October 31, 2011

Walkthrough: The Book of Unwritten Tales



notes:

At the start, an in-game tutorial will teach you the basic gameplay.

Left click on exits to leave a scene / on items / characters to interact.

Many hotspots are for ambience i.e. non-useful.

Hotspots have two levels of explanations and stay active till useful.

Exhausted / used up hotspots get deactivated.

Space bar highlights all available hotspots.

Some screens scroll sideways and have items / exits in the extension.

Roll the mouse over the bottom of the screen to bring up the inventory.

Roll over an inventory item to highlight it, left click to select / use.

Right click an item in the inventory to learn more about it.

Inventory items can be combined with each other, or onscreen hotspots.

The cursor changes colour when items / hotspots are combine-able.

Used items are removed from the inventory.

In some areas you have to rotate between available characters by using their icons at top left of the screen.

Partnered characters can give objects and advice to one another.

Puzzles CANNOT be skipped, but you can exit them in between.

Left clicking during a dialogue cuts to the next dialogue.

Pay attention to conversations, they hold clues.

Some items / areas are activated as per quest status - check back with already-visited places if 'stuck'.

There are no ways to die / end the game accidentally and no dead ends.

"Esc" brings up the Save / Load / Quit / Options menu.

There is no limit to save files.

An 'auto-save' constantly saves the game, and resumes from the last activity if the game ends unexpected somehow (like a crash).


walkthrough:


PROLOGUE: RIDING THE DRAGON

The tutorial shows how to operate the controls.

HOLD the rope to cross to the other side of the dragon's leg.

TALK to Prof. MacGuffin, the gremlin.

Ivo has to unlock the cage.

LOOK at the securing rope on top of the cage.

Ivo needs a sharp item to cut the rope.

LOOK at the support strut near the top of the screen.

Ivo has to find a way to get onto it.

TALK to MacGuffin about help in getting onto the strut.

MacGuffin gives Ivo a bullwhip.

INVENTORY: Use the bullwhip with the support strut.

Click the hanging bullwhip to climb the strut.

DRIVER'S CABIN: OUTSIDE

LOOK at the swords on the weapon stand on the other side.

Ivo has to pick up a sword without being seen by Munkus.

LOOK at the flag flying from the fence around the cabin.

TAKE the wooden baton (stick) on which the flag is flying.

LOOK at the cardboard box at the right of Ivo.

TAKE the fishing line from the box.

INVENTORY: Use the stick with the fishing line to get a fishing rod.

INVENTORY: Use the fishing rod with the sword.

The sword is added to the inventory.

Return to the lower part of the dragon.

ESCAPING THE DRAGON

TALK to MacGuffin.

INVENTORY: Use the sword with the securing rope of MacGuffin's cage.

Watch the cutscene.


CHAPTER 1: DWARVEN BASTION / GNOME HOLE / WILBUR

Wilbur has to get rid of the rats.

LOOK at the crate at the right of the room.

TAKE the crowbar on the bar counter.

INVENTORY: Use the crowbar with the crate.

The X-100 is out!

The user manual is added to the inventory.

INVENTORY: Right click the manual to read it.

Wilbur has to feed it some rubbish to start it.

WALK left to the kitchen.

DWARVEN BASTION / KITCHEN

TAKE some rubbish from the bin beside the door.

TAKE the net on the sack beside the rubbish bin.

TAKE the kitchen waste from the counter above the sack.

TAKE the coffee pot on the stove on the right counter.

Return to the bar.

INVENTORY: Use the kitchen waste with X-100. It's on!

Then Wilbur has to feed X-100 rat DNA for it to hunt rats.

LOOK at the rat hole in the wall of the bar counter.

TAKE the rat fur from the hole.

INVENTORY: Use the rat with X-100. Problem solved!

TALK to the Master Brewer. Time to go home!

EXIT the brewery by the door at right.

Watch the cutscene.

The ring is added to the inventory.

Wilbur has to take the ring to the Arch Mage in Seastone.

But he can't make the trip without help.

TAKE an icicle from the scaffolding right of the bastion's door.

TAKE the rolled up tarpaulin from the scaffolding left of the door.

Enter the gnome-hole (the building with the radar).

GNOME HOLE / UPSTAIRS

START the mechanical flying fish - the round ball on the floor.

USE the lever on the left wall to access Wilbur's room.

GNOME HOLE / WILBUR'S ROOM

TAKE the rucksack from the right wall.

TAKE the tennis racket from the floor.

USE the lever on the left wall to access the kitchen.

GNOME HOLE / KITCHEN

TAKE the scissors from the knife holder on the counter.

TAKE the blue bottle of cleaning agent from the counter.

TAKE some barley (grain) from the flour mill at right.

OPEN the cupboard on the lower part of the rear counter.

TAKE the blue vial of super-fertiliser.

Go downstairs using the contraption in the middle of the main room.

GNOME HOLE / DOWNSTAIRS

TAKE the extension arm from the floor, by the wall.

TAKE the toolbox on the floor.

TALK to Grandfather.

The password is: Nuclear First Strike

Discuss the ring with Grandfather.

Wilbur needs three things before he travels to Seastone:

1. A Helmet
2. Map
3. A Parachute

TAKE the elven rope from the bottom of the screen.

INVENTORY: Use the rope with the tarpaulin.

INVENTORY: Use the rope+tarpaulin with the rucksack.

The parachute is ready!

Return upstairs. Exit the gnome hole. Return to the bastion / brewery.

DWARVEN BASTION / BAR

Automatically talk to Master Brewer.

Wilbur has to get the map off the wall.

But first he has to distract the Master Brewer.

The X-100 robot should be useful for that!

INVENTORY: Use the rubbish with X-100.

INVENTORY: Use the scissors with Master Brewer.

A little bit of beard = Master Brewer's DNA.

INVENTORY: Use Master Brewer's beard with X-100.

Watch the cutscene.

TAKE the map of the wall.

Enter the kitchen.

DWARVEN BASTION / KITCHEN

INVENTORY: Use the bottle of cleaning agent with the extendible arm.

INVENTORY: Use the cleaning agent + extendible arm with the slime.

TAKE the cooking pot.

Now that's a helmet for a hero!

All the gear is ready: helmet, map & parachute.

Exit the bastion. Report back to Granddad Gnome.

GNOME HOLE / DOWNSTAIRS

TALK to Granddad about the three items.

Now it's time for the vehicle.

Granddad wants: dwarven ale, and a special sprocket.

Go upstairs.

GNOME HOLE / UPSTAIRS

Flying Fish Nemo has a sprocket stuck to his face.

Wilbur has to catch Nemo.

INVENTORY: Use the tennis racket with the net to get a scoop-net.

INVENTORY: Use the scoop-net with Nemo.

Nemo is added to the inventory.

Exit the gnome hole. Go to the bastion.

DWARVEN BASTION / BAR

TALK to the Master Brewer about dwarven ale.

Master Brewer needs three things to brew ale:

1. Crystal clear mountain water

2. Barley

3. Hops

ASK Master Brewer where to get hops from - the rat hole.

LOOK into the rat hole.

A hop is added to the inventory.

INVENTORY: Use the hop with Master Brewer.

This is not enough to brew the ale.

Wilbur has to grow more hops.

Exit the bastion. Return to the gnome hole.

GNOME HOLE / UPSTAIRS

INVENTORY: Use the hops with the empty flower pot at extreme left.

INVENTORY: Use the super-fertiliser with flower pot + hops.

TAKE the hops from the mutant plant.

Exit the gnome hole. Go to the bastion. Enter the kitchen.

DWARVEN BASTION / KITCHEN

INVENTORY: Use the icicle with the coffee pot.

INVENTORY: Use the icicle+coffee pot with the stove.

Now the coffee pot has crystal clear water.

Return to the bar.

DWARVEN BASTION / BAR

INVENTORY: Use the barley with Master Brewer.

INVENTORY: Use coffee pot + water with Master Brewer.

INVENTORY: Use the hops with Master Brewer.

All ingredients are ready for brewing dwarven ale!

Watch the cutscene.

Dwarven ale is added to the inventory.

Exit the bastion. Report back to Granddad Gnome.

GNOME HOLE / DOWNSTAIRS

INVENTORY: Use Nemo with the vice at the left rear of the room.

