Walkthrough book unwritten tales 2. Walkthrough The book of unwritten stories (The Book of Unwritten Tales)

Swamp of Death

We go inside the ship and put the fireworks in the oven. While Death is watching what is happening in the furnace, we quickly enter ourselves into the book of the dead using ink. We speak with Death.

The world of the dead. We leave for the school of magic, we try to talk with Marcus. It's useless, he can't see us. We pass through the mirror - our amulet. We return to the swamp, we speak with Death, after which we erase our name from the book of the dead.

Again we speak with Death, we offer to find another occupation. Death will have the idea to open an agency for burying people alive, and we will be made a “tempting” offer to become a partner in this business. We go to the predictor, he agrees to invest in the cause of Death. We return to the swamp. Wow, yes, our “partner”, did not waste time in vain and had already dug a grave. We talk with Death, we offer him to become the first client, so to speak, to try it out. Having buried it, we take away the cylinder and go to the predictor.

Fortuneteller Van

We give Francis the rabbit and the top hat, we look at the trick that the predictor shows. We say goodbye and go to the school of magic.

City "Sea Rock"

We speak with Marcus, show him a trick (I don’t know how, but we manage to turn a rabbit into a sheep) and an artifact. We pick up the diploma and, presenting it to the guard, we pass to the upper part of the city.

We show the ring to the false archmage. The gremlin hologram will tell you about the artifact of Destiny, which is hidden on the island of Sordia. You need to find 2 partners before you hit the road. We leave the tower of the archmage.

We talk with a female orc (bounty hunter) MaZaz. We talk with the prisoner. Nat is the captain of the ship Maria, a treasure hunter. He is an ideal candidate for our expedition, we must release him. We take a fishing net, but we won’t be able to take the rope while MaZaz is watching us, but as soon as she turns away to talk with Nat, the rope is ours. We go to the right, inspect the halberd and the beam that supports the roof. We go out to the lower part of the city and become a witness of a skirmish between the elf Ivo and the guard. We speak with Ivo, after which we go to the school of magic, but we no longer find Marcus. We read the note left for us on the table, we take the magic points. We return to the upper part of the city, tie a rope to the beam under the roof and wait for Ivo to climb up it.

We go to the tower of the archmage, where we talk with the elf. On the book "Encyclopedia of Science Fiction" we use glasses. Too little information on how to get to the island of Sordia. There are papers on the bookcase, maybe there are maps among them, but we can’t reach them. Therefore, we switch to Ivo.

We play as Ivo. We get a map from the cabinet, which is a reduced copy of the map from the wall. We read the book of the gremlin, the starting point of departure to the island of Sordia is the city of KrunPak. We study the map on the wall, but it is old, and KrunPak is the new name of the city. We need to know what it was called before.

We play as Bilbur. We study the entries in the book "Encyclopedia of Science Fiction", we learn that earlier KrunPak was called Rotkiselburg.

We play as Ivo. On the map we find the city of Rotkiselburg and from it we pave the way to the island of Sordia:

We leave the tower. We talk with MaZaz, offer her an arm wrestling competition - we lose.

We play as Bilbur. We give Ivo the elixir of Strength, and then we untie the rope from the beam.

We play as Ivo. We drink the elixir and again offer MaZaz to fight.

We play as Bilbur. While the ladies are figuring out which of them is stronger, we put the fishing net on the boards and throw the rope through the pipe over the cage. We tie one end of the rope to the net, and the other to the transport bale. After MaZaz gets on the fishing net, we push the bale. We speak to Nat about an expedition to the island, he agrees to take us on the condition that 30% of what is found is his. Well, let's go.

Sordia Island

We play as Ivo. We select a branch that is lying next to Bilbur, examine the skeleton of the fish and take the fish bone. We take the rope and the bucket, combine the stick with the rope in the inventory, and then with the bone - we get a fishing rod. We examine the hive, you need to find a container to take some honey. We talk with Nat (move the cursor to the upper right corner), he will throw us a jar with the remnants of marmalade. We turn to Chick-chick and ask you to distract the bees, and at this time we ourselves collect honey in a jar. We examine the gates of the temple, then a small piece of land near the log. We pour water from the bucket onto the ground and collect worms. We bait the worm on the hook of the fishing rod, we approach the cliff and ask Bilbur to catch the fish. Well ... the gnome is still the fisherman. We lower the caught fish into a bucket of water. In the sea we see a fire fairy, in order to catch it, we put a jar of honey on a stone ledge. We approach the gate and inspect the niches. We place worms in the “Essence of the Earth” niche, in the “Essence of Fire” - a jar with a fairy, in the “Essence of Water” - a bucket of fish, and in the “Essence of Air” - Chick-chick (just refer to the bird). The gates are open.

Temple

We play as Ivo. We examine the column with 4 rings, they can be rotated, but we don't know the combination yet. We pass deep into the temple, near the skeleton we select a machete. We study the stone mask and the crystal. We return to the collapse and use the machete on the roots. Clinging to the root, we move to the other side, go outside and pick up a jar and a bucket from the niches. We go deep into the temple, lower the jar into the water and catch the light jellyfish. Now we attach a bucket to the fishing rod, in which we place a jar of jellyfish and go to the collapse. We lower the jellyfish Bilbur

We play as Bilbur. We examine the door, the following symbols are carved on it: a long spiral, a fish without a head, a branch and a star.

We play as Ivo. We approach the column and set the symbols:

Then we press the button, which is on the right side of the column.

We play as Bilbur. We pass through the opened door, inspect the hatch in the wall - do not turn. We get up on the platform and go down to Nat. After examining the roots, which we can’t reach, we ask Nat to help. There is a stone near the right platform, we can move it. Fine. We go down on the left platform, and then again climb up the roots. We switch to Nat and stand on the platform, after which, switching to Bilbur, we move the stone to the platform and stand on it.

We play as Nat. We open the hatch and that's it, nothing more can be done. We switch to the gnome and stand on the platform, now we switch to Nat and also stand on the platform.

We play as Bilbur. We climb through the hatch and climb the stairs to the very top. We return the crystal to Ivo, we select a stone tablet. We go down to Ivo to give her the tablet.

We play as Ivo. We examine the plank, after which we approach the column with rotating rings. First, we set the symbols that are located in a row from the left edge, press the button. Then we set the symbols from the 2nd row of the board, we also press the button, and then the symbols from the 3rd row (did not work).

We play as Nat. Click on the stone head - activate the platform mechanism. We go to the wheel, turn it to close the door. Switching to Ivo, we put symbols from the 3rd row of the board on the column, press the button. Switch to Nat and go up the stairs.

We play as Bilbur. We pass into the mine and go down, climb into the opened small passage in the wall. We give the crystal to Ivo and go back upstairs.

We play as Ivo. We pass deep into the temple and insert the crystals into the holes on the masks. Switch to Nat and click on the leftmost crystal. Then we switch to Bilbur and click on the crystal on the far right. Well, in conclusion, switch to Ivo and click on the crystal in the center. The passage opens only when all three crystals are pressed, so one person must pass. And it will be Ivo.

temple machine

We examine the boat with the skeleton, select the oar. We go further, take a few pebbles, on a round platform with 2 fixtures for crystals from a bowl we take a jar of sardines in oil and a stone disk. Behind the gate in the form of a monster's mouth is the artifact of Destiny. We approach the door and climb into the hole above the door. We are in the engine room. Spin the wheel near the door to open it. We study the car, open the box - we find the 2nd stone disk. From the floor we select the mail cylinder.

Now we approach the device with 2 stone disks, put two more that we found. It is necessary to solve a small problem - to pick up 4 characters so that the machine will work. So let's get started. First, click on the button that is above the disks. Below the circles we see 4 red fields, they can change color to yellow and green. If the field is red, then the symbol is set incorrectly. If the field is green, the symbol is set correctly. The yellow color of the field indicates that the disc only needs to be rotated once to the correct character. After each rotation of the disk, press the button on top and see how the color of the field has changed. Thus, we select 4 characters and do this until all of them are in the correct position. The correct combination is the following:

The machine worked. We press the red button on the panel and exit the engine room, follow Bilbur and Nat. But they are not. We pick up two crystals, go to the cliff. The dwarf and the captain are in trouble, Munch is already here. We return to the engine room and begin preparations for the operation to eliminate the sorcerer. We examine the rotating part of the machine, insert the paddle into the hole. On the floor near the car, pour the oil from the can of sardines and open the drawer. We leave the engine room and throw a pebble at Munch to attract his attention. We are waiting for the sorcerer to receive a portion of a slap in the face, and as soon as control returns to us, we insert the mail cylinder into the pipe hole near the wall. We close Munch in the engine room.

