July 19, 2015

Walkthrough: Anna's Quest



NOTES

- This game lasts for about 12 hours, has 6 chapters, and is non-linear in parts.

- I write the walkthrough while playing so my order of tasks may vary from yours.

- If there are inaccuracies, please let me know in the comments.

- The game is stable and I experienced no crashes / bugs.

- The cursor turns into a circle over hotspots (a red circle over people).

- Space-bar reveals all hotspots.

- Right-clicking a hotspot has Anna inspect the object.

- Left click performs the single default action (take / use / talk / etc.)

- Scroll the mouse wheel to open the inventory.

- Objects in the inventory can be combined with each other.

- To use an inventory object:
-- Left click to select it
-- Left click on a screen hotspot / another inventory object
-- Right click the object to read the description

- Anna will not collect objects without reason (but she mentions if an object may be useful later).

- Inventory objects are removed after use.

- There are several mini-games. These can be skipped.

- Mini-games can be logic / trial-and-error / conversation-based.

- There is some backtracking. Some chapters have shortcuts between locations.

- If you are stuck, talk to everyone again.

- Areas where there is no work are cordoned off.

- Pay attention to dialogues, they contain many clues and information.

- Left-clicking a dialogue skips it.

- No conversation choice is fatal. You are reset to the start of the conversation.

- Double click exits to leave a scene instantly.

- Save occassionally. There are unlimited slots.

- There are no built-in hints / journal / diary / maps.

- There are achievements for completing various milestones.

- List of achievements that I could NOT unlock:
-- Thanks to 'anonymous' for some of the answers!
-- Select the gray bars with your mouse to see the answers

-- Fussy Eater High Tower: Use telekinesis on the soup
-- Ooh, It's Shiny
-- Little Genius Basement: Read the parchment and ask Winfriede about Hans
-- Makeover High Tower: Use paint + crayons on the doll
-- Bahahahaha Dungeon > Store: Give honey + meat to the goat
-- Clever Reference #451 Castle: Try to use your hands instead of Telekinesis to grab the fruit in the garden
-- What A Mess Castle: Make Ernestine the Jester drop tomatoes in every location
-- Posterboy! Find every candy

- There are also some candies to be found (I never noticed any :-/)
-- Thanks 'anonymous' & 'lew' for some of these:

-- High Tower 1: On the roof | screenshot
-- High Tower 2: In the basement | screenshot
-- Wunderhorn 1: Hay over blacksmith's shop | screenshot
-- Wunderhorn 2: Knick-knacks in antique store | screenshot
-- Castle 1: In Cindy's cellar | screenshot
-- Castle 2: In the princess' room | screenshot
-- Dungeon: In the store
-- Voigt School 1: In the classroom | screenshot
-- Voigt School 2: In the treehouse | screenshot



WALKTHROUGH


CHAPTER 1: A LITTLE EXPERIMENT

HIGH TOWER: BEDROOM / TUTORIAL

Anna needs to escape the room.

TAKE the scissors from the desk.

TAKE the crayon from the desk.

TAKE the paint from the desk.

TAKE the ball from near the window.

INVENTORY: Use the scissors with the machine.

Anna needs something more pointy / thinner.

INVENTORY: Use the scissors with the unicorn at front right.

The unicorn horn has been added to the inventory.

INVENTORY: Use the horn with the machine.

Anna needs to pick up the sparky item safely.

INVENTORY: Use the scissors with the ball.

INVENTORY: A half rubber ball is added to the inventory.

INVENTORY: Use the half ball with the sparky item.

WATCH the cutscene.

TALK to Ben the bear about the Witch watching them.

TELEKINESIS: Use TK power with the camera.

Uh-oh.

TELEKINESIS: Use TK power with the door.

TALK to Ben.

EXIT the room.

END OF TUTORIAL.


HIGH TOWER: THE HALLWAY

Nothing to do now, go downstairs.


HIGH TOWER: LIVING ROOM

TELEKINESIS: Use TK power with the door.

END OF CHAPTER 1.


CHAPTER 2: THE GREAT ESCAPE

HIGH TOWER: BEDROOM

Back to square one.

Anna needs to open the locked chest.

EXIT to the hallway.


HIGH TOWER: THE HALLWAY

TAKE the Witch's hat.

EXIT to the living room.


HIGH TOWER: LIVING ROOM

ACHIEVEMENT UNLOCKED: ESCAPE ARTIST

TAKE the string from the left drawer of the table.

