group Release Form.
Give NOTICE OF TERMINATION to Admin Troll. He’ll give it
his immediate attention. Right-click on the filing cabinet above Admin
Troll to see the Riddles section, then use your Telekinesis on the filing
cabinet. You find out that the Devil’s Finest Meal includes RIB
OF A WHALE. Use your Telekinesis on Inkpot on the desk to make him
spill the ink, thus he’ll throw away the form that he’s working on.
Notice how he throws it towards the 3 cages in the distance. Now go
right, back to the Hallway.
HALLWAY
The Sick Troll has
been transferred, and he’s no longer guarding the cell door here. Click
on the door to open it, and then enter the cell.
CELL
Meet the Wizard Of
Wunderhorn. This is the voice you heard when you were first thrown into
the dungeon. Work through all the dialogue with him. When
conversation is over, you automatically leave the Wizard’s cell.
HALLWAY
Immediately enter
the Wizard’s cell again.
CELL
Take some MEAT from pile on the right, then leave the
cell.
HALLWAY
Use Right Exit
through the archway, so you are at the Gallows.
GALLOWS
Walk left to the
Cages.
CAGES
You need to adjust
the bears cages again to different levels, so that Baby Bear is in position to
catch the Release Papers when Admin Troll throws it. Press the Reset
Button, then move the levers as so:
Pull middle lever twice.
Pull left lever twice.
Now use the
shortcut to go directly up to the Dungeon Gates.
DUNGEON GATES
Use your
Telekinesis on Inkpot on the desk. As before, the ink spills, making
Admin Troll toss the form he’s working on. Bingo! He hits 3 out of
3 bear cages in the distance. Use the shortcut to return directly to the
Cages.
CAGES
Baby Bear has caught the RELEASE PAPERS, but he has a firm
grip on it. You have to convince him to give the RELEASE
PAPERS to you. Give him back his HONEY JAR, and
he’ll give you the RELEASE PAPERS. Head down to the
Gallows.
GALLOWS
Okay, you have the RELEASE PAPERS, but you still need to
solve the Devil’s Riddles. Talk to Wilfred and ask about the Meal
Riddle. He’ll tell you about ‘An Old Horse’s Hoof’. Head up
to the Mansion Gates.
MANSION GATES
Right-click on the Mansion doors to hear the comment about spying
through the keyhole. You don’t see much. Knock on the door, and
when the Devil answers, tell him ‘There’s one thing I’ve learned about you’.
You’ll automatically give him the MEAT. Again, right-click on
the Mansion door to spy through the keyhole. This time, you see the
Devil’s true face. That’s one riddle solved. Now talk to the Devil
again, and talk about the Meal Riddle. Use the following dialogue:
A dead dogfish from the great North Sea… (for the meat)
The rib of a whale… (for the spoon)
An old horse’s hoof… (for the wine glass)
You’re solved both
riddles now, so he asks you once again to prove your innocence. Use the
following dialogue.
I didn’t do anything wrong…
I’ve been arrested for trying to save my Grandpa…
I have to stop Winfriede…
You’ve convinced
the Devil. He grants freedom to you and your friends. Watch a cut
scene to end the chapter.
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