INVENTORY: Use toolbox with Nemo + vice.

The sprocket is added to the inventory.

*awww* poor Nemo!

INVENTORY: Use the dwarven ale with Granddad.

INVENTORY: Use the sprocket with Granddad.

Watch the cutscene.

END OF CHAPTER 1 PART 1.


CHAPTER 1 PART 2: MACGUFFIN'S COTTAGE / IVO


Ivo has to search MacGuffin's cellar for the Book.

COTTAGE / OUTSIDE

TAKE the kindling stacked beside the cottage door.

LOOK at the upturned flower pot on the kindling pile.

TAKE the firestone from under the firepot.

INVENTORY: Use the kindling with the stove in the house wall.

Ivo needs a inflammable item to light the fire.

TAKE the watering can hanging on the wall beside the kindling.

LOOK at the well at right.

USE the crank handle of the well to raise the rope.

INVENTORY: Use the watering can with the rope.

Ivo pulls up a can of water, which is added to the inventory.

Enter the cottage.

COTTAGE / INSIDE

TAKE the polished shield from the mantelpiece above the stoves.

LOOK at the broken mirror frame on the wall at the left of the screen.

INVENTORY: Use the shelf with the broken mirror frame.

OPEN the sarcophagus and talk to the mummy :P

LOOK at the tool bag beside the sarcophagus.

A sieve is added to the inventory.

LOOK at the crate with the Ark at the bottom of the screen.

OPEN the Ark. It's full of sand.

INVENTORY: Use the sieve with the Ark.

A brass key is added to the inventory.

LOOK at the large book on the desk.

Ivo will read about MacGuffin's discovery of the artefact.

TAKE the documents at the right of the large book.

LOOK at the small chest at the right of the book.

INVENTORY: Use the brass key with the small chest.

A paper with instructions is added to the inventory.

LOOK into the chest again.

A six-sided structure with a knob is added to the inventory.

LOOK at the stone pillar base left of the ark.

It has a six-sided indentation.

INVENTORY: Use the six-sided structure with the indentation.

The idol (ghost in the machine) is now activated.

LOOK at the cup - it's the place to put fuel in it.

TALK to the idol - till it gives the beans.

Exit to the room. Exit the cottage.

COTTAGE / OUTSIDE

INVENTORY: Use the beans with the millstone.

The ground beans powder is added to the inventory.

INVENTORY: Use the valuable documents with stove + kindling.

INVENTORY: Use firestone with stove.

INVENTORY: Use the filled can with the bracket above the stove.

SWING the hanging bracket towards the fire.

Once the water boils, SWING the hanging bracket away from the fire.

The can of boiling water is added to the inventory.

Enter the cottage.

COTTAGE / INSIDE

LOOK at the idol.

INVENTORY: Add ground beans powder to the can of boiling water.

INVENTORY: Use the can of boiling water with the cup.

Watch the cutscene.

The cellar is open! Walk downstairs.

COTTAGE / CELLAR

Ivo has to open the gate to the crypt.

TAKE the garden shears from the crate by the rear wall.

TAKE the staff leaning against the pillar in the middle.

LOOK at the mural on the left wall.

The mirrors should reflect light onto the staff.

Ivo has to find the ruby for the staff.

Exit the cellar. Exit the cottage.

COTTAGE / OUTSIDE

LOOK at the undergrowth behind the pumpkin patch at left.

INVENTORY: Use the garden shears with the undergrowth.

Note the name on the gravestone: KINSKI.

Ivo needs to open the window above the door of the cottage.

INVENTORY: Use the staff with the window.

Return to the cottage. Note the light rays reflecting off mirrors.

COTTAGE / INSIDE

Note the tub of washing by the door: RED UNDERPANTS.

OPEN the sarcophagus. TALK to Mummy about the ruby for the staff.

The Mummy will ask 3 questions before it gives the ruby:

1. What colour is Mortimer's underwear? RED.
2. What was the name of Mortimer's cat? KINSKI.
3. What is that blah about Brudelberg? 234 (BLUFF).

Finally, the ruby!

INVENTORY: Use the ruby with the staff.

Go down to the cellar.

COTTAGE / CELLAR

INVENTORY: Use staff + ruby with the hole in the floor.

LOOK at the mirror statue.

It is reflecting light into the floor.

TURN the mirror statue (thrice) till it points the rays at the staff.

The BOOK!

Watch the cutscene.

END OF CHAPTER 1.


CHAPTER 2: IN THE TOWN / WILBUR / IVO


TALK to Shieldhand the Gate Guard.

LOOK at the flat stone beside the road signpost.

Wilbur has to catch the beetles under the stone.

WALK into the town through the gate.

ENTER the tavern "Prancing Hoghead".

TOWN / TAVERN

TALK to Markus Magician and the merchant about the RPG.

TAKE the preserving jar on the counter at left.

TAKE the saw from the toolbox behind Markus.

Exit the tavern. Walk up right to the upper part of town.

TOWN / ARCH MAGE'S GATE

Shieldhand again!

TALK to Shieldhand about meeting the Arch Mage.

Wilbur needs a Mage Diploma to meet the Arch Mage.

Exit left to the lower city. Enter the tavern.

TOWN / TAVERN

TALK to Markus about the Diploma. Markus is too busy playing.

Wilbur has to disable the RPG machine / computer.

Enter the Server's Room via the door at right.

*omg*

Wilbur has to make the 'server' stop operating the computer.

Exit the tavern. Go out of the town gate.

TOWN / OUTSIDE

INVENTORY: Use the jar with the flat stone.

A jar of beetles is added to the inventory.

Return to the tavern.

TOWN / TAVERN

Enter the server room.

INVENTORY: Use the jar of bugs with the server.

Wait and watch till the server starts working again.

Wilbur has to create a second problem for the server.

LOOK at the replacement chair at rear left.

INVENTORY: Use the saw with the replacement chair.

LOOK at the file cabinet at bottom right of the screen.

It has the index cards for the game.

MESS UP the index cards.

The server fixes them in a flash!

MESS UP the index cards again.

TAKE the sawed-off replacement chair.

Server crash!

Wilbur has to create a third problem for the server.

Exit the tavern. Go to upper part of town.

TOWN / ARCH MAGE'S GATE

Shieldhand is sneakily eating bananas.

TALK to Shieldhand about complaining that he's stealing the bananas.

A banana is added to the inventory.

Return to the tavern.

TOWN / TAVERN

Enter the server room.

INVENTORY: Use the banana with the server.

Exit the tavern. Walk left to the town.

TOWN / LOWER PART

TALK to the merchant.

Wilbur has to catch the "King of Thieves" and get its mask.

In exchange he will get three items of his choosing.

Enter the Mage School.

TOWN / MAGE SCHOOL

TALK to Markus about becoming a Mage.

Wilbur has to get THREE ITEMS:

1. A Mage's Robe (needs cloth, needle and a pattern)
2. A wand (from the merchant)
3. A pile of gold (from Wupperman in the meadow)

TALK to Markus about the pile of gold to get a map.

LOOK at the carton beside the door.

TAKE the needle & thread, and the coloured vials.

TAKE the fake crystal ball on the desk by the rear wall.

Exit to the street.

Watch the merchant fight with the King of Thieves.

LOOK at the sewer by the door of the tavern.

Wilbur has to become smaller to enter the sewer.

WALK to the sewer grate.

INVENTORY: Drink potions 1, 2 and 3 - the order doesn't matter.

Wilbur becomes small with potion #3, but not small enough.

TALK to the merchant about being too large to enter the sewer.

A skull ring is added to the inventory.

Return to the sewer grate.

INVENTORY: Drink potion #3.

INVENTORY: Use the merchant's ring.

Enter the sewer.

TOWN / SEWER

TALK to the King of Thieves.

Wilbur has to find some bread for the rat family.

TAKE some mouldy slime from the floor.

Exit the sewer. Go to the upper part of town.

TOWN / ARCH MAGE'S GATE

TALK to Shieldhand about the sandwich.

Wilbur has to beat Shieldhand at the card game.

Wilbur needs better cards.

Exit to the lower part of town. Enter the Mage School.

TOWN / MAGE SCHOOL

TALK to Markus about the card game.