TAKE the heart-shaped key and orb from the right drawer.

LOOK at the painting of the Witch.

Anna needs a key to unlock the painting.

TALK to the cat.

Note the cat's diamond necklace.

MOVE the carpet.

TAKE some smelly mold from the drain.

INSPECT the skeleton.

TRY to exit to the bedroom.

Whoa!

TALK to Joringel.

Joringel's soul is trapped to his skeleton.

EXIT to the bedroom.


HIGH TOWER: BEDROOM

INVENTORY: Use the heart-shaped key with the chest.

TAKE the broken recorder - the mic and speaker are broken.

TELEKINESIS: Use TK power on the speaker above the door.

INVENTORY: Use the speaker with the broken recorder - it is fixed!

INVENTORY: Examine the broken recorder.

ACHIEVEMENT: THE SINGSTAR

TAKE the lens stuck in the red sofa.

TAKE the pillow from the bed.

EXIT to the hallway.


HIGH TOWER: HALLWAY

INVENTORY: Use the mold with the yellow paint to get 'cheese'.

INVENTORY: Use the 'cheese' with the rat on the high rack.

TAKE the key.

EXAMINE the sink.

There is a hair ball inside the sink's pipe - ugh.

EXIT to the living room.


HIGH TOWER: LIVING ROOM

INVENTORY: Use the key with the Witch's painting.

Anna needs two keys to open the safe:
- The cat's diamond necklace
- The Witch's voice

INVENTORY: Use the recorder with the door.

INVENTORY: Use the recorder with the safe.

Button 2 is unlocked.

TRY to take the key from the cat - oops!

The cat is tired - Anna needs to get it to sleep.

INVENTORY: Use the pillow with the cat.

Not interested… yet.

EXIT to the bedroom.


HIGH TOWER: BEDROOM

TAKE some stuffing from Mr Unicorn.

INVENTORY: Use the stuffing with the pillow.

INVENTORY: Use the scissors with the curtains.

INVENTORY: Use the curtain with the fluffy pillow.

EXIT to the living room.


HIGH TOWER: LIVING ROOM

INVENTORY: Use the velvet pillow with the cat.

TAKE the diamond necklace.

INVENTORY: Use the diamond with the safe.

Finally!

An amulet, a blueprint, a book of spells and a photo are added to the inventory.

Anna automatically presses the button.

EXIT automatically to the basement.


HIGH TOWER: BASEMENT

TALK to the Magic Mirror.

Anna needs to go to the town of Wunderhorn.

Anna needs to make a protection amulet.

For the protection spell, she needs:

- A raven's feather
- Hair from the Witch
- A blessing from the dead above a cauldron
- Amulet enchanted in moonlight

In the shelves, read all the books:

- Dangerous Creatures: Read about the dragon
- Communicating with the Other Side
- Guide to Evil Pets: Read about the raven's feather
- Party Tricks: added to the inventory

ACHIEVEMENT UNLOCKED: BOOKWORM

TAKE the cork from the bottle on the rear right table.

TAKE the gold ring from the table at front centre of the screen.

TELEKINESIS: Use TK power on the drain at front left of the screen.

LOOK into the drain.


HIGH TOWER: BASEMENT DRAIN

Anna needs the monogrammed handkerchief.

Anna needs to loosen the grip first.

TELEKINESIS: Use TK power on the fingers in order: thumb, pointer finger, little finger.

INVENTORY: Use the bent spoon with the long string.

INVENTORY: Use the spoon on string with the handkerchief.

The handkerchief is added to the inventory.

EXIT to the living room.


HIGH TOWER: LIVING ROOM

OPEN the section of pipe on the rear wall.

INVENTORY: Use the cork with the pipe.

TALK to Joringel.

INVENTORY: Give Joringel the gold ring,

WATCH the cutscene.

EXIT to the hallway.


HIGH TOWER: HALLWAY

OPEN the tap.

TAKE the Witch's hair.

EXIT to the bedroom.


HIGH TOWER: BEDROOM

INVENTORY: Examine the blueprint - there was a chimney in the bedroom.

LOOK at the weak spot in the ceiling.

TELEKINESIS: Use TK power on the ceiling.

Anna needs a way to get up to the hole in the ceiling.

INVENTORY: Use the Party Tricks book with the Witch's hat.

