12 October 2021

Anna's Quest

 

YEAR:  2015

 

GENRE:  Graphic Adventure 

GET THE GAME FROM:   GOG

 

 Part 1

Part 2

Part 3

 


**********************************************************************************

PART 2

**********************************************************************************


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CHAPTER III:  THE TRIALS OF WUNDERHORN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

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. 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CHAPTER IV:  A DAMSEL’S WAGER WITH THE DEVIL

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

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: 

 

  1. If better the devil you know…
  2. 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.

 

 

 


 Continued In Part 3... 

 



No comments:

Post a Comment