A half part of good card is added to the inventory.

Exit the school. Enter the sewer.

TOWN / SEWER

TALK to King of Thieves about the cards.

Exit the sewer. Go somewhere else, anywhere, away from the sewer.

Return to the street.

King of Thieves will call Wilbur.

Go to the sewer grate.

The second part of the card is added to the inventory.

Wilbur has to join the two cards together.

Enter the tavern.

TOWN / TAVERN

TAKE the sticky tape from the RPG machine.

Go to the server room.

TAKE the inkwell on the safe.

INVENTORY: Use the sticky tape with the torn cards.

Exit the tavern. Go to the upper part of town.

TOWN / ARCH MAGE'S GATE

INVENTORY: Use the Supercard with Shieldhand.

He invents a new rule about not allowing repaired cards.

Exit to the street. Enter the Mage School.

TOWN / MAGE SCHOOL

TALK to Markus about the repaired card.

The rule book is added to the inventory.

Exit the mage school. Go to the upper part of town.

TOWN / ARCH MAGE'S GATE

INVENTORY: Use the rule book with Shieldhand.

Wilbur wins! Shieldhand is one sore loser.

TALK to Shieldhand about telling everyone that he lost.

The sandwich is added to the inventory.

Exit to the street.

TOWN / LOWER PART

INVENTORY: Use the sandwich with the sewer grate.

Enter the sewer.

TOWN / SEWER

The King of Thieves gives Wilbur a spare mask.

Exit the sewer.

TOWN / LOWER PART

INVENTORY: Use the spare mask with the merchant.

He tells Wilbur that he can only choose TWO items now.

TALK to the Merchant about the wand.

#fail.

TALK to the Merchant about the cloth.

A roll of magically treated cloth is added to the inventory.

Enter the sewer.

TOWN / SEWER

TALK to the King of Thieves about the wand and the robe pattern.

TOWN / LOWER PART

Go somewhere else, anywhere, away from the sewer.

Return to the sewer: the white flag is up!

TAKE the robe pattern and the magic wand from the sewer.

INVENTORY: Use the robe pattern with the magic cloth.

Ta-dah!

INVENTORY: Use the map to visit Wupperman the Showman.

SHOWMAN'S CARAVAN

TALK to Wupperman.

Wilbur can win a pile of gold at the Wheel of Fortune.

You can play the Wheel of Fortune, but you won't win by chance.

LOOK at the pigeon cage at bottom right.

TAKE a feather from the cage.

LOOK at the cage of "Ziggy the invisible squirrel".

TALK to Wupperman about Ziggy, and if he is alright.

INVENTORY: Use the promotional crystal ball with Wupperman's crystal ball.

TALK to Wupperman about him predicting the future again.

THIS time, the crystal ball is really telling the future.

Wilbur can use Wupperman to predict the Wheel's colours.

---oOo---

MINI-GAME: WHEEL OF FORTUNE

TALK to Wupperman about the future.

The conversation has randomly generated questions.

Wilbur has 5 questions to find the sequence of the 3 colours.

For each round, the logic is: First ask, Is it Colour#1 or Colour#2.

CASE 1: If either Colour#1 or Colour#2 is in the question list, ask, Is it Colour#1 (or Is it Colour#2)

CASE 2: If Wupperman says no to Colour#1 AND Colour#2, then ask, Is it Colour#3 (if NO, then obviously it's Colour#4).

This may take a turn or two to get used to, but it's not difficult.

After 5 questions, Wupperman will snap out of his trance.

Repeat till all three colours are deduced.

TALK to Wupperman about playing the Wheel of Fortune.

Tell him the three colours in the correct order.

---oOo---

If all is correct, a sack of gold is added to the inventory.

Exit Wupperman's area. Return to the town. Enter the mage school.

TOWN / MAGE SCHOOL

TALK to Markus about the gold - automatically give it to him.

TALK to Markus about the wand - he takes Wilbur on as a pupil.

Wilbur has to do THREE TASKS to become a mage:

1. Make a magical potion (using the kitchenette)
2. Own a magical artefact (on the other side of the mirror)
3. Cast a magic spell (Wupperman)

TALK to Markus about the details of each task.

SEARCH the bookshelf for a book on recipes.

Wilbur needs the following items to make a Power Potion:

Red Devil's Armpits (Swamp of Death)
Ghost Mushrooms (Swamp of Death > Death's Ship)
Stag Beetle Antler Powder (King of Thieves)
Peppermint (kitchenette)
Mouldy Slime Extract (in the sewer)
Asthmatic Trans-fat Maggots (kitchenette)
Bone Worms (Swamp of Death)
Crystal Vial (kitchenette)

TAKE the crystal vial from the kitchenette counter.

TAKE the asthmatic maggots from the casket on the counter.

TAKE peppermint from the clay pot on the counter.

INVENTORY: Use the mouldy slime with the press on the counter.

Mouldy slime extract is added to the inventory.

Exit the Mage School. Enter the sewer.

TOWN / SEWER

TALK to the King of Thieves about the potion ingredients.

Exit the sewer. Go somewhere else, anywhere, away from the sewer.

TOWN / LOWER PART

Return to the sewer: the white flag is up!

TAKE the stag beetle antlers from the sewer.

INVENTORY: Use the map to go to the Swamp of Death.

SWAMP OF DEATH

TAKE the red devil's armpit from the sunken tree's armpit.

TAKE the bone worms from the sunken skeleton at right.

WALK into the ship.

SWAMP OF DEATH / SHIP

TAKE the ghost mushrooms from the corner of the door.

TAKE a part of the rope from the floor.

LOOK at Death till he talks to Wilbur.

Wilbur has to write his name in the Book of the Dead.

INVENTORY: Use the map to return to town. Enter the Mage School.

TOWN / MAGE SCHOOL

INVENTORY: Use the beetle antlers with the mortar on Markus' desk.

Stag beetle antler powder is added to the inventory.

CLICK the cauldron to start making the potion.

---oOo---

MINI-GAME: MAKE THE POWER POTION

This a mouse-control game.

The instructions are straightforward: follow them clearly.

To stir, press down the left mouse button, then rotate the mouse.

Also, be clear about clockwise and anticlockwise

You have to keep mixing the brew till you get it 'just right'.

---oOo---

The power potion is added to the inventory.

Exit the Mage School.

THE TOWN / LOWER PART

TALK to the merchant about the second item.

A sack is added to the inventory.

INVENTORY: Right click the sack to get fireworks.

Exit to the street. Go to the swamp.

SWAMP OF DEATH / SHIP

INVENTORY: Use the fireworks with the stove.

INVENTORY: Use the feather with the Book of the Dead.

TALK to Death about Wilbur's name in the Book.

*woooooooo*

Exit the ship. Return automatically to Mage School.

Enter the mirror.

Wilbur returns automatically with the amulet.

Return to Death's ship.

TALK to Death about Wilbur having written his own name in the Book.

Death restores Wilbur to life.

TALK to Death about getting a job - live burials.

Exit the ship. Go to Wupperman's caravan.

SHOWMAN'S CARAVAN

TALK to Wupperman about the magic spell.

Wilbur needs a rabbit and a top hat to do the trick.

TAKE the carrot from the fat hamster's cage.

TALK to Wupperman about Death's business plan. He is willing to invest.

Exit to the town gate.

TOWN / OUTSIDE

INVENTORY: Use the rope with the small tree beside the rabbit.

INVENTORY: Use the carrot with the rope.

*ouch*

TAKE the rabbit.

CLICK the top road sign to exit to the swamp.

SWAMP OF DEATH / SHIP

Death has dug a hole and got a coffin ready.

TALK to Death about him being the first for the trial.

The top hat is added to the inventory.

Bury Death. Exit to Wupperman's caravan.

SHOWMAN'S CARAVAN

TALK to Wupperman about the top hat and the rabbit.

The top hat + rabbit combo is added to the inventory.

INVENTORY: Use the map to return to town. Enter the Mage School.

TOWN / MAGE SCHOOL

INVENTORY: Use the amulet with Markus.

TALK to Markus about the magic trick.

Finally! The Mage Diploma is added to the inventory.

Exit to the upper part.

TOWN / ARCH MAGE'S GATE

INVENTORY: Use the Diploma with Shieldhand.