A handkerchief chain is added to the inventory.

INVENTORY: Add the paperweight (orb) to the chain.

INVENTORY: Use the weighted chain with the hole in the ceiling.

EXIT to the attic.


HIGH TOWER: ATTIC

TAKE the mirror hanging at right.

TAKE the baby dragon.

INVENTORY: Use the paraffin crayon with the dragon.

The fiery dragon is now sitting in the inventory.

NOTE the crack in the roof beside the generator cabling.

EXIT to the roof.


HIGH TOWER: ROOF

NOTE the raven, and the patching in the roof.

INVENTORY: Use the lens with the moon (when it is not hidden behind a cloud).

INVENTORY: Use the amulet with the lens.

The amulet is now charged.

EXIT to the attic.


HIGH TOWER: ATTIC

TELEKINESIS: Use TK power on the crack in the roof.

LOOK out to the roof - urk!

Anna needs to find a way to take a feather.

EXIT to the roof.


HIGH TOWER: ROOF

INVENTORY: Use the mirror with the raven.

EXIT to the attic.


HIGH TOWER: ATTIC

LOOK out to the roof.

Anna automatically takes a raven feather.

EXIT to the bedroom.


HIGH TOWER: BEDROOM

Anna needs to summon the spirit of the napkin for the blessing.

INVENTORY: Use the napkin with the bed.

Anna goes to sleep.


DREAMWORLD

TAKE the book from the rack above the fireplace.

WATCH the cutscene.

Anna wakes up.


HIGH TOWER: BEDROOM

TALK automatically to Jorinde.

EXIT to the living room.

EXIT to the basement.


HIGH TOWER: BASEMENT

WATCH the cutscene.

ACHIEVEMENT UNLOCKED: MY LOST NIGHTINGALE

INVENTORY: Add the raven feather to the cauldron.

INVENTORY: Add the Witch's hair to the cauldron.

INVENTORY: Use the fiery dragon with the cauldron.

INVENTORY: Use the charged amulet with the cauldron.

EXIT to the bedroom.


HIGH TOWER: BEDROOM

Oh no…!

Anna needs to disable the wand.

TELEKINESIS: Use TK power on the wand.

WATCH the cutscene.

ACHIEVEMENT UNLOCKED: THROUGH THE WOODS


THE DARK WOODS

WATCH the cutscene with Reynard the fox.

TELEKINESIS: Use TK power on the fruit in the tree.

TELEKINESIS: Use TK power on the center branch to break it.

TELEKINESIS: Use TK power on the fruit.

TELEKINESIS: Use TK power on the fruit.

WATCH the cutscene.

END OF CHAPTER 2.


CHAPTER 3: THE TRIALS OF WUNDERHORN

WUNDERHORN: TOWN SQUARE

LOOK at the warrants on the walls.

TALK to the blacksmith.

TALK to Roostwig the musician.

Anna promises to get them their home.

WALK to the right.

EXAMINE the haystack.

A needle is added to the inventory.

USE the haystack again - someone falls into it.

ACHIEVEMENT UNLOCKED: FAR AWAY FROM HOME

EXIT to the tavern.


WUNDERHORN: TAVERN

TALK to the barkeep.

Learn about the disappearing children.

EXIT the tavern.

WALK LEFT to the alley.


WUNDERHORN: ALLEY

TALK automatically to the old hag.

Anna hands over the spell book.

ENTER the wizard's chamber.


WUNDERHORN: SORCERESS'S CHAMBER

TALK automatically to the Sorceress.

Anna needs three things to save her Grandpa:

- Amber Orb, from the ghast-infested lake in the woods beyond the mill
- Enchanted Rose, from the recluse in Glass Mountain
- Winfriede's spell book

Automatically exit to the alley.


WUNDERHORN: ALLEY

TELEKINESIS: Use TK power on the bedsheet - oops.

The torn bedsheet and clothesline are added to the inventory.

EXIT the alley. ENTER the church.


WUNDERHORN: CHURCH

TALK to Theodor about everything, including the paintings.

Anna has to find a way to open the sealed door to the bell tower.

LOOK at the stained glass windows at the back of the tower.

NOTE the symbols on the right window.

NOTE the church organ - mini-game for later.

EXIT the church. WALK RIGHT to the antique store.


WUNDERHORN: ANTIQUE STORE

LOOK around the store.

INVENTORY: Use the diamond with the store owner.