We approach the bowl and look at what Munch put in it - we take away the mirror. We go to the exit from the temple, near the collapse we select a fishing rod. We use a mirror on the troll to temporarily blind, but this is not enough. We examine the club that lies near the troll, we give a sign to Nat so that he distracts the troll with a conversation. We use the fishing rod on the club and re-do the trick with the mirror. The troll trips over a fishing rod and falls into the sea. We free Nat and Bilbur, leave the captain to prepare the ship, and we ourselves go for the artifact.

Artifact of Destiny

We play as Bilbur. Since the cave is very dark, we will move forward by touch. We examine something near the right wall - this is a cardboard box. We open it in the inventory, it contains a box with a dried light jellyfish. In the center of the cave we find a helmet, fill it with liquid (acid), after which we place a jellyfish in it. Let there be light! We examine the barrel, it can be used as a boat, but there are no oars.

We play as Ivo. The elf does not need an oar, she can easily cross magical acid on a barrel without it. We select the board, examine the chest. We return to the gnome and give him the oar.
We play as Bilbur. We cross on a barrel, using the board as a paddle. From the gramophone we take a scratcher and insert its horn. We go down into the hole and, a little later, come back with a wooden circle and a rope. We cross over on the barrel to Ivo, give her the rope, and then use the wooden circle on the barrel.

We play as Ivo. We tie the rope to the handle of the chest and pull on it. We open the chest, from which we take a box with an artifact and a mouthpiece - we give it to Bilbur.

We play as Bilbur. We place the mouthpiece in the scratcher and blow into the horn. We communicate with the monster and, in the end, we are released ... Nat and Bilbur manage to escape from Munch, but not Ivo.

Pogost

We communicate with zombies, we learn that Bilbur was kidnapped by orcs. We talk with the drowned woman, she is waiting for news from her beloved, with whom she was engaged. From the sarcophagus, which is located to the left of the drowned woman, we take a piece of skin. We leave in front of the tomb. We talk with Gulliver (he has the body of a woman Esther), we examine the mechanical monster that the zombie is working on. From the table we take a spool of thread and a tube of yellow paint, from a chair - a jar of glue. We talk with the head of the undead and exit the tomb. We pick up a red stone near the gate, pick a mushroom at the foot of the tree and go to examine the head on the pillar. This is Esther's head, we try to talk to her, but the paladin forbids talking to the prisoner. We take a map of the area from the box, and a pink pompom from the travel chest. We speak with the paladin, after which we go to the tipi (teepee is the dwelling of the hunting tribes of the Indians).

Shaman

We talk with the Tauren shaman, after which we look around. We take away the copper cup, from the chest with cosmetics - black ink. We take the furs that serve to inflate the fire, they are broken. We use glue on the fur and close the hole with a piece of leather. From the feather headdress we take one feather and return to the tomb. Now let's go towards the orc camp.

Orc camp

We pick up a few rotten boards, inspect a pile of garbage - the press is still in working order. We pick blue flowers and, approaching the gate, on the right side we remove a sheet of paper. We try to get into the camp of the orcs, we talk with the leader. Bilbur - a prize that will be received by one of the warriors who won the competition.

Pogost

We talk with the paladin, we invite him to participate in the orc competition - he refuses. We go to the tomb, we talk with Gulliver. There are two ways to win the competition: either become a first-class warrior, or collect a warrior kit, which consists of a sword of power, a shield and a helmet. Gulliver will help in finding the sword if we bring him lungs and a heart for the monster, Esther's head and we can summon lightning, with which we can revive the zombie creation. We have lungs - we give repaired furs to Gulliver. We talk with the king of the undead, he knows where the helmet is, but he will only tell us if the paladin forgives him. We pass to the back of the tomb, we talk with the drowned woman about the warrior kit. She knows where the shield is and will tell us as soon as we hear from Maximilian. Okay, let's write a letter on a piece of paper with a pen: “Honey! .. voices! Terrible voices! .. fate was harsh! .. deep in the sea ... a fatal curse connected me with water ... ". We give the letter to the drowned woman. Our attempt to deceive failed - the letter is not sealed. We pass into the front of the tomb, and on the letter we drip wax from a burning candle. We return to the drowned woman, examine the sarcophagus, which is to the right of the weeping maiden, and use the letter on the signet ring. We give the sealed letter to the drowned woman - the shield is located at the two-headed ogre that lives in the cave. We leave the tomb.

Shaman. Sleepwalking Potion

We talk with the shaman, he will cook a potion of sleepwalking so that we can subordinate the paladin to our will. Let's collect the components included in the potion. We approach the paladin and put the copper cup in the place where the knight spits after each zombie word spoken aloud. We speak with the paladin, we take away the cup with saliva. We speak with the paladin again, this time about his hair - he will give us the comb. We pass to the back of the tomb and take the ashes of the paladin's ancestor from the urn. We return to the shaman, give him everything that we have collected (we offer a pompom as a piece of clothing - the shaman will take a thread from it). We take the potion of sleepwalking. We take a sip ourselves and go to the paladin.

Pogost

We give the paladin a sleepwalking potion to drink, move into his body and go to the tomb. The show starts! After we become Nat again, we take Esther's head and go to talk with the king of the undead. The helmet is found in the kobold mine. We return Esther's head to Gulliver, we talk to him. Phew, at least you don’t need to look for a heart - Esther will generously give hers. It remains only to revive the monster and, if we succeed, Gulliver will not only tell where the sword is, but also give us armor.

Aventasia is the world of The Book of Unwritten Tales 2: Almanac Edition, in which four protagonists have already settled with their destinies in different places. Because the characters were mired in their problems, they did not immediately notice how the environment around them was changing. Monsters turn into plush baby animals, but huge old buildings suddenly turn into small toy houses. In short, magic once again seeps into the hidden corners of society, and Wilbur, Evie and their friends Miracle with Nate must stop the invasion. That is, you can’t just attack an enemy without knowing his position, and therefore you have to investigate the situation, which is not particularly pleasant for the characters.

They have never been detectives, and while Wilbur has problems with politics, he cannot really deal with the invasion of dark forces. Evie is currently imprisoned by her own mother. In a cage, because this crazy old woman is ready to enslave her children for pleasure. The sadist is so hardened and adamant that she can really harm the girl, but the heroine is not so weak. Her friends will release her, and they will unite again to protect Aventasia, because evil forces are able to influence the minds of citizens, and this is an even greater danger.

Release date: February 20, 2015 Platform: Windows - PC / PC Developer: KING Art Publisher: Nordic Games Version: v 1.0.3.132 Publication type: Steam-Rip Torrent from: Let "sPlay Weight: 5.94 GB Crack: Present Interface language: Russian , English Voice language: English Country: Sweden Genre: Adventure,

Large, large-scale projects in the peaceful and once glorious genre of adventure games seem to have remained in the distant past. The last few years, thanks to the activation of indie developers and the development of crowdfunding, have brought many interesting novelties to fans of classic quests. However, as a rule, the originality and fascination of the plot is balanced in indie games by the austerity of graphics and short duration. A little adorn this picture are remakes of imperishable classics, which have also become fashionable - and stubbornly trying to enter the same river for the second time. Fortunately, there are exceptions to this rule - such as The Book of Unwritten Stories.

The Book of Unwritten Tales 2

Genre Adventure
Platforms Windows / Mac OS X / SteamOS + Linux
Developer KING Art
Publisher nordic games
Website http://www.kingart-games.de/bout2/en/

Grade

Colorful 3D picture, mild humor, classic gameplay

Not the most convenient inventory management

Juicy, large-scale, beautiful adventure - and it's not even a remake!

Several years have passed since the first ever dwarf wizard Wilbur Darkstorm, the elven princess Evie and the "captain" (and to be honest, just an adventurer) Nathaniel Bonnet, along with his indispensable alien companion nicknamed "Wonder", somehow and relies on any self-respecting heroes, saved the fabulous world of Aventasia from a Very Terrible Evil. Their paths parted again: Evie (more precisely, Ivodor Eleonora Clarissa, as a person of such noble blood should be called) returned to her forest kingdom, and after her affair with Nate ended in a sudden break, she is mainly engaged in refusing everyone profitable suitors who are found for her by an overly caring mother. Nathaniel (aka Nate), out of grief from parting with the beautiful elf, quickly spent all the prize money received from the victory over the evil witch, and left without a penny, he decided to get involved in another adventure - to steal another treasure from his old opponent the Red Pirate. As for Wilbur, he was appointed professor at the University of Wizardry, which reopened in the capital city of Nascalia after the end of the war, and now he is trying to somehow cope with the mountain of new teaching duties that have fallen on him. But is there any doubt that soon another, no less dangerous threat will hang over the world - and the paths of the heroes will definitely cross again ...




The title of the adventure flaunts the number "2", but in fact the new issue of the series "The Book of Unwritten Tales" is the third in a row. The original game with this name appeared in German back in 2009, but it reached the majority of players only with the release of the English version at the end of 2011 (and the official Russian localization with full voice acting is already dated 2012). Between the two Books, there was also The Critter Chronicles, a slightly shorter and less entertaining, but still noteworthy prequel that tells how "Captain" Nate Bonnet got his talking airship and even more an unusual companion in a pink fur coat. In addition, King Art, by the way, managed to release an excellent detective adventure and even itself in the wargame genre - but Unwritten Stories remained the most significant project in the portfolio of the Bremen studio. Which was proved by the Kickstarter campaign, which brought in 171 thousand dollars instead of the 65 requested by the developers.





Strange as it may sound to people familiar with the principles of Kickstarter, the game was released almost without delay - in February of this year, having spent more than five months before that in "early access" mode on Steam: the authors released their work to the public in parts. However, it would be unfair to call this process “paid testing” - the mutual benefit is obvious: fans of the world of Aventasia could get the sequel they expected for a smaller amount and, albeit in small doses, but much earlier than the promised time, but the developers, accordingly, managed to fix it for it's time hundreds of bugs and add dozens of improvements.

From the outside, “The Book of Unwritten Tales 2” looks just fine: if the original was distinguished by “2.5D graphics”, with three-dimensional characters on pre-rendered backgrounds, then the sequel flaunts a full-fledged and luxurious three-dimensional picture that equally convincingly conveys the golden autumn violently. -colorful elven forest, and the dark alleys of the snowy city of Naskalia. The only thing that can cause bewilderment is the appearance of many familiar characters that has changed a lot during the transition to new technology. Yes, over the past five years of real time, they have all matured somewhat - Wilbur, having become a professor, tried to give his physiognomy at least a little solidity, Nate grew a beard, and Evie underwent some unexpected transformations that were reflected in her appearance. But they have changed almost beyond recognition.





And you have to recognize them: like any plot continuation, “The Book of Unwritten Stories No. 2” is recommended to go through after getting to know the original - although this is not necessary, it is highly desirable so that familiar places and most of the characters you meet bring back pleasant memories. By the way, there are enough characters here - the authors talk about more than 60 voiced roles. Preliminary passage of The Critter Chronicles is not so necessary, and the adventures of Nate and the Miracle take a minimum of time in the second "book", which is quite logical, since the two of them had already been given a whole separate game before. So most of the time we will be watching the personal problems of Evie and Wilbur, which gradually develop into global problems. As before, all the storylines associated with the main characters unfold in parallel, but are closely intertwined in the middle of the game, when it becomes possible to switch between several characters to solve the next puzzle.

Despite the division of the general plot into the stories of the three main characters, it turns out to be interesting to play: unexpected turns and situations, as well as the most diverse, complex and original puzzles are guaranteed. What can you do for the next salvation of the world: the heroes are waiting for a logical game of stones with the mummy of an ancient pharaoh, and the hunt for the ghostly "headless horseman", and helping a family of good zombies who have adopted a small robot, and communicating with both heads of the local ogre - the owner taverns that are completely opposite to each other in their temperament - and much more, which I do not want to mention, so as not to spoil anyone's pleasure from the future passage of the game. What particularly distinguishes The Book of Unwritten Stories among its fellows is the abundance of gentle humor, in which that heavy and rude German accent, which does not always distinguish favorably, is not heard at all. Moreover, the fabulous fantasy world of Aventasia turns out to be full of parodies of World of Warcraft, Harry Potter, The Lord of the Rings and other blockbusters of our time: for example, Wilbur's thoughtful reasoning about the design of women's armor of the 90th level is clearly designed for gamers of the widest cultural profile.





The gameplay at the same time strictly corresponds to the classics of the genre - numerous dialogues (according to the assurances of the developers, the game has at least 150 thousand words and more than 30 hours of German and English voice acting) are interspersed with classic quest puzzles for combining and using items. Active points on the screen, if desired, are highlighted by pressing the spacebar - and disappear after consideration or use, as well as topics already touched upon in conversations with characters. Among the conveniences of the interface is a map that allows you to quickly transfer to already visited places, although it is available only in some particularly confusing locations and only for Wilbur. However, this is quite a reasonable decision, since in those places where Evie and Nate have to act, it would be difficult to get lost.

At the same time, the principle of the inventory has changed somewhat - and this is perhaps the only more or less serious drawback that can be reproached for The Book of Unwritten Tales 2. To store all the useful items collected and acquired by overwork, a small backpack is allocated, whose symbol - like the "book" that takes us to the main menu - constantly flaunts in the lower left corner of the screen. To see the contents of the bottomless pockets of a hero or heroine, you have to click on this icon every time. Based on early access pioneer feedback, the ability to open and close the inventory by pressing the middle mouse button was added - but this does not eliminate the need to move the mouse to inspect an item or make it active, and the contents of the inventory are displayed in rather small icons with no way to increase them.





Separately, it is worth noting a variety of bonuses that appeared on Kikstarter as additional goals - and above all, side quests. Like everything in the game, they are very funny - what is one Wilbur's journey through time, in a world of increasingly pixelated, and then just text-based games! - but quite few. In addition, the player has access to optional outfits for heroes, obtained for completing all the same side quests, and a large-scale soundtrack, now recorded by the Prague Symphony Orchestra, which is mainly expanded and rearranged themes of previous games in the world of Aventasia, atmospheric and catchy music for which are sold separately.

Walkthrough written for English STEAM - version of the game with Russifier

Control

To move the character, simply click on the place on the screen where we want to move the character. If you click on an item with the left mouse button, the character will perform an action determined by the context. If you click on the item with the right mouse button, then the character will inspect the item. Sometimes the game provides for several actions on one item. For example, first we consider an object, and then we perform an action with it. The items that we collect in the game world go into the inventory, indicated by the backpack icon in the lower right corner of the screen. To open or close the inventory, simply click on the image of the backpack with the left mouse button. To use an item from the inventory, left-click on it, and then click on the item you want to apply it to. We can inspect the items in the inventory more carefully, for this we need to right-click on this item. Sometimes, several items can appear in the inventory from one item. For example, we inspect the box and take out several tools from it. Items in the inventory can be combined with each other. We click first on the first item, and then, when the first item is on our cursor, we click the left mouse button on the second item. When you press the "Space" (Spase), all interesting (active) objects are indicated on the screen. There are 51 achievements in the STEAM version of the game. The opening of all achievements is described in this walkthrough.

Main menu

The main menu is called by the key " ESC". The main menu consists of such commands as: continue game, new game, load game, titles and settings:

Continue game- the game starts from the last game save

A new game- the game starts from the beginning

Download game- start the game from any previously saved progress of the passage

Credits- a list of people who took part in the development, testing, etc.

Settings– control of the game settings, which include: graphics quality, screen resolution, full-screen mode on / off, speech volume, sound volume, music volume, character voice language and subtitle language.

Saves(saves) located at:

C:\Users\yourname\Documents\bout2\savegames

Introduction

The war swept across Aventasia. The union of humans, elves and dwarves fought against the dark Army of Shadows. The war ravaged the country year after year, but no one was ever able to gain an advantage in battle. In these times of deep despair, the Archaeologist discovered the location of the Artifact of Divine Destiny. This Artifact grants a wish that could decide the outcome of the war in one of the parties. The Shadows, led by the sorcerer Munkus, hunted for the Artifact and would have found it first if not for a group of heroes opposing them. The group included: the young dwarf Wilbur, the elven princess Ivo, the human Nate Bonnet and his faithful furry companion from the server - the Beast.

EpisodeI. Nate

Sky

We are floating in the air, or rather, falling down, and it would be nice to cling to something before we land. We fly up to a huge rock on the left and, by clicking on it again, we climb up the rock. Nate automatically moves to the broken pier. We examine the pier, and then we go along it to the right to the rope. Click on the rope and climb it up. When the rope ends, then Nate jumps onto the log on his own. An oil lamp hovers in the upper left corner of the screen - take it. Having called the genie Benny from the lamp, we talk with him on all topics and try to persuade the genie to help us. Benny, after a previous unsuccessful attempt, is very afraid to cast spells again, and when Nate yells at him, then the genie generally hides in his lamp. From the log, Nate moves to the second part of the broken pier, to the right side of which the carpet is nailed. We take the carpet, call the genie Benny again and persuade him to turn an ordinary carpet into a flying carpet. At the very last second, the genie completes the task, and Nate remains alive. Arriving on a carpet to the city, we get hit on the head - this is our companion, the Beast, hits us on the head with a board.

Achievement STEAM : Having survived the fall, we open "Stop the drop" achievement .

Management training

We are welcomed by Tutorial, Game Guardian and Control Interpreter. First, he explains some action, and then asks him to perform. The first task will be to move the character - we click in any part of the location and see how the tutorial robot moves. Then we press the big lever on the right - counted! Next, click on the lever with the right mouse button, as a result - inspect it. Click on the hatch to the left of the lever with the left mouse button and inspect it. Again we click on the hatch with the left mouse button and this time we repair the mechanism hiding under the hatch. Once again, click on the lever with the left mouse button. Having moved to another location, we inspect the car and see how two gears fly out of it. We select large and small gears. Open the inventory by clicking on the backpack icon in the lower right corner of the screen with the left mouse button. We take one of the gears and click it on the broken car. In a similar way, we return the second gear to the broken car. Now that all the parts of the machine are in place, they need to be lubricated. We take out the crumpled oil can from the inventory and apply it to the car. Close the inventory by clicking on the backpack with the left mouse button. To the right of the car is a lever, pull it and thereby start the car. The robot moves to a new location and ends up next to the car in the form of a lock. We select the damaged figure from the car. We examine the old toolbox, and then take it. We open the inventory, click on the damaged figure with the left mouse button and see that it appears on our cursor. Next, click on a very adhesive tape and get the corrected figure. We take the corrected figure and use it on the castle, as a result - we place the figure on the balcony of the castle. We move to the left side of the screen, pull the lever and start the car. This is where the training ends.

Achievement STEAM : After completing the training, open "Master Mechanic" achievement.

Princess Ivo

Ivo's bedroom

We communicate with our mother - the Queen. Mom is unhappy that we are chubby and seize our frustrations. It turns out that my mother has already arranged our wedding and Prince Lalilos is coming next week. The queen gives us a portrait of the prince, and she herself leaves, having previously locked us in the room. We communicate with the Chip-Chip parrot on all the proposed topics. It turns out that the princess is unwell, and she decides to go to the library to study a treatise on medicine. Open inventory and right-click on the portrait of Prince Lalilos. We look around in our room. We click on the portrait of the Beast and indulge in memories. Then Ivo will independently look at a couple more pictures and leave comments on them. On the bed, we note and double-examine Wilbur's gift for our birthday - a knitted hat, which he knitted with his crooked hands. We click on the jug on the table to the right and the bowl next to it. We glance at the flower on the table, and after that we look closely at the music box in the lower right corner of the location. Open the music box and listen to the melody being played. To the right of the box, note the figure and inspect it. Examine the bed twice on the left. We head to the mirror, in front of which the parrot flaunts. We study the mirror and try to take it, but Chip-Chip does not allow us to do this, so we decide to get rid of the bird. We glance at the parrot, and then at the box of jewelry. Chip-Chip uses the box as his podium in front of the mirror. We follow to the right and we leave to the balcony. We inspect twice sunflower and take sunflower seeds. We make a couple of steps to the left and look through the telescope three times. We return to the bedroom. On the bowl pour sunflower seeds on the table and call the parrot to feast on. We look into the jewelry box, and then we take it mirror. The parrot flies on a box of jewels and, finding the absence of a mirror, flies away to his perch. We return to the music box, lean the mirror against the figure behind it and see how Chip-Chip sits on the music box and again admires his image. Open the box, put the parrot in it and close the box. That's how we temporarily got rid of my mother's spy. We go out to the balcony and take a few more sunflower seeds. We pass to the right side of the balcony and by clicking on lower right corner screen, go out into the garden.

elven garden

We pass two steps to the right and examine twice water plants- get a reed and a reed head. Check out the pond and waterfall. To the left of the waterfall we note a happy willow and examine the tree twice. We pass a little more to the right and examine the entrance to the throne room. We take a couple of steps to the left and stop under the balcony, under which we notice the bird pool and look into it. To the left of the bird pool we find bansai tree, and click on it. The tree turned out not to be a tree at all, but a gardener named Arbor. We exhaust the dialogue with the gardener and go with him to look at the withered flower. We examine the wilted flower, and then we cast a cursory glance at the bee's nest on the tree and the bench under it. Next, we examine the flat bowl to the right of the tree and find out that when the bowl is filled with water, mom uses it as a mirror. We examine a large bush on the right and find out that our grandmother gave the name to most plants more than a thousand years ago. We return to the pot on which the gardener originally sat. Checking and then choosing a rock and go right under the balcony, from where we head to the library.

Elven library

First, we examine all active objects. In the center of the library, note the swords and examine them twice. After inspection, turn the swords and study them. Next, we look twice at the cubes floating in the air near the bookshelves. In the left corner we note the stuffed monster and examine it. Above the effigy of the monster, we examine the head of the dragon, under which there is an entrance to our bedroom. On the bookshelf at the bottom of the screen we find and take a treatise on elven medicine. The book is speaking. We start a conversation with her and exhaust all topics of dialogue. To correctly determine the diagnosis, you need to mix the potion and drink it. To prepare the potion, you need to mix the green metus fruit, a spoonful of honey and smoked herring, and then dilute it all in water to a viscous solution. We pass to the right and in the lower right corner we find and examine flower. We examine the flower twice and take it to ourselves. We go out into the garden.

elven garden

We head to the left to Arbor and start a conversation with him. From the gardener we learn that the large bush with red fruits, next to which we are standing, is the metus shrub. Only for the preparation of the potion we need a green metus fruit, and in front of us is a bush with red fruits. It turns out that the bush changes the color of the fruit to green on its own if it feels danger - such is the protective mechanism. When extracting honey, Arbor advises us to wear a beekeeper's suit so that the bees do not bite us, and use smoke that has a calming effect on the bees. We ask the gardener for a fishing rod and get it. Approaching metus shrub and use the flower from inventory on it. Having frightened the bush, we see how the red fruits turn green, and we pick one green metus fruit. We found one ingredient for the potion, it remains to find two more. We go to the right to the pond and, having examined it several times, we throw a fishing rod into the pond. At the top of the screen appears the level of our skill, which at this stage is zero. We use the fishing rod on the pond again and see how the skill level has risen to one. We go to the library.

Elven library

We're heading for the one closest to us bookshelf on the left and find the manual on it " Fishing for dummies". After reading the book a little, we come to the conclusion that we have too little fishing skill and the advice from the book is not clear to us yet. We return to the garden.

elven garden

We step to the left to Arbor's pot, inspect it and extract several worms from the pot. Now that the worms have appeared in the inventory, Ivo will independently string the bait on the hook before each throw of the fishing rod. Three more times we throw a fishing rod, thereby increasing our skills to the fourth level. Maybe now the fishing guide will become more understandable for us? We head to the library.

Elven library

Again we take out a book about fishing and read it. As soon as the manual is read, the skill automatically rises to level 14. Let's go to the pond.

elven garden

We throw a few more times the fishing rod into the pond and finally fish out the red herring. The second ingredient for the potion is in our backpack. As we remember from the previous conversation with Arbor, the smoke has a calming effect on the bees. We can get smoke from Arbor's cigarette, only he will smoke it only when he has cured the big red flower. We head to the library.

Elven library

Looking at the one closest to us bookshelf and find on it a book about plants. We open the book and see the image of a flower from the garden - it is located in the lower left corner of the page and is called love lily. We click on the image of the lyubolilia and read the description. It turns out that at a very early stage in life, the love lily enters into a long-term relationship with another plant, which can often last a lifetime. If the partner plant dies, then the love lily usually does not survive the gap. Close the book by clicking on the area to the right of it. We rise to the bedroom along the stairs to the left of the blue stuffed monster.

Ivo's bedroom

We approach the round table, inspect the vase and take the vase with love. We go down to the garden.

elven garden

Use the flower from the bedroom on the drooping flower near the Arbor. We watch how the flowers recognize each other and hug, and Ivo, looking at them, even burst into tears. Satisfied, Arbor sits down on a bench and lights a cigarette, while the smoke rises to the hive and soothes the bees. We examine the nest of bees and use the reed from inventory on it. We get a green leaf with sweet honey. We share honey with the gardener, and after that we inspect and pick it up shovel. We go up to the bedroom.

Ivo's bedroom

Again we approach the round table, on which there used to be a vase with love. We put the ingredients in an empty bowl on the table: green metus fruit, red herring and a leaf with honey. Next, we take a jug of water, standing next to the bowl, and pour water from it into the bowl. We take out from the inventory a stone the size of a fist, and grind it with all the ingredients in the bowl. Ivo pours the finished potion into a glass and places it in his backpack. We go down to the library.


Publication date: 03/04/2013 22:37:40

Control.

The main key in the game is the left mouse button. With its help, most of the actions take place. Also, icons will often appear on the screen: “magnifying glass” (inspection of objects), “hand” (actions with inventory) and “adjustable wrench” (interaction with something). When they appear on the screen, the player should press the left mouse button.

To see all the active zones, the player traditionally should use the space bar. And to call the inventory in a normal situation, you need to move the cursor to the bottom of the screen. Here, in general, and all. And now - to the passage!

Dragon Prologue Walkthrough Book of Untold Stories

After watching the opening video, the player will be "handed" the elven girl Evie. We need to go to the right side, to the dragon's paw. There is a rope, grabbing onto which we will get to a cage with a gremlin, with which we can (and should!) crackle. The creature “tells us everything as it is” and we learn that his name is MacGuffin, and he is an archaeologist who made an important discovery. For this, he was kidnapped by an evil sorceress and the sorcerer Munch.

The MacGuffin tells us that he has developed an escape plan, but the castle is too strong, and there is nothing for our heroine to cut the ropes with. A captive gremlin will come to our aid, who will give Evie a whip, with which you can get to the beam on the back of the dragon. There, the player will have to listen to a short conversation, after which it will be possible to take a wooden stick, which is located to the left of the elf. In the box next to it is a fishing line and a hook. What can be made from a long pole and a thread with a hook? Elementary Watson!

In the inventory we make a fishing rod and with its help we get a sword. We return to our unfortunate archaeologist and communicate with him. After that, we cut the ropes with a sword and watch the “kintso”.

Hero Cleaner at the Brewery - The Book of Unwritten Tales Walkthrough

In this mission, we play as the gnome Wilbur, who is cleaning the brewery. His work day is over, but the boss won't let us go home. He says that he still needs to catch a rat. We can’t do this with our hands and we learn that a special robot is used for these cases, which is located in a closed box. And what is the best key for any closed nishtyakov? That's right - scrap. Having opened the box, we take the instructions for controlling the robot, in which the ingredients necessary to start the hunt are written.

We go to the kitchen, where we pick up a bit of garbage from the barrel, leftovers from the table, a net from the bag and a coffee pot. Near the rat hole we find some wool of this harmful animal.

We use all of the above on the robot, and he starts hunting for a rat. Everything - the task is completed, you can leave the brewery. Outside, we will have a conversation with a gremlin who will give us a ring. This decoration is the key to ending the war. Now our path lies in the city of people.

Let's Go Walkthrough The Book of Untold Stories

We go home to Wilbur. There, first of all, we examine the picture hanging on the wall, and which depicts the whole family of our hero. We activate the fish lying on the floor, and it starts to fly. Now we turn all our attention to the control levers, the middle one opens Wilbur's room, and the right one opens the kitchen.

In the room we pick up a backpack and a broken racket from the floor. From the last one in the inventory, using the net, you need to make a net, with which you can catch the fish we activated. In the kitchen we take a blue container with liquid and scissors from the table, from the cabinet under the table - a bottle of fertilizer. Let's not forget about the barley, which should be taken from the mill.

Now our path lies in the basement, where we will meet the hero's grandfather. He will ask for the password (“Nuclear strike”) and advise his grandson to take the following equipment: a map, a helmet and a parachute. We are not in a hurry to leave, first we need to pick up a box with tools, a long probe and a silver elven rope from the basement.

Everything, now you can go outside. Before entering the fort, we need to pick up an icicle and a rolled piece of cloth, which must be combined in inventory with a silver rope and a backpack to get a parachute.

There is a map in the fort, but the innkeeper is resting under it. It is pointless to ask for help from him, so we immediately interact with scissors with his beard and pick up a couple of hairs, which, together with the garbage, we feed to our old friend, the robot hunter. He enters into a duel with the caretaker, and we can pick up the card.

It remains to make a helmet. We go to the kitchen of the brewery and see a pan there. But she's covered in some kind of slime. Having connected the grasping hand and the blue liquid, we use it all on the pan. There is a helmet. Now you can return to your grandfather, who will say that now we need to get beer (where could we go without it) and a gear. To get the latter, we need to clamp the previously caught fish in a vise and extract the necessary part from it.

With beer, the situation is more complicated. Again we go to the caretaker, who will say that he needs 3 ingredients: water, barley and hops. Water can be obtained by putting an icicle in a coffee pot and placing it on the stove in the inn. We already have barley. Need hop. One bump can be found in the rat hole, but the caretaker needs a lot more. We go home, plant a cone in a pot and use fertilizer. Before our eyes, a whole bush will grow, from which we would get the required amount of hops. In exchange for the ingredients, the caretaker will give us a beer.

Now grandfather can give the "fuel" and the gear. The chapter ends, the hero flies away.

The MacGuffin's Home Walkthrough The Book of Unwritten Tales

Under our control is the elf Evie. In the gremlin's house to the right of the mummy we see a bag from which we take a sieve; we also pick up the scrolls, plus we read the book. Pay attention to the chest, which is located at the bottom center of the screen. Sift the sand inside with a sieve and find the key. We open them a small chest, standing on a stone cabinet to the right of the table. There is a letter that talks about a machine that knows all the secrets of the house and about beans, as well as a hexagonal seal.

On the pedestal on the left we see a hole into which you can insert a seal. Our eyes are presented with a coffee machine from which you can get beans. In the mill, which is located on the street, you need to grind the beans. Immediately we take a couple of logs from the woodpile and take the watering can from the wall. There is a flint under the flower pot.

We approach the well and attach a watering can to the rope; we collect water. After all these manipulations, we go to the hearth. We attach the watering can to the pin, on the left, and put poles and scrolls in the “fireplace” itself. We set fire to this whole thing, and move the pin with the watering can towards the flame so that the water boils.

When everything is ready, remove the watering can and pour ground coffee inside. We return to the house and pour coffee from the watering can into the bottom drawer of the coffee machine. We see how a staircase opens in the floor.

As you might guess, our path lies down. But the entrance to the basement is blocked by bars. If you look closely, you can see that it depicts a bird, a dog and a spider. Right there, next to the stairs, you can find a staff, which lacks a diamond, and in the right corner - a pruner.

We go upstairs and pick up a silver shield near the fireplace, which we insert into the frame for the mirror. It is also worth examining the clothes that are in the basin to the left of the fireplace.

We go outside and notice a window above the entrance to the house. It can be opened with a staff. We cut the bushes that are in the left corner and find the grave. Now we go to the basement and see a beam of light. In front of the door in the floor we see a recess into which our staff can be inserted. Now it's time to move the figure with the mirror until the beam of light hits exactly where the diamond is missing on the staff:

Now we go to the mummy and talk to her, introducing ourselves as a friend of the owner of the house. We should give three answers: the linen is red, the cat's name was Kinski, and 234. The mummy gives us a gem, which can now be combined with a staff. After that, the grate will open and it will be possible to pick up our goal - the book.

In the Capital Walkthrough The Book of Untold Stories

After a triumphant hit in the city, Wilbur can talk to the guard, who will say that the city is empty. After that, you can look around, paying close attention to the cobblestone under which there are beetles. But for now, we have nowhere to put them. Next, we go to the hotel "Dancing Boar's Head". There we get acquainted with the magician-teacher Marcus and the merchant Jorge, who are busy playing. We take away the jar from the rack and the saw, which is located behind the teacher's chair.

After leaving the hotel, you should go to the right to be in the central part of the city. There you can talk with the guard, who will say that you can get to the Archmage only by invitation or with a magician's diploma in your pocket. We return to the gates of the city, where we collect beetles from under the boulder in a jar and go to the hotel.

Now our path lies ... to the "server room". The door to this location is located in the inn. Going inside, we will see a monkey, which is responsible for the game that captivated the magician and the merchant. An attempt to shuffle the file ends in failure. We pay attention to the fact that the animal sits on one chair, and the second one is the same - it stands in the corner. We file the second chair and again try to mix the papers. While the monkey will put things in order, we change the chairs.

Our next dirty trick will be the release of bugs from the can straight to the monkey. Then we go outside and find a guard with a banana, we bother him with conversations until he gives the fruit to us. We give the banana to be eaten by the monkey and we see that the magician and the merchant have become available for communication. When leaving the tavern, grab a scotch.

On the street, a dialogue with Jorge became available to us, who promises to give Wilbur several gifts if he brings him the mask of the King of Thieves. The mage-teacher is waiting for us at the School of Magic. He agrees to try to make a magician out of us if Wilbur brings him a magic wand, a mantle and a piece of gold. At the same time, the magician gives us a map for quickly moving between locations, and allows us to pick up a magic thread with a needle, potions and a magic ball. We pay attention to the mirror, which is a kind of passage to the world of the dead.

Now you can go outside, where a fight is unfolding between Jorge and the King of Thieves. After that, we go to the entrance to the sewer, which is located next to the hotel. But we see that the passage is very small. Then we drink all three potions and become smaller in size. But the gnome will still not climb into the sewers. We go to Jorge and find out that he has some kind of magic ring of reduction. We pick up the decoration, return to the descent into the sewer, where, having put on the ring, we again drink the potion from the vessel.

In the sewers, the first thing we will do is talk with the King of Thieves. To enlist his support in our adventures, we will have to feed the rats. It's time to go outside again, but before that, it's worth grabbing the slime.

Now our path lies to the guard, who has a delicious sandwich. But just like that, he will not give it to us (who would doubt it), first Wilbur needs to win a game of cards, which we, of course, lose. But it doesn't matter, we go to the magician-teacher - he will give us a piece of a playing card. The second part will help us find the King of Thieves. After cracking with him and asking for help, we go out into the street. We go to the server room already known to us, where we pick up the ink.

Going outside again, we hear the call of the King - he found his part of the playing card. We glue both halves with adhesive tape already in our inventory and go to the guard who does not want to play with a damaged card. Again we go to the teacher of magic and take away the book from him (apparently the rules), which we show to the guard. He agrees to play and loses. After promising to remain silent about his loss, the guard gives us a sandwich, which we must pass to the King of Thieves and receive a mask in gratitude.

We present the received item to Jorge, who should give us several gifts. But the merchant is too impatient and the player will only be able to pick up the fabric, which still needs to be turned into a robe. Again we go to the King for help, and he promises us to hang out a white rag when everything we are looking for is found.

Let's not waste time and go straight to the city gates and go there to the left, where the predictor Francis the Incredible is waiting for us, who will give us the gold. But not immediately, first we need to win the roulette by guessing 3 colors. We look at the cells, in one of them we will pick up the dove's feather. We turn to the predictor with a request to open the veil of secrecy over the future. We understand that Francis is a deceiver, and we bombard him with questions about the squirrel. The soothsayer will be distracted, and we will replace his magic ball with ours. Now you can really hear the prediction, as well as ask Francis, who is in a trance, about the colors that will fall on the roulette wheel. He will only say 2 colors out of 3, so the player should save before starting to play. But, as a rule, the 3rd color matches either the first or the second named Francis.

After winning, we just have to pick up the gold and return to the sewers, where the white flag is already fluttering with might and main. This is a signal that the wand and the pattern have been found, we just have to build a mantle in the inventory and that's it - we become a student magician.

Trials for the Mage - The Book of Unwritten Tales Walkthrough

We have quite a lot to move in this mission. Now our main task is to obtain a diploma of a magician, and for this we need to complete three tasks: cook a brew, learn a spell and find an artifact. On the bookshelf you can find the recipe for the elixir. Having searched the screen, we will find mint in a saucepan, a larva in a box, and let's not forget about the vessel in which we will brew the potion: for this we take a glass flask and inspect a hefty saucepan.

On the street we talk with Jorge, but we will not wait for help from him. So, we decrease again and go to visit the King of Thieves, who will give us a promise to find the horns of a deer beetle. We get out of the sewers and go to the predictor, who promises to teach us one trick if we get a hare and a top hat for him. Before you go to the swamp (you should go to the right side of the gate), pick up the carrot.

In the swamps, on the left side of the tree, take the red sweat. A bone worm sits in the skeleton of the animal - we also take it away. Inside the ship, we communicate with Death and find out that the artifact we need is in the world of the dead, and in order to get there, we do not have to die. It is enough to enroll in the book of spirits. But you can't just do it that way. Death will not let us pick up the cylinder, but at the same time we can add rope and spirit mushrooms to our inventory that grow below the remains of the fish. Now let's go to the city.

At the entrance to the sewer, the promised horns are already waiting for us. We go to the school of magic, where with the help of a mortar we get powder from the horns. We use the press so that the ingredient we need comes out of the mucus. You can brew a potion:

  • Mushroom and stir until the brew turns green.
  • Mucus extract and stir to the left until pink.
  • Red sweat and when bubbles appear, stir quickly.
  • Powder from the horns, we are waiting for the blue color of the potion.
  • Add a bone worm.
  • Larva and stir right 4 times, left 2 times and right 2 times again.
  • Mint and stir until we get a golden color.

Mission accomplished. Now we are going to catch a rabbit: for this we go out of the gate and make a snare - we tie a rope to a tree, and put a carrot into the loop. Our rabbit, it's time to return to the city, where it is necessary to remind Jorge that he has not yet given all the gifts to us. The merchant will give us a package of fireworks. We go to the swamp, where we “breed” death: we put firecrackers in the stove and quickly write Wilbur into the book of the dead. Now in the school of magic you can go through the mirror and get the necessary artifact.

Again we go to Death and demand resurrection. After that, Death asks to help her with her direct duties and find a person with money. This can be Francis, so let's go to him. He gives the go-ahead, and we move to the swamp and see that Death has dug a deep grave. After the dialogue, Wilbur persuades Death to lie down in the pit and fills it up. Now we boldly pick up the cylinder and go to study the trick with Francis. After that, we go to school and show the teacher everything we have learned and get a diploma of a magician. Now all the doors are open before us, and we can talk with the Archmage.

Time to Go Again Walkthrough Book of Untold Stories

According to the plot, we will again have to set off on a journey to distant lands. And as usual, they don’t let you do it just like that: first you need to get yourself two associates and a vehicle. Everything you need will immediately catch your eye: but the man is detained, and the ship is guarded by a bounty hunter named Ma-Tsats. After a conversation with the prisoner, we learn that his name is Nate and he is the captain of a flying ship. After that, we take a fishing net and a rope, but it just won’t work: you have to wait until the warlike woman starts chatting with the captive. Then we grab everything you need and at the same time inspect the beam and spear.

In the lower part of the city, a second comrade-in-arms is waiting for us, or rather, a comrade-in-arms: the elf Evie. The player needs to talk to her, and then go to the school of magic, where to read the letter addressed to us and put points in the inventory. In the upper part of the city, to the beam, which we examined earlier on the right side of the screen, it is necessary to tie a rope along which Evie will deftly climb. We need to go on foot to the tower of the Archmage. Companion is already waiting for us there. First we talk with her, and then with the help of miracle glasses we read the "Encyclopedia of Science Fiction", but there is no information of interest to us. After that, controlling Ivo, we take the card from the cabinet and read the MacGuffin's book. We need the village of Krun-paks, but there is no such thing. Consequently, the city changed its name. We switch to Bilbur and leaf through the Encyclopedia again, from which we learn that the place we need is called the Red Cliff.

Playing as Evie, find a location on the map and create a route to Mordoria:

Leaving the tower, we need to compete with Ma-Tsats in strength. The first pancake is lumpy. Then we switch to Wilbur and give Evie an elixir that will make her stronger, and at this time we ourselves untie our rope from the beam. Evie, having drunk the elixir, again enters into a duel with Ma-Tsats, and Wilbur must put the fishing net on the ladder, and throw the rope over the pipes that are above the cage. At the same time, the rope must be tied on one side to the net, and on the other - to the bag.

The bounty hunter should stand on the fishing net, and we push the bag. After that, we just have to grind with Nate on the conditions of the expedition.

Islanders or Adventures in the Lost Temple - The Book of Unwritten Tales Walkthrough

Controlling Eevee, we take a bone and a branch from the fish skeleton, which lies next to the gnome, and we also select a bucket of fishing line. By combining all this (except for the bucket) we get an adequate fishing rod. We see a beehive, but we have no container in which to put honey. But Nate has it, we talk with him and get what we need. We speak with the Twitter bird and ask him to help us with the bees. Done - we have honey.

Now we go to the temple, where we inspect the entrance and the ground near the fallen tree. There we need to pour out the water, and after that - to pick up the crawled out worms, which we bait on our bait. Wilbur will be our fisherman. We lower the prey into a bucket of water. After that, we lure the fairy by placing a jar of honey on a stone ledge.

Now we return to the entrance to the temple. We put worms in the "earth" niche, a fairy in the "fire", a bucket with a fish in the "water", and our bird helper in the "air". All you need to do is just ask her.

Inside the building we see a pedestal with 4 rotating fragments. We go further and see someone's remains, near which we select a knife. We look at the crystal and masks made of stone. At the blockage, we use a machete and go out into the fresh air. We pick up the bucket and jar again. In the temple in the water we catch a jellyfish in a jar, after which we attach a bucket to our fishing tackle. Now you can pass the jellyfish down to Wilbur. Playing as a gnome, inspect the gate, on which there are some signs.

We switch back to the elf and put the plates on the pedestal in this order and press the piston located on the right side:

We take control over Wilbur. We go into the opened passage, where we see a hatch on the wall. We can't handle it. We go down below, where we meet Nate. We ask him to help reach the roots. On the right side, we can move the boulder. Using the left elevator, we go down and climb up again using the roots. By controlling Nate, we get on the elevator, and Wilbur - we move the boulder to the elevator and also stop there.

Now Nate can open the hatch we saw earlier, but only Wilbur can get through it. We make the gnome stand in front of the hatch, and climb inside. There we become the owners of a magic crystal and tablets with letters. All this must be given to Evie, who will examine the tablet. We go to the pedestal with rotating fragments and gradually expose the symbols from the columns indicated in the table. 3rd row won't work.

Then, controlling Nate, we interact with the stone head, enter the door and turn the wheel. Evie can now enter the 3rd code. Controlling Wilbur, we go into the passage and give the crystal to the elf. Now Evie can stick the crystals into the masks, and we need to click on the crystals: Nate - left, Wilbur - right, Evie - center. The passage is open and an elf is walking into it.

Inside, first of all we take an oar, and at the door - small stones. Next, we need to add a jar and a disk of stone to the inventory. We climb into the next room and from it we already open the door. We look at the unit in this room, in the box we find another disk of stone, and on the floor - something like a tube. You need to insert 2 discs we found into the device. They must be twisted until they are in the desired position. Hints can be obtained by pressing the top button. The changing color will give us an answer to the question of whether the disk is installed correctly: red - no, yellow - almost, green - everything is correct. But if you are too lazy to do all this, then here is the correct combination:

After the unit "zafurychit", we leave the room. Wilbur and Nate should be waiting for us, but they are not there. We take the crystals, move on and see that the villain Munch is already here and he has our friends. We return back to the hall with the unit and insert the paddle there into the recess on the rotating part of the machine, and pour the contents of the can onto the floor and open the chest. Now we need to attract the attention of the villain, for this we throw a stone at him. After that, we stick the tube into the pipe, which is located near the wall. Munch is locked in a room. Now Evie needs to pick up a mirror from a plate and go to help her friends out. On the way we pick up our homemade fishing rod.

We see that a troll is spinning near friends. We blind him with a mirror, but this is clearly not enough. We see the troll's weapon and ask Nate to chat up the stupid guard. Now we use our fishing rod on the troll's weapon and again blind it with a mirror. We release the gnome and the captain from captivity and go for the artifact, incidentally inserting the crystals into the slots.

Controlling Wilbur, we fumble against the wall and find a dried jellyfish. In the center of the room there is a helmet, into which, after filling it with acid, we put a jellyfish. We have lighting. We see a barrel on which you can cross, but there is no oar. But after all, Evie is not in vain an elf - she will cope with this task so well. On the other side, the girl must pick up a stick and interact with the chest. After that, we return to Wilbur and hand him a board, with which he will row like an oar. We cross over to the other side. From the old gramophone we take away the scratcher, which must be put into the horn. We go down into the cave, in which Wilbur will find a rope and a circle of wood.

We return to Evie and hand her the rope, and we attach the circle to the barrel. Now you can transport two heroes at once. Playing as an elf, we fasten the rope to the chest and use it. We take away a small box with an artifact and a loudspeaker, which should be given to the dwarf. Wilbur interacts with a mouthpiece with a scratcher and a horn. We will have a dialogue with the creature that will release us. Nate and the dwarf escape, while Evie remains in Munch's clutches.

Separated and in the Graveyard Walkthrough The Book of Untold Stories

After talking with the undead, we learn that Wilbur was abducted by the greenskins. The drowned woman will tell us that she is waiting for news from her boyfriend. We will take a piece of flesh from the coffin. We go out and talk with Gulliver and look at his creation. From here we grab the threads, a bottle of yellow paint and a vessel with glue. We talk with the leader of the dead. You can go outside.

At the gate we will pick up a stone and a mushroom, and also look at someone's head, impaled on a pike. We try to talk to her, but the knight forbids us to do so. Then we take a card from the box, and pink crap from the box. Again we communicate with the knight and go to the wigwam.

In the dwelling we communicate with the shaman and look around. Add a bowl, ink and broken bellows to inventory. We fix them with glue and a piece of flesh (leather?). We take the feather from the Indian hat and go to the orc camp. There we select a few slabs and rummage through a pile of garbage. There we find another working press tool. We take blue flowers for ourselves, and also tear off the drawing paper that hangs on the right.

After that, we communicate with the leader of the orcs, from whom we learn that Wilbur will be received by the one who wins the orc tournament. The knight will refuse to take part in such a dubious event, and we have no choice but to talk with the dead again. Gulliver will talk about two possible ways: you must either become a knight yourself, or find the whole set of armor and just arrange a show.

The zombie will say that he will get the sword if we find his lungs and heart, as well as his head. Plus, we will need to learn how to call lightning. We immediately give Gulliver the repaired furs - they will be light. The leader of the dead is aware of where the helmet can be found, but will tell us only if we reconcile him with the knight.

The location of the shield is known to the drowned woman, but she is still waiting for news from her beloved. We are trying to write a sentimental letter ourselves, but the deception fails, because the envelope is not sealed. We return to the vestibule of the tomb and interact with a letter with a candle. There is a signet in the coffin to the right of the drowned woman, which must be used on the wax mark. This time there are no complaints against us, and we learn that the shield must be taken from the ogre.

We go to the shaman, and we persuade him to make us a potion of control over the knight. After that, we begin to look for ingredients for the brew. Near the knight you need to put a bowl where he will spit while talking with us. We pick up our dishes and talk to the knight again, but this time about hairstyles. We'll get a comb. In the tomb we will find the remains of the knight's ancestor and take some for ourselves. All these things must be given to the shaman and he will concoct a control potion for us. To begin with, let's take a sip ourselves a little and go to the knight. We give him a brew and go to the tomb.

When we start to control Nate again, the first thing we do is take the head. Then we crack with the main dead man and find out where the "helmet" is. The head must be given to Gulliver and after that to revive his creation.

For this, we need the help of a shaman. But he will immediately begin to whine that he has run out of mushrooms. We will not look for them, but in a mortar we will grind a red stone and blue flowers. In the tomb, you can find a puddle of tears of a drowned woman on the floor. It must be sprinkled with powder and get paint. Chief among the undead will not be able to help us. Therefore, we will make the colors ourselves. To make purple, mix red and blue, and green will turn out by crossing yellow and blue. We paint the mushroom already in our backpack with purple and put green spots. It will not work - because the shaman will say that there is no necessary smell. A zombie will help us with this, who will rub the mushroom on his armpit. Now here's what you need. We leave the shaman's lair and spin somewhere for a while.

We go again to the shaman, who will give us a scroll with the call of thunder and lightning. We return to the tomb and stand near the antenna. We use the scroll and start casting the spell by pressing the desired buttons when they are in the area of ​​brackets. We get lightning, we talk with Gulliver. He gives us the armor and the exact location of the sword.

But first, let's go and get the helmet. To do this, we need to get into the mine to the earthen goblins. There we will have a dialogue with the helmet itself, after which we will find ourselves at the exit. Again we go into the tunnels, where we first look at the container with water, and then we go to the right sleeve of the dungeon. There we see two workers, one of whom has a soft toy. We need to move her to another stool to see the fight.

Now we rise and go to the left. There we select a flask and turn right, where you need to take the key and dynamite from the box. Now we need to draw water from the container that we saw earlier, and get to a dead end where there is a chest. It must be unlocked with the key found and the contents taken away. Now you have to go straight from the fork. We see a torch on the wall and use our flask on it. We select the extinguished torch, and use dynamite on the mountain of garbage. It is necessary to set fire to the wick, and for this we return to the fire and light the torch. Now you can make an explosion.

When inspecting the cart, we select the handle and go to the opened sanctuary. Now you need to connect the threads with a magnet in the backpack and interact with the resulting assembly on the helmet. We see how the earthen goblin will throw the object we need out. We leave the mine and pick up a helmet.

We need a shield. In the cave we get acquainted with the two-headed creature. We see that the shield is Khrumpa's favorite dish. After talking with this head, we learn that she is hungry, but she will not eat until her brother finishes reading. We need a strong drink to distract Klops from the book.

We examine the cave and add a hose, a bag to our inventory, and near the cabinet - a small umbrella and a glass. In the orc camp, apples from the bag should be crushed with a press. In the wigwam of the sorcerer, we use the hose on the pan and pour it into the last liquid obtained on the press. This will result in a drink with a low alcohol content. Now we need to pour the liquid into the pan twice more to increase the degree.

In the backpack, you should combine an umbrella and a glass, and then add a drink there. Time to go back to the cave. But before talking with the ogre, you should close up the hole in the stones with boards. Now we give treats to Klops, and then we talk with his brother. After that, in the inventory we connect the threads and the pompom and use the whole thing on the ogre. The shield is ours, now we need a sword.

The weapon is in the paws of the dragon, which we know from the prologue. More specifically, the dragon. She sets a price of one gold coin. We need to take a hammer and tongs, and at the very entrance - a cobblestone, which must be placed on the anvil. We hit him with a hammer and take the resulting. Now we move towards the mine, where we give the stone to the silent goblin. He leaves, and we quickly grab the dragon head, gold ore and return to the mountain.

At the furnace is a bowl in which the ore should be placed. We attach the found head to the body of the metal dragon, after which we look at the hatch and pull the chain. We put a bowl with ore in the furnace, and after a couple of seconds we use tongs. Gold must be poured into the coin making unit and interact with it. We transfer the resulting money to the dragon, and in return it is a damaged sword. The blacksmith's book says that copper is needed for repairs. Again we go to the goblins.

We need to go to the part of the mine where we set off the explosion. There is a deposit of the necessary metal. In the inventory we connect part of the pick and the handle, and with the resulting tool we hollow out the rock. On the mountain, we put the ore into the bowl again and again we perform the processing operation. A red-hot vessel with copper must be lowered into water, after which a piece of metal should be placed on the anvil. Having trained on copper vessels, we begin to repair the sword. After that, we ask the dragon to breathe fire on the weapon, but that one needs to be angry. We use the phrases: you're stupid, you can't become a monster, I need help and that's it - we have a magic sword.

Now in the camp of orcs there are no questions for us.

Behind Bars - Walkthrough The Book of Unwritten Tales

Let's go back to Evie. We need to talk to the Miracle and ask him to help us. Now you can play for him. We take the board, in the skeleton we take the matter. Having connected these objects, we go to the door and see that our guard is a troll. There is a chicken hanging on the wall next to it, which can be removed, but the keys will not be given so easily.

We go to the right side, where we look at the flag and go up the stairs. We select a pillow and take out paintings from the barrel until we have a still life in our hands.

We stop at the nuclei. We interact with one and look at the result. Now we use our homemade torch on the black mixture and put a pillow at the bottom of the place where the core fell. We send another nucleolus on the way.

Below we interact with our torch with a plate and set fire to the trousers on the guard. Now you can safely pick up the keys, and release the legs of the elf. We leave the prison again and look at the pipe, which can be thrown to the ground and moved. We make the far end look at the prison window:

We interact with the core, after which we transfer the painting, the torch and the chicken to the elf. Now we switch to Eevee and take the core into our backpack. We see that there is also a MacGuffin. We communicate with him and find out that his lattice is closed with the help of magical powers. We go to the torture unit and put the chicken there. We attach a picture to the door. We load the core into the torture apparatus and choose to play for the Miracle. We go to the troll and distract him with conversations, after which we run.

We look at the guard, who found himself behind bars. In the place where the stupid troll was before, we select the hammer. Playing for the beast, we go upstairs and climb into the vase. Now again we take control of the elf. We look at the flag that should be set on fire. Brings down smoke, which will play the role of a distraction.

Miraculously, we take away the scroll of the freezing spell and again skerry in the flowerpot. When the guard takes his post again, we go to the prison and cast a spell on the bars. Playing as Evie, we break frozen rods with a hammer. Now we need to talk to the archaeologist and ask him for a master key. We also ask the gremlin to read the letters in the phone booth.

The MacGuffin will find out that there is a teleport in front of him, which will work only if you put a gold coin in it and dial the desired number. Upstairs there is a chest in which there is gold - you just need to use a master key.

In prison, we interact with the torch near the entrance, and ask the MacGuffin to pull the other one. We pick up the book and give it all to the archaeologist.

Olympiad Walkthrough Book of Unwritten Stories

At the camp, Nate meets Ma-Tsats. First you need to pass the test of strength - throw the projectile as far as possible. Ma-Tsats has thrown far, and we will have to try to defeat her. Nearby there is an anthill and its inhabitants are ready to help us if we get them a delicacy. Now we need to take a branch and go deeper into the camp, where we will meet the rogue Jorge, who will introduce himself with a different name. He will help us find what we want. But we still need to talk to Wilbur and add a bone tip to our inventory.

We give the ants their delicacy and win the competition.

Now let's shoot. Ma-Tsats hits the top ten. We make an arrow from a point, a feather and a branch, but we do not have a bow. Some strange person will tell us to bargain with Jorge for a hundred boilers, but he does not have that many. We walk a little, and a stranger will just give us a bow. On the first try, Nate misses. Now we can try and try until we hit, or move the pans to 1st position and the shields to 2nd. You have to count from left to right. It turns out a draw, which is unacceptable.

We go to Jorge, and he offers us to win a special stone by guessing 3 numbers. The mysterious stranger will give us a parchment with everything we need, and we will win a stone that needs to interact with the target.

In the last competition we have to run. But here we win without problems. We can take Wilbur, but they won't give him back to us.

We switch to the gnome. We look at the protective ring, pick up the threads and go outside. From the shooting target, you need to pick up the magnet, and talk to the leader of the orcs, who will give us instructions from the protective field. We get foil, but we need wire. In the initial part of the orc camp there is an item we need, but in order to get it we need to connect a magnet and threads. We get the wire and go back to where we came from.

Having connected the foil and the resulting wire, we overcome the protective ring and pick up the chest, which you just can’t take out. We go to talk with the ants and return to pick up what we need. Nate and Wilbur are able to leave, but Munch finds them. The elf who appears will save the couple by transporting them in time.

Helping Yourself Walkthrough The Book of Unwritten Tales

Now Nate is standing in front of the camp again. It turns out that the mysterious stranger is himself. Among the garbage we will find a balloon. We will talk with the leader and learn a lot of new things about ourselves. Behind the orc we will take away the socks, then we will talk with Jorge and go into the tent. We will carefully examine the entire bivouac and leave it with a clear conscience.

We head to the cemetery, where the ghost will advise us to take an ordinary croaker. The sorcerer will help us with the bow, but in return he will require fuel for the fire. Dip your socks into a pot of boiling water.

On the mountain we communicate with the dragon and add to the inventory all the copper pots we made earlier. We go to the ogre and say that we are Ma-Tsats. We help the creature (located under a cliff); for this we use a balloon on a fire, but he will not be able to lift a heavy ogre. However, not everything is so bad - there is a rope in the closet, which will become an excellent bowstring.

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