Watch the cutscene with the Arch Mage.

TOWN / MAIN SQUARE

Wilbur has to find two companions for his mission.

Nate and Critter are captured in cages.

TALK to Ma'Zaz the bounty hunter.

TAKE the net from the floor near the front of the screen.

TAKE the rope when Ma'Zaz is arguing with Nate.

TALK to Nate about himself and his ship.

Wilbur has to free Nate from the cage.

Walk right to where Wilbur can exit to the town.

TOWN / ARCH MAGE'S GATE

TALK to Ivo.

Wilbur has to find a way to get Ivo into the Upper part.

Walk left to the lower part of town. Enter the Mage School.

TOWN / MAGE SCHOOL

TAKE Markus' letter from his desk.

Markus' glasses are added to the inventory.

Return to the town square.

TOWN / MAIN SQUARE

INVENTORY: Use the rope with the wooden pillar of the gate.

Ivo climbs up the rope to the town square!

Automatically go into the Mage's Tower.

IMPORTANT: FROM HERE ON, THE GAME CAN BE PLAYED SOMETIMES AS DIFFERENT CHARACTERS. CLICK ON THE ICON (AT TOP LEFT) OF THE CHARACTER YOU WANT TO PLAY AS. PLAYERS CAN BE CHANGED ANY TIME, AND AS OFTEN AS YOU WANT.

TOWN / ARCH MAGE'S ANTECHAMBER

PLAY AS IVO.

TAKE the map from the top of the cupboard.

LOOK at the big map on the wall.

Ivo has to find the island of KrunPak.

PLAY AS WILBUR.

INVENTORY: Use the magic glasses with the Encyclopedia, the book near the window.

KrunPak used to be called Redstonebury.

PLAY AS IVO.

LOOK at the map on the wall.

---oOo---

MINI-GAME: PLOT THE COURSE!

Click on the map to mark each location.

1. Find Redstonebury (to the NW of the map, straight north of Seastone)

2. One day trip north to foothills of the mountains: Lekoa

3. One day east trip to a plains town: right above Redstonebury

4. Go NE till the road: the dotted line going north form Muthab'Ur

5. The point where the road meets the river (up north)

6. Follow the river to its mouth (where it meets the sea at east)

7. Go south by the coast to the island; mark the bay east of Muthab'Ur

8. The second island to the NE: the top right one is Sordia

Click here for the screenshot.

---oOo---

Exit to the main square.

TOWN / ARCH MAGE'S ANTECHAMBER

Ivo has to distract Ma'Zaz.

TALK to Ma'Zaz - challenge her to arm wrestling.

Ivo is not strong enough.

PLAY AS WILBUR.

TAKE the rope tied to the gate pillar.

INVENTORY: Use power elixir with Ivo.

PLAY AS IVO.

INVENTORY: Use the power elixir.

TALK to Ma'Zaz - challenge her to arm wrestling.

AUTOMATICALLY PLAY AS WILBUR.

INVENTORY: Use the net with the plank on which Ma'Zaz was standing.

INVENTORY: Use the rope with the "thingy" on the airplane's wing.

USE one end of the rope with the bale of cotton.

USE the other end of the rope with the net.

After some time Ivo will beat Ma'Zaz.

Wait till Ma'Zaz stands on the plank + net.

PUSH the bale off the platform (with Ivo's help).

TALK to Nate till he agrees to fly to Sordia.

END OF CHAPTER 2.


CHAPTER 3 PART 1: SUNKEN TREASURE / WILBUR / IVO / NATE


ISLAND / OUTSIDE

Ivo has to open the entrance to the temple.

LOOK at the alcoves in the wall around the door.

1. Bottom Left: Creature of Earth (Worms)
2. Top Left: Creature of Air (Tschiep-Tschiep)
3. Bottom Right: Creature of Water (Fish)
4. Top Right: Creature of Fire (Fire Fairies)

TAKE the bucket of water and rope at left.

INVENTORY: Use the bucket of water with the dry patch of earth beside the broken pillar.

LOOK at the wet patch of earth.

TAKE the worms.

TAKE a fish bone from the skeleton on the rock at left.

TALK to Nate by clicking near the top of the screen.

A jar is added to the inventory.

Ivo has to clear the beehive of bees.

WALK to the lower part of the screen.

TAKE the broken branch from the ground.

TALK to Tschiep-Tschiep about distracting the bees.

INVENTORY: Use the jar with the beehive beside the entrance.

A jar of honey is added to the inventory.

USE the jar of honey with the ledge near the fire fairies.

TAKE the jar of honey + fire fairy.

INVENTORY: Use the fishbone with the rope to get a rope+hook.

INVENTORY: Use the rope+hook with the rope to get a fishing line.

INVENTORY: Use the worms with the fishing line to get working fishing line.

INVENTORY: Use the working fishing line with the sea.

A fish is added to the bucket of water in the inventory.

INVENTORY: Use the bucket+fish with the bottom right alcove.

INVENTORY: Use the worms with the bottom left alcove.

INVENTORY: Use the jar of honey with the top right alcove.

TALK to Tschiep-Tschiep about sitting in the Alcove of Air.

The entrance is open. Enter the temple.

ISLAND / TEMPLE

Watch the cutscene.

PLAY AS IVO.

Ivo has to save Nate & Wilbur.

LOOK at the four wheels in the wall. They can be turned.

Ivo needs the combination of the four symbols.

WALK deeper into the temple via doorway at left.

ISLAND / TEMPLE / DEEPER INSIDE

TAKE the machete from the skeleton in the lower part of screen.

Exit to the corridor.

ISLAND / TEMPLE / CORRIDOR

INVENTORY: Use the machete with the tree roots near the entrance.

USE the cut root to swing across the abyss.

Exit the temple.

ISLAND / OUTSIDE

LOOK at the right alcoves.

TAKE the jar and the bucket of water.

Return to the temple. WALK deeper into the temple.

ISLAND / TEMPLE / DEEPER INSIDE

INVENTORY: Use the jar with the water to catch a jellyglowfish.

Exit to the corridor.

ISLAND / TEMPLE / CORRIDOR

INVENTORY: Use the fishing line with the bucket.

INVENTORY: Use the fishing line + bucket with the jellyglowfish.

INVENTORY: Use the contraption with the abyss i.e. Wilbur.

Wilbur can now see the stone slab in front of him.

If you want to know what the symbols are again, you can play as Wilbur and look at the stone slab.

---oOo---

MINI-GAME: SLAB TURNER #1

Click the left and right edges of a disc to turn it left or right.

The symbols are:
A long-necked snail: NAUTILUS
A headless fish: A SHRIMP-LIKE THING
A sort of branch: SEAWEED
A star: STARFISH

Click here for the screenshot.

When the discs are in order, press the round knob at right to activate the discs.

Wrong combinations have no effect, not even bad.

---oOo---

Wilbur's door is now open.

PLAY AS WILBUR.

WALK left into the corridor.

STEP ON the first round platform - it's an elevator.

Wilbur is now at Nate's level.

LOOK at the roots in the roof of the corridor.

Wilbur needs a boost from Nate.

LOOK at the roots again.

Nate automatically boosts Wilbur up to the higher corridor.

Walk left to the second round platform.

Platform #1 goes up.

LOOK at the roots again. Nate boosts Wilbur to higher corridor.

PLAY AS NATE.

Stand on Platform #2.

PLAY AS WILBUR.

USE the stone with platform#1.

Both Wilbur & platform#1 are at the lowest level. Nate is at mid-level.

Keep Wilbur standing on platform#1.

PLAY AS NATE.

OPEN the hatch at extreme left.

Nate is too big to fit through the hatch.

WALK onto platform#2. Wilbur is raised to mid-level.

PLAY AS WILBUR.

WALK left through the hatch.

CLIMB UP to Ivo's level, then to the higher level.

Watch the cutscene - Ivo now has a crystal.

TAKE the stone tablet on the floor.

Exit to Ivo's level.

INVENTORY: Use the stone tablet with Ivo.

PLAY AS IVO.

INVENTORY: LOOK at the stone tablet.

If you create the Column 1 symbols using the stone discs, a passageway opens in mid-level and the stone head opens its mouth in the lowest level.

If you create the Column 2 symbols using the stone discs, the clasp of the giant wheel is released in the lowest level.

If you create the Column 3 symbols using the stone discs, even with the correct combination, nothing happens *yet*.

PLAY AS WILBUR.

Walk left to the tunnel, then climb down to the middle level.

Enter the corridor.

WALK into the passageway just opened by the discs.

Watch the cutscene - Ivo now has another crystal.

Exit to the corridor. Go to the deeper temple.

PLAY AS IVO.

WALK into the deeper temple.

ISLAND / TEMPLE / DEEPER INSIDE

INVENTORY: Use a crystal with the doorway at bottom right.

INVENTORY: Use a crystal with the doorway at top right.

Exit to the corridor.

ISLAND / TEMPLE / CORRIDOR

PLAY AS NATE.

Walk right into the corridor.

PRESS the switch in the mouth of the stone head in the rear wall.

A timed elevator mechanism is launched.

WALK left into the tunnel.

TURN the wheel so the door shuts.

PLAY AS IVO.

In the stone discs, set Column 3 from the tablet, and press the knob.

Water fills Nate's chamber and pushes him to the ladder.

Go to the deeper temple.

PLAY AS NATE.

Go to the deeper temple.

ISLAND / TEMPLE / DEEPER INSIDE

Each character must touch one crystal to open the middle door.

Any character can press any crystal.

But the character in the middle gets to go inside.

Choose the character you'd most like to play with:

1. Nate is strong.
2. Wilbur is small and can crawl into little places.
3. Ivo is, well, sexy.

I PLAYED AS NATE (BECAUSE I HAD ALREADY PLAYED LONG SEGMENTS AS IVO AND WILBUR).


CHAPTER 3 PART 2: THE SUNKEN TREASURE / NATE

ISLAND / TEMPLE / INTERIOR


Nate has to open the door.

TAKE the iron rod and wooden paddle from the skeleton in the boat.

TAKE the stones from the middle of the walkway.

TAKE the tin of sardines and the stone disk from the bowl at left.

The middle door needs something round to open.

INVENTORY: Use the rod with the door to open the machine room.

Enter the machine room.

ISLAND / TEMPLE / MACHINE ROOM

SEARCH the lower drawer in the middle of the left-side machine.

Another stone disc is added to the inventory.

TAKE the cylinder from the floor in the middle.

LOOK at the stone discs on the right side machine.

INVENTORY: Use the two stone discs with those on the machine.

---oOo---

MINI-GAME: FOUR STONE DISCS

Nate has to find the combination of the discs.

This is a randomly-generated puzzle, built on the logic of Mind

Note the four coloured switches at the base of the discs.

Each has 3 colours:
1. Green, meaning one symbol and its place are correct
2. Yellow, meaning correct symbol in correct place on wrong disc
3. Red, wrong symbol in wrong place

Start by rotating any one disc, till you get a green.

Keep that fixed, then try another disc. Repeat twice more.

Once the discs are in place, the machine starts working.

---oOo---

INVENTORY: Use the paddle with the tall holey machine in the middle.

PRESS the red button on the machine at left.

The outside door has opened.

Exit to the part of the temple were Ivo & Wilbur were.

ISLAND / TEMPLE / DOOR ROOM

They are gone!

TAKE the two crystals from the doors at top right and bottom right.

Exit to the corridor. Watch the cutscene with Munkus.

Return to the interior of the temple.

ISLAND / TEMPLE / INTERIOR

Watch Munkus trying to open the left side door.

Nate has to get rid of Munkus.

Return to the machine room.

ISLAND / TEMPLE / MACHINE ROOM

INVENTORY: Use the can of sardines with the floor.

WALK outside.

ISLAND / TEMPLE / INTERIOR

INVENTORY: Use the stones with Munkus.

Return automatically to the machine room.

ISLAND / TEMPLE / MACHINE ROOM

Wait till Munkus is bashed by the paddle.

INVENTORY: Use the mail cylinder with the tubing on the right wall.

Automatically exit the machine room and lock Munkus in.

ISLAND / TEMPLE / INTERIOR

TAKE the mirror from the sacrifice bowl.

Nate has to rescue Ivo and Wilbur.

Exit to the outside corridor, just inside the temple.

ISLAND / TEMPLE / CORRIDOR

TAKE the fishing line from the rod leaning against the wall.

Exit out of the temple to the seaside.

ISLAND / OUTSIDE

Nate has to get rid of the troll.

LOOK at the club lying beside the troll.

The troll has to be distracted so Nate can tie the fishing line to it.

SIGNAL Ivo to distract the troll.

INVENTORY: Use the fishing line with the club.

INVENTORY: Use the mirror with the troll.

Watch the cutscene.


CHAPTER 3 PART 3: THE SUNKEN TREASURE / IVO / WILBUR

ISLAND / TEMPLE / DEEPEST INTERIOR


PLAY AS WILBUR.

Wilbur has to find a source of light.

TAKE the box set along the right wall.

INVENTORY: Right click to open the box.

Dried jellyglowfish are added to the inventory.

TAKE the metal/glass container from the middle of the room.

FEEL the strange liquid from the floor in the middle.

INVENTORY: Use the container with the strange liquid.

INVENTORY: Use the dried jellyglowfish with the container + liquid.

Uh-oh!

PLAY AS IVO.

USE the wooden barrel to get across the acid lake.

TAKE the wooden plank from the ground at left.

Return to the rear part of the monster's mouth.

GIVE the plank to Wilbur.

PLAY AS WILBUR.

INVENTORY: Use the plank with the barrel to cross the acid lake.

TAKE the 'scratchloudner' from the gramophone at right.

INVENTORY: Use the scratchloudner with the horn on the ground.

STEP into the smelly hole.

Click through the bizarre activities till Wilbur is back up.

A barrel lid and rope is added to the inventory.

USE the barrel to return to Ivo's side.

GIVE the rope to Ivo.

INVENTORY: Use the barrel lid with the barrel.

PLAY AS IVO.

INVENTORY: Use the rope with the treasure chest.

USE the rope to pull the chest out of the wall.

LOOK into the chest and take the cone.

GIVE the cone to Wilbur.

PLAY AS WILBUR.

INVENTORY: Use the cone with the horn + scratchloudner.

BLOW into the horn.

TALK to the monster about being adventurers and ask to be freed.

Watch the cutscene.

END OF CHAPTER 3.


CHAPTER 4 PART 1: THE WILD LANDS / NATE


Watch the cutscenes.

Nate has to free Wilbur and Ivo, and get the artefact.

THE WILD LANDS / CRYPT / REAR

TALK to the water-corpse.

NOTE the signet ring on the sarcophagus behind the spirit.

WALK to the front part of the crypt.

THE WILD LANDS / CRYPT / FRONT

TALK to Gulliver about Esther's body and water-corpse's lover.

TALK to Chief Zombie about his feud with the paladin.

TAKE the string, yellow paint and glue pot from the counter at left.

Exit the crypt.

THE WILD LANDS / OUTSIDE THE CRYPT

TAKE the red earth and mushrooms from the ground at right.

TAKE the map on top of the colourful boxes below the head on the pole.

LOOK at the travel chest at bottom left.

TAKE the pink pom-pom inside the chest.

TALK to the head on a lance. It's Esther.

TALK to the paladin.

WALK to the teepee in the north.

THE WILD LANDS / TEEPEE

TAKE the feather from the headdress hanging in the tent.

TAKE the bellows from the floor by the doorway.

TAKE the copper bowl at bottom left.

TAKE the black ink make-up from the chest at bottom right.

INVENTORY: Use the red earth with the mortar to get red powder.

The red powder needs water to become red paint.

TALK to the Minotaur shaman, The Rainmaker.

Exit the tent. Go right to the orc camp.

THE WILD LANDS / ORC CAMP / OUTSIDE

TAKE the rotten boards from by the roadway at left.

TAKE the blue flowers from beside the gate.

TAKE the poster stuck to the wall beside the gate.

TALK to Orc Chief Garrock about the warrior contest.

Return to the crypt.

THE WILD LANDS / INSIDE THE CRYPT

TALK to Gulliver about becoming a warrior.

Nate needs an invincible warrior kit:

1. Shield (Jilted corpse)
2. Helmet (Chief Zombie)
3. Sword of Power (Gulliver)

Gulliver will give Nate the Sword of Power if he gets a:

1. Lung (Repaired bellows)
2. Heart (Esther)
3. Lightning bolt to fire up the dead body (Shaman)

TALK to Chief Zombie about the warrior kit.

Chief Zombie will give Nate the Helmet if the paladin is convinced to forgive him.

WALK to the rear part of the crypt.

TALK to the jilted maiden corpse.

She will give Nate the Shield if he gets her a letter from Maximilian.

WALK to the front part of the crypt.

INVENTORY: Use the feather with the poster to write a letter.

Write the letter. Keep things nice.

End with her going to visit Maximilian wherever he is.

Nate has to seal the letter.

INVENTORY: Use the letter with the dripping wax statue by the door.

Nate needs Maximilian's stamp on the letter.

WALK to the rear part of the crypt.

INVENTORY: Use the letter + wax with the signet ring of the knight's sarcophagus behind the jilted corpse.

INVENTORY: Use the sealed letter with the jilted corpse.

Nate has to get the Shield from the ogres' cave.

INVENTORY: Use the red powder with the puddle of tears beside the jilted corpse to get red paint.

Exit the crypt. Go to the teepee.

THE WILD LANDS / TEEPEE

TALK to the shaman about the paladin forgiving Chief Zombie.

Nate needs four ingredients for the sleepwalking potion:

1. Paladin's hair (his comb)
2. Paladin's bodily fluid (his spit)
3. Piece of paladin's clothing (pom-pom)
4. Something from paladin's forefathers (ash from funeral urn, crypt)

Exit the teepee. Go to the paladin.

THE WILD LANDS / OUTSIDE THE CRYPT

NOTE the damp spot on the ground where the paladin spits.

INVENTORY: Use the copper bowl with the damp spot.

TALK to the paladin about zombies, and he will keep spitting.

TALK to the paladin about his messy hair, till he gives Nate the comb.

TAKE the spit-filled bowl (spittoon) from the ground.

Enter the crypt.

THE WILD LANDS / INSIDE THE CRYPT

WALK to the rear part.

LOOK at the funeral urns on the left.

TAKE some ash from the urn with the paladin's crest.

Exit the crypt. Go to the teepee.

THE WILD LANDS / TEEPEE

INVENTORY: Use the the pom-pom with the shaman.

INVENTORY: Use the comb with the shaman.

INVENTORY: Use the spittoon with the shaman.

INVENTORY: Use the ash with the shaman.

The sleepwalking potion is added to the inventory.

INVENTORY: Use the blue flowers with the giant mortar and pestle.

Blue coloured paste is added to the inventory.

Exit the teepee. Go to the paladin.

THE WILD LANDS / OUTSIDE THE CRYPT

INVENTORY: Use the sleepwalking potion with the paladin.

TELL him it has zero calories.

CALL the potion whatever you want.

TALK to the paladin till he drinks the potion.

WALK to the crypt.

Watch the cutscene.

WALK back to the crypt.

THE WILD LANDS / INSIDE THE CRYPT

TALK to Chief Zombie.

Nate has to get the Helmet from a nearby mine.

WALK to the rear part of the crypt.

TAKE the leather piece sticking out of the sarcophagus at right.

INVENTORY: Use the glue with the holed-up bellows.

INVENTORY: Use the leather with the bellows + glue.

Exit the crypt.

THE WILD LANDS / OUTSIDE THE CRYPT

TAKE Esther's head off the lance.

WALK to the crypt.

THE WILD LANDS / INSIDE THE CRYPT

INVENTORY: Use Esther's head with Gulliver's body.

Watch the cutscene.

INVENTORY: Use the map. Go to the mine (bottom left).

THE WILD LANDS / THE EARTH PIXIE MINE

Automatically talk to the Helmet and get evicted from the mine.

WALK into the mine.

WALK NORTH, then WEST, to the two pixies by the fire.

When the pixies are near the wall, TAKE the water skin by the fire.

WALK AWAY before the pixies evict Nate.

WALK to the water trough at the mouth of the mine.

INVENTORY: Use the water skin with the trough.

A full water skin is added to the inventory.

From the trough, WALK RIGHT to the two pixies digging away.

TAKE the earth pixie teddy from the left chair.

INVENTORY: Use the teddy with the right chair.

WALK into the room in the right wall.

INVENTORY: Use the key with the chest.

A magnet is added to the inventory.

Return to the central walkway.

WALK NORTH to the single pixie working by the torch in the wall.

INVENTORY: Use filled water skin with the torch.

TAKE the torch.

WALK SOUTH, then WEST to the two pixies by the fire.

INVENTORY: Use the unlit torch with the fire to get a lit torch.

WALK EAST all the way to the room with the dynamites.

TAKE a dynamite from the crate.

TAKE the key from the table.

Exit to the corridor.

WALK NORTH into the central walkway, past the pixie in the darkness.

INVENTORY: Use the dynamite with the rubbish heap.

INVENTORY: Use the lit torch with the dynamite.

*choke* *cough*

TAKE the wooden handle from the trolley car near the wall.

WALK RIGHT into the brightly lit cave.

LOOK down at the altar.

INVENTORY: Use the magnet with the string.

INVENTORY: Use magnet + string with the head.

Watch the cutscene.

Exit the mine.

TAKE the helmet.

INVENTORY: Use the map to go to the ogre cave (top left).

THE WILD LANDS / OGRE CAVE

LOOK at the plate of food near the ogres' feet.

The Shield of Power!

Nate has to distract the ogres and remove the food.

TALK to Blout, the left head, about ogre cocktail.

Nate has to make a cocktail for Zloff.

TAKE the hose on the ground at left.

OPEN the cupboard in the cave.

A cocktail umbrella is added to the inventory.

TAKE the cocktail glass on top of the cupboard.

TAKE the sack of rotten apples beside the cupboard.

INVENTORY: Use the map to return to outside the crypt.

WALK to the orc camp.

THE WILD LANDS / ORC CAMP / OUTSIDE

INVENTORY: Use the sack of rotten apples with the press.

PRESS the press to get fermented apple juice.

Nate needs stronger alcohol.

WALK to the teepee.

THE WILD LANDS / TEEPEE

INVENTORY: Use the hose with the pot cover.

OPEN the pot cover.

INVENTORY: Use the apple juice with the pot.

Weak alcohol is added to the inventory.

OPEN the pot cover.

INVENTORY: Use the weak alcohol with the pot.

Strong alcohol is added to the inventory.

OPEN the pot cover.

INVENTORY: Use the strong alcohol with the pot.

Ogre strength alcohol is added to the inventory.

INVENTORY: Use the umbrella with cocktail glass.

INVENTORY: Use the ogre strength alcohol with umbrella + glass.

TALK to the shaman.

Nate has to get him ghost mushrooms, purple with green spots.

INVENTORY: Use the map to go to the ogre cave.

THE WILD LANDS / OGRE CAVE

Look at the gap in the mountains at left.

INVENTORY: Use the rotten boards with the gap.

INVENTORY: Use the cocktail with Zloff (the right side head).

Blout is still hungry!

INVENTORY: Use the string with the pom-pom.

INVENTORY: Use the strung pom-pom with Blout.

TAKE the Shield of Power.

INVENTORY: Use the map to go to the ogre cave.

THE WILD LANDS / INSIDE THE CRYPT

TALK to Chief Zombie about ghost mushrooms.

Nate has to 'make' some ghost mushrooms.

INVENTORY: Use yellow paint with blue paint to get green paint.

INVENTORY: Use red paint with blue paint to get purple paint.

INVENTORY: Use the ghost mushrooms with purple paint.

INVENTORY: Use purple ghost mushrooms with green paint.

INVENTORY: Use purple+green ghost mushrooms with Esther.

*yikes*

Imitation ghost mushrooms are added to the inventory.

INVENTORY: Use the repaired bellows with Esther.

TALK to Esther about not finding a heart anywhere.

Problem solved!

Exit the crypt.

THE WILD LANDS / OUTSIDE THE CRYPT

Nate has to make lightning for Gulliver.

Go to the teepee.

THE WILD LANDS / TEEPEE

INVENTORY: Use imitation ghost mushrooms with the shaman.

TALK to the shaman about making lightning.

A dance routine is added to the inventory.

Exit the teepee.

THE WILD LANDS / OUTSIDE THE CRYPT

WALK to stand by the antenna in the tree.

INVENTORY: Use the dance routine.

---oOo---

MINE-GAME: LIGHTNING DANCE

Use the same two cursors as each combination coming down the scroll.

The cursors must be clicked in the middle of the green brackets.

First you're allowed three mistakes, then four, then five.

The cursors speed up as you get more correct.

There is no easy way to do this except try again and again.

Click here for a saved game up to this point AFTER the dance.

(Rename the file savegameX.ksg, where X is an available file number.)

---oOo---

WALK to the crypt.

THE WILD LANDS / INSIDE THE CRYPT

TALK to Gulliver about the armour and Sword.

Nate automatically put on the armour.

INVENTORY: Use the map to go to the Fiery Mountains (right).

THE WILD LANDS / FIERY MOUNTAIN

TALK to the dragon.

Nate has to get her a gold coin.

TAKE the hammer and pliers from the bottom of the screen.

TAKE a stone from the pile by the doorway.

INVENTORY: Use the stone with the anvil.

INVENTORY: Use the hammer with the anvil+stone.

A stone with crystals is added to the inventory.

INVENTORY: Use the map to return to the mines.

THE WILD LANDS / THE EARTH PIXIE MINE

WALK to the altar room.

INVENTORY: Use the stone with crystals with the earth pixie.

TAKE the dragon head.

TAKE a gold nugget from the offerings.

INVENTORY: Use the map to return to the Fiery Mountain.

THE WILD LANDS / FIERY MOUNTAIN

Nate has to heat the gold nuggets in the furnace.

INVENTORY: Use the dragon head with the lava bowl.

USE the hatch in the middle of the lava bowl to let lava flow.

TAKE the stone bowl (crucible) from the floor by the furnace.

INVENTORY: Use the gold nugget with the crucible.

INVENTORY: Use the nugget + crucible with the furnace.

INVENTORY: Use the pliers with the furnace.

A bowl of molten gold is added to the inventory.

INVENTORY: Use the bowl of molten gold with the press.

TAKE the gold coin from the press.

INVENTORY: Use the gold coin with the dragon.

The head of a pick-axe, a broken sword and a book on smithying is added to the inventory.

INVENTORY: Read the book on smithying.

Nate has to find some copper.

INVENTORY: Use the map to return to the mines.

THE WILD LANDS / THE EARTH PIXIE MINE

WALK to the end of the mines, to the chamber next to the altar room.

On the left rear wall, there is a copper vein.

INVENTORY: Use the head of the pick-axe with the wooden handle.

INVENTORY: Use the pick-axe with the copper vein.

Copper ore is added to the inventory.

INVENTORY: Use the map to return to the Fiery Mountain.

THE WILD LANDS / FIERY MOUNTAIN

INVENTORY: Use the copper ore with the crucible.

INVENTORY: Use the copper + crucible with the furnace.

INVENTORY: Use the pliers with the furnace.

A bowl of molten copper is added to the inventory.

INVENTORY: Use the molten copper with the trough beside the anvil.

A nugget of copper is added to the inventory.

Nate has to become a Level 98 blacksmith to forge the sword.

So Nate has to forge 98 copper pots before that.

INVENTORY: Use the copper nugget with the anvil.

Some time later...

INVENTORY: Use the broken sword with the anvil.

The reforged sword is added to the inventory.

Nate has to harden the reforged sword with dragon fire.

TALK to the dragon.

Comment 1: You're really stupid.

Comment 2: You're not meant to be a dangerous monster.

Comment 3: I need your help.

Watch the cutscene.

INVENTORY: Use the map to return to the crypt.

WALK to the orc camp.

THE WILD LANDS / ORC CAMP

TALK to the orc chief.


CHAPTER 4 PART 2: THE WILD LANDS / IVO / CRITTER

THE WILD LANDS / MORTROGA'S FORTRESS / DUNGEON


PLAY AS IVO.

TALK to Critter about Ivo's leg manacles.

PLAY AS CRITTER.

Critter has to find a the keys to Ivo's chains.

TAKE the iron bar on the floor.

TAKE some cloth from the skeleton.

INVENTORY: Use the cloth with the iron bar to get a slat.

USE the door at left to leave the dungeon.

THE WILD LANDS / MORTROGA'S FORTRESS / STREET

TAKE the rubber chicken from the hook beside the troll.

WALK right. WALK up the stairs.

The Mommy's Palace!

THE WILD LANDS / MORTROGA'S FORTRESS / THRONE ROOM

LOOK at the barrel beside the vase and chest.

LOOK for pictures till Critter gets the Still Life of Chicken.

TAKE the velvet cushion from the pile behind Mother's throne.

WALK left to the container of greasy black substance.

INVENTORY: Use the rod + cloth with the container.

A torch is added to the inventory.

Return downstairs.

THE WILD LANDS / MORTROGA'S FORTRESS / STREET

WALK to the left edge.

INVENTORY: Use the cushion with the board jutting out of the walkway.

WALK up the stairs.

THE WILD LANDS / MORTROGA'S FORTRESS / THRONE ROOM

WALK to the left.

USE a cannonball.

Return downstairs.

THE WILD LANDS / MORTROGA'S FORTRESS / STREET

WALK left. USE the pipe segment.

TURN the pipe till it is entering the light shaft window.

MOVE the cannonball.

WALK right.

INVENTORY: Use the torch with the burning dog bowl.

A lit torch is added to the inventory.

INVENTORY: Use the torch with the troll.

TAKE the keys.

Return to the dungeon.

THE WILD LANDS / MORTROGA'S FORTRESS / DUNGEON

INVENTORY: Use the keys with Ivo's chains.

GIVE the rubber chicken, Still Life, and torch to Ivo.

PLAY AS IVO.

Ivo has to get out of the dungeon.

LOOK at the small cage on the rear wall.

WAKE up MacGuffin. TALK to him.

Ivo needs to get Mortroga's wand to free MacGuffin.

LOOK at the door. It is barred heavily.

INVENTORY: Use the Still Life with the viewing window of the door.

INVENTORY: Use the rubber chicken with the torture device to make a catapult.

INVENTORY: Use the cannon ball with the catapult.

PLAY AS CRITTER.

Exit the dungeon.

THE WILD LANDS / MORTROGA'S FORTRESS / STREET

TALK to the troll.

Watch cutscene.

Return to Mortroga's throne room.

THE WILD LANDS / MORTROGA'S FORTRESS / THRONE ROOM

Critter has to steal the magic parchment.

USE the vase at bottom right.

PLAY AS IVO.

THE WILD LANDS / MORTROGA'S FORTRESS / DUNGEON

Exit the dungeon.

THE WILD LANDS / MORTROGA'S FORTRESS / STREET

TAKE the troll's hammer.

Ivo has to distract Mortroga's Black Guard.

INVENTORY: Use the torch with the banner hanging over the staircase.

PLAY AUTOMATICALLY AS CRITTER.

TAKE the magic parchment.

CLIMB BACK into the vase.

The Black Guard is back.

Return to the dungeon.

THE WILD LANDS / MORTROGA'S FORTRESS / DUNGEON

INVENTORY: USE the scroll with the iron bars of MacGuffin's cage.

PLAY AS IVO.

INVENTORY: Use the hammer with the frozen bars.

TALK to MacGuffin about his lock pick.

The universal lock pick is added to the inventory.

TALK to MacGuffin about the telephone box.

Ivo needs to find a phone number and a coin.

Exit the dungeon. Go to the throne room.

THE WILD LANDS / MORTROGA'S FORTRESS / THRONE ROOM

INVENTORY: Use the universal lock pick with the chest.

TAKE some gold coins.

Return to the dungeon.

THE WILD LANDS / MORTROGA'S FORTRESS / DUNGEON

PULL the torch handle beside the door.

MacGuffin will automatically pull the other one.

TAKE the telephone directory from the hole.

INVENTORY: Give the gold coins to MacGuffin.

INVENTORY: Give the telephone directory to MacGuffin.

Watch the cutscene.


CHAPTER 4 PART 3: THE WILD LANDS / NATE

THE WILD LANDS / ORC CAMP / FRONT


TALK to the Chief Orc.

Oh no, Ma'Zaz!!!

TALK to the Chief Orc about Contest#1: Strength.

Nate has to throw the "dwarf" - the tree trunk, over 12 foot.

TAKE a branch from the tree trunk in front of the tents.

LOOK at the termite hill at bottom right.

Nate has to find vintage wood for the termites.

WALK to the back of the camp. ENTER the big tent in the middle.

THE WILD LANDS / ORC CAMP / CHIEFTAIN'S TENT

TALK to Wilbur.

TAKE the vintage wooden board from the couch at left.

TAKE the arrowhead from the skull by the door.

Exit the tent. Return to the front of the camp.

THE WILD LANDS / ORC CAMP / FRONT

INVENTORY: Use the wooden board with the termite hill.

The termites climb on board.

INVENTORY: Use the board + termites with the dwarf.

TALK to Chief Orc about trying again.

THROW the dwarf again.

WALK to the back of the camp.

THE WILD LANDS / ORC CAMP / BACK

TALK to the Chief Orc about Contest#2: Skill.

Nate has to hit the archery bulls eye.

WALK to the front of the camp.

THE WILD LANDS / ORC CAMP / FRONT

TALK to the hooded figure at left about a bow.

TALK to the merchant about the copper pots.

TALK to the hooded figure again.

WALK to the back of the camp, then return.

TALK to the hooded figure again.

A bow is added to the inventory.

INVENTORY: Use the branch with the arrowhead to make a shaft.

INVENTORY: Use the feather with the shaft to make an arrow.

Return to the back of the camp.

THE WILD LANDS / ORC CAMP / BACK

TALK to Chief Orc about trying.

Miss horribly.

Return to the front of the camp.

THE WILD LANDS / ORC CAMP / FRONT

TALK to the merchant about the magnet.

Nate has to win the merchant's game.

TALK to the hooded figure about the merchant's game.

A paper with 3 numbers is added to the inventory.

TALK to the merchant about the game.

The magnet is added to the inventory.

WALK to the back of the camp.

THE WILD LANDS / ORC CAMP / BACK

INVENTORY: Use the magnet with the bulls eye.

Ma'Zaz will keep missing.

Nate has to set the pots and pans so the arrow hits the target.

---oOo---

MINI-GAME: SET THE TARGET

The shield, frying pan, the shell plate and the wok have to be aligned correctly so the arrow ricochets off them and hits the bulls eye.

This takes bit of trial and error.

1. Turn the shield so it faces straight ahead.
2. Turn the frying pan so its bottom faces south-east.
3. Leave the shell plate in the original position.
4. Turn the wok so its inner part faces south.

Click here for the screenshot of the solution.

---oOo---

WALK to the front of the camp.

THE WILD LANDS / ORC CAMP / FRONT

TALK to the Chief Orc about Contest#3: Race.

Talk to the Chief Orc.

Watch the cutscene.


CHAPTER 4 PART 4: THE WILD LANDS / WILBUR

Wilbur has to take the artefact.

TAKE the woolen string from the basket at left.

Exit the tent.

THE WILD LANDS / ORC CAMP / BACK

TAKE the magnet from the archery target.

INVENTORY: Use the magnet with the string.

TALK to the Chief Orc about the magic circle.

The Magic Circle Kit is added to the inventory.

INVENTORY: Look at the Magic Circle Kit.

An instruction manual and mithril foil is added to the inventory.

INVENTORY: Read the instruction manual TWICE.

Wilbur has to build the Evil Eye Protection.

WALK to the front of the camp.

THE WILD LANDS / ORC CAMP / FRONT

LOOK at the antenna on top of the tent at right.

INVENTORY: Use the magnet + string with the antenna.

INVENTORY: Use the mithril foil with the antenna.

Return to the Chief's tent.

THE WILD LANDS / ORC CAMP / CHIEFTAIN'S TENT

INVENTORY: Use the Head Protector.

TAKE the artefact box from the top of the pile at left.

Wilbur has to find a way to smuggle the box out.

Exit the tent. Go to the front of the camp.

THE WILD LANDS / ORC CAMP / FRONT

TALK to the termite hill.

The termites are added to the inventory.

Return to the Chief's tent.

THE WILD LANDS / ORC CAMP / CHIEFTAIN'S TENT

INVENTORY: Use the termites with the box.

Watch the cutscene.

END OF CHAPTER 4.


CHAPTER 5: THE WILD LANDS ONCE AGAIN / NATE V2.0


TAKE the air balloon from the trash heap by the gate.

Enter the orc camp.

THE WILD LANDS / ORC CAMP / FRONT

TAKE the sock measuring tape from the board behind the Chief Orc.

WALK to the back of the camp. Enter the chieftain's tent.

THE WILD LANDS / ORC CAMP / CHIEFTAIN'S TENT

Nate v2.0 has to find the vintage wooden board.

Exit the tent. Exit the camp. Return to outside the crypt.

THE WILD LANDS / OUTSIDE THE CRYPT

TALK to the jester.

LOOK at the gate to the crypt. It's locked.

LOOK at all the graves. Nope.

TALK to the jester again.

The vintage wooden board is added to the inventory.

Return to the orc camp. Enter the chieftain's tent.

THE WILD LANDS / ORC CAMP / CHIEFTAIN'S TENT

INVENTORY: Use the board with the cushion on the sofa.

Watch the cutscene. Return to the front of the camp.

THE WILD LANDS / ORC CAMP / FRONT

Nate v2.0 needs to rig the measuring tape.

Exit the camp. Go to the teepee.

THE WILD LANDS / TEEPEE

INVENTORY: Use the measuring tape with the boiling water in the pot.

The shrunk sock measuring tape is added to the inventory.

TALK to the shaman.

Nate v2.0 has to get him firewater in exchange for deer antlers.

Exit the teepee. Go to the orc camp.

THE WILD LANDS / ORC CAMP / FRONT

INVENTORY: Use the shrunk measuring tape with the board behind the Chief Orc.

Exit to the back of the camp.

TALK to the merchant about firewater.

OFFER him copper pots in exchange.

Return to the front of the camp.

Contest#1 is over.

Exit to the back of the camp. Return to the front.

INVENTORY: Automatically give the crumpled note to Nate.

Automatically exit the camp.

INVENTORY: Use the map to go to Fiery Mountain.

THE WILD LANDS / FIERY MOUNTAIN

TAKE one copper pot.

All the other copper pots are also added to the inventory.

INVENTORY: Use the map to return to the crypt.

Return to the front of the orc camp.

THE WILD LANDS / ORC CAMP / FRONT

TALK to the merchant AGAIN about the firewater.

OFFER the copper pots in return.

The firewater is added to the inventory.

Exit the camp. Go to the teepee.

THE WILD LANDS / TEEPEE

INVENTORY: Use the firewater with the shaman.

The deer antlers are added to the inventory.

INVENTORY: Use the map to go to the ogre cave.

THE WILD LANDS / OGRE CAVE

TALK to the ogre trapped below the mountain. Claim to be Ma'Zaz.

TALK to the ogre again. This time as Nate.

Nate has to lift the ogre from the crevice.

WALK right to the cave.

LOOK at the cupboard.

TAKE the dental floss (sinew).

INVENTORY: Use the sinew with the antlers to make the bone bow.

INVENTORY: Use the hot air balloon with the fire.

The ogres are too heavy.

INVENTORY: Use the map to go to the crypt.

Return to the front of the orc camp.

THE WILD LANDS / ORC CAMP / FRONT

Watch the cutscene.

WALK to the back of the camp. Return to the front.

TALK to the merchant about the shrinking ring.

The ring is added to the inventory.

INVENTORY: Use the map to go to the ogre cave.

THE WILD LANDS / OGRE CAVE

INVENTORY: Use the shrinking ring with ogre.

INVENTORY: Use the map to return to the crypt.

Return to the front of the orc camp.

PLAY AUTOMATICALLY AS WILBUR 2.0

INVENTORY: Use Ivo's cloth with the artefact box.

Watch the cutscene.

Watch the finale.

Ciao for now!


This is an original walkthrough written by me. Please do not distribute the text and images without my written consent.