The broken lantern is added to the inventory.

RING the bell on the desk 5 times.

ACHIEVEMENT UNLOCKED: RING-A-DING-DING

LOOK at the rabbit in the bottom shelf.

ACHIEVEMENT UNLOCKED: CAMEODELIC

EXIT the store. WALK RIGHT to the mill.


WUNDERHORN: MILL: OUTSIDE

There is no one in the mill.

WALK RIGHT into the woods.

Anna needs a map or a guide to navigate the woods.

EXIT left to the village square. ENTER the tavern.


WUNDERHORN: TAVERN

TALK automatically to the bartender.

Gil can be a guide for the woods.

Anna needs to turn off the supply of beer for Gil.

TELEKINESIS: Use TK power on the beer taps - no use.

Anna needs to unlock the beer tap.

TALK to Gottfried at the table.

Anna has to find his son.

INVENTORY: Use the dragon with the coals at right.

The baby dragon is fiery once more.

EXIT the tavern. WALK RIGHT to the mill.


WUNDERHORN: MILL: OUTSIDE

Someone is home now. KNOCK on the door.

Uh-oh.

Automatically enter the mill.


WUNDERHORN: MILL: INSIDE

LOOK around. Then SIT on the stool.

As expected… kekekeke!


WUNDERHORN: MILL: BASEMENT

TALK to Hansel.

TELEKINESIS: Use TK power with the hammer at rear left.

INVENTORY: Use the hammer with the support beam.

The keys fall on the trapdoor.

TELEKINESIS: Use TK power on the trapdoor mechanism on the ceiling.

TELEKINESIS: Use TK power on the trapdoor mechanism again.

The keys are added to the inventory.

INVENTORY: Use the keys on the cage door.

TELEKINESIS: Use TK power on the lock of the hatch.

WATCH the cutscene.


WUNDERHORN: MILL: OUTSIDE

KNOCK on the mill door. ENTER.


WUNDERHORN: MILL: INSIDE

SIT on the stool.

The lever fails, the hag goes bonkers.

EXIT the mill.


WUNDERHORN: MILL: OUTSIDE

ENTER the mill through the hatch.

INVENTORY: Use the rope with the trapdoor mechanism.

USE the cage door. Anna automatically locks it.

EXIT the mill.


WUNDERHORN: MILL: OUTSIDE

KNOCK on the mill door. ENTER.


WUNDERHORN: MILL: INSIDE

SIT on the stool.

The lever fails, the Witch goes bonkers.

PULL the rope end beside the staircase.

GOTCHA!

TRY to take the spell book - ow.

DO it twice.

ACHIEVEMENT UNLOCKED: PAIN IN THE HANDS

Anna must deactivate the spell.

EXIT downstairs.


WUNDERHORN: MILL: BASEMENT

Anna has to trick the spell out of the Witch.

Order of dialogues:

- I'm on your side…
- No one could ever be as great a witch…
- I have dabbled in protection spells a little…
- Do you remember the spell…

EXIT the basement. GO to the Sorceress's chamber.


WUNDERHORN: SORCERESS'S CHAMBER

TALK to the Sorcerer about the protection chant.

ASK her twice.

EXIT the chamber. GO to the mill.


WUNDERHORN: MILL: INSIDE

TALK to the book.

Anna automatically takes the book.

ACHIEVEMENT UNLOCKED: KEKEKEKE

WATCH the cutscene.

EXIT to the village square. WALK RIGHT to the tavern.


WUNDERHORN: TAVERN

Anna talks automatically to the Royal Guard.

TELEKINESIS: Use TK power on the pipes at top left.

The pipes are switched.

EXIT to the square.


WUNDERHORN: VILLAGE SQUARE

PUMP out all the beer by pumping out the fountain.

EXIT automatically to the tavern.

EXIT automatically to the lake.


WUNDERHORN: WOODS

INVENTORY: Use the scissors to take some stringy vines.

TALK to the 'Master Huntsman' aka the blacksmith about the Beast.

EXIT RIGHT to the lake.


WUNDERHORN: LAKE

Anna talks automatically to the Old Man, the Weisse Frauen and Hans.

Anna needs a stringed instrument to calm the Weisse Frauen.

EXIT to the woods. WALK NORTH to the Thieves' House.


WUNDERHORN: THIEVES' HOUSE

KNOCK on the door. TALK to the thieves.

Anna needs to scare them off.

INVENTORY: Use the needle with the stringy vines.

INVENTORY: Use the needle with the torn bedsheet.

The bedsheet is fixed.

INVENTORY: Use the fixed bedsheet with the scissors.

EXIT to the village square. GO to the blacksmith's store.


WUNDERHORN: BLACKSMITH'S STORE

TALK to Ashley. TELL her about her father in the woods.

LEARN about the 'fruit-eating beast'. Sounds familiar?

Ashley is too busy to repair the lantern till her father returns.

EXIT Wunderhorn. GO to the forest path.


FOREST PATH

TALK to Reynard the fox.

CONVINCE Reynard to stop scaring the villagers.

ACHIEVEMENT UNLOCKED: BACK TO THE ANVIL

RETURN to Wunderhorn. GO to the blacksmith's store.


WUNDERHORN: BLACKSMITH'S STORE

TALK to Ashley about the lantern.

The fixed lantern is added to the inventory.

INVENTORY: Use the bedsheet with the fixed lantern.

The fake ghost is ready.

WALK RIGHT to the woods.


WUNDERHORN: WOODS

LOOK at the tree stump.

NOTE the musical notes etched onto the stump.

***IMP*** TAKE a screenshot for reference later | screenshot

WALK NORTH to the thieves' house.


WUNDERHORN: THIEVES' HOUSE

INVENTORY: Use the fake ghost with the door.

TELEKINESIS: Use TK power with the fake ghost.

EXIT to the village square.


WUNDERHORN: VILLAGE SQUARE

TALK to Roostwig about the house.

Go automatically to the thieves' house.


WUNDERHORN: THIEVES' HOUSE

ACHIEVEMENT UNLOCKED: ROOSTWIG HAS ENTERED THE BUILDING

KNOCK on the door.

TALK automatically to Roostwig.

An old violin is added to the inventory.

EXIT to the lake.


WUNDERHORN: LAKE

INVENTORY: Use the old violin with the Weisse Frauen.

ACHIEVEMENT UNLOCKED: KILL IT! KILL IT!

EXIT to the village square. GO to the antique store.


WUNDERHORN: ANTIQUE STORE

TELEKINESIS: Use TK powers on the monkey on the right-side cupboard.

The store-owner is pre-occupied.

INVENTORY: Use the old violin with the magical violin.

The magical violin is added to the inventory.

EXIT the store. GO to the lake.


WUNDERHORN: LAKE

INVENTORY: Use the magical violin with the Weisse Frauen.

The Amber Orb is added to the inventory.

ACHIEVEMENT UNLOCKED: SO SOOTHING

WATCH the cutscenes with Hans, and at the tavern.

Anna automatically hands over the Orb to the Sorceress.


WUNDERHORN: ALLEY

TELEKINESIS: Use TK power on the lamp post.

INVENTORY: Use the fiery dragon with the lamp.

(If your dragon is not fiery, feed it coals…)

The church window is now lit.

EXIT the alley. ENTER the church.


WUNDERHORN: CHURCH

LOOK at the church organ.

There are now symbols lit on the church organ.

MINI-GAME: Anna has to play the right notes on the church organ.

- Refer the musical code from the woods | screenshot
- The rows also matter in the sequence
- Click here for the solution

ACHIEVEMENT UNLOCKED: MYSTERY SOLVED

The door to the bell tower is open.

EXIT to the bell tower.


WUNDERHORN: CHURCH: BELL TOWER

TELEKINESIS: Use TK power on the bell.

Whoa!

INVENTORY: Use the baby dragon with the Red Dragon.

Red Dragon automatically transports Anna to the Glass Mountain.


GLASS MOUNTAIN

KNOCK on the door. TALK to Rinkrank.

WALK behind the rocks at right so Anna is hidden.

TELEKINESIS: Use TK power on the window.

TALK to Rinkrank about the rose.

ACHIEVEMENT UNLOCKED: GUILTY CONSCIENCE

STAY behind the rocks.

TELEKINESIS: Use TK power on the window.

When Rinkrank oopens the window,

TELEKINESIS: Use TK power again on the window.

TALK automatically to Rinkrank.

The Glass Rose is added to the inventory.

ACHIEVEMENT UNLOCKED: NOW GO AWAY!

WATCH the cutscenes at the tavern and with the Sorceress.


DREAM SEQUENCE

TRY to open the cupboard at rear left. Locked.

TAKE the key from the fireplace - uh oh.

Anna automatically opens the cupboard.

TAKE the potion from the cupboard - double uh-oh.

END OF CHAPTER 3.


CHAPTER 4: A DAMSEL'S DEAL WITH THE DEVIL

ACHIEVEMENT UNLOCKED: I'M SORRY, GRANDPA.

DUNGEON: ANNA'S CELL

USE the mattress.

TAKE the spring.

TALK to the guard about his job.

Reynard!

Anna talks automatically to Reynard.

WATCH the cutscene, till the guard and Reynard leave.

TELEKINESIS: Use TK power on the spring in the inventory.

A lockpick is added to the inventory.

INVENTORY: Use the lockpick with the cell door.

EXIT the cell. WALK automatically to the kitchen.


DUNGEON: KITCHEN

TALK to the sick troll.

TAKE a watermelon, some chillies and the broken blender.

EXIT LEFT to the gates.


DUNGEON: GATES

TALK to the Admin troll.

To leave, Anna needs forms 38B and 31M approved by the Head Office.

WALK RIGHT to the gallows.


DUNGEON: GALLOWS

TALK to Wilfred about the flowers - the sleep inducing passibicac.

Anna needs to save Wilfred from the chop.

INVENTORY: Use the watermelon with the guillotine.

USE the guillotine - drat. Needs to be sharpened.

TAKE the can and the napkin from the stands at left.

WALK NORTH to the mansion gates.


DUNGEON: MANSION GATES

TALK to the big troll. He wants a drink:

- Something sweet
- Something juicy
- Something thick and creamy

WALK RIGHT to the gallows. WALK RIGHT to the utility closet.


DUNGEON: UTILITY CLOSET

TALK to the small troll.

Anna cannot pass. Yet.

INVENTORY: Use the chillies with the goat's bowl.

OMG!

USE the 'human blender'.

ACHIEVEMENT UNLOCKED: MISCHIEF MAKER

TAKE a torch from the basket at left.

TAKE a whetstone from the carton at right.

WALK LEFT to the gallows.


DUNGEON: GALLOWS

INVENTORY: Use the torch with any lit torch on the walls.

The lit torch is added to the inventory.

INVENTORY: Use the whetstone with the guillotine.

USE the guillotine.

TAKE the halved melon.

WALK LEFT to the cages.


DUNGEON: CAGES

The baby bear has the honey jar.

USE the middle lever to lower baby bear's cage.

TRY to take the honey jar - nope.

MINI-GAME: To get all the bears down:

- Push left lever down
- Push left lever down
- Push middle lever down
- Push left lever down
- Push middle lever down
- Push right lever down

The baby bear opens his arms.

TAKE the jar of honey.

ACHIEVEMENT UNLOCKED: HONEY, HONEY, HONEY

EXIT to the gallows. EXIT to the kitchen.


DUNGEON: KITCHEN

INVENTORY: Use the can with the water cooler.

INVENTORY: Use the napkin with the troll - ewwww.

The snotty napkin is added to the inventory.

EXIT to the gallows.


DUNGEON: GALLOWS

NOTE the sign at top right - that has to be changed to save Wilfred.

TELEKINESIS: Use TK power on the executioner.

Oh no, now it's really bad noose!

TALK to the executioner. The trapdoor needs inspection.

EXIT to the dungeon gates.


DUNGEON: GATES

TALK to the Admin troll about inspection.

EXIT to the gallows.


DUNGEON: GALLOWS

Automatically enter the trapdoor.


DUNGEON: GALLOWS: TRAPDOOR

INVENTORY: Use the lit torch with the holder in the wall - OH!

INVENTORY: Use the can of water with the old man.

WATCH the cutscene.

ACHIEVEMENT UNLOCKED: GAME OVER!


DUNGEON: GALLOWS

TALK to Wilfred.

The passibicac drawing is added to the inventory.

EXIT to Anna's cell.


DUNGEON: ANNA'S CELL

INVENTORY: Use the drawing the Reynard.

After some time…

The flower is added to the inventory.

EXIT to the utility closet.


DUNGEON: UTILITY CLOSET

Time to mix the drink!

INVENTORY: Use the broken blender with the human blender.

INVENTORY: Use the honey with the blender: something sweet.

INVENTORY: Use the halved melon with the blender: something juicy.

INVENTORY: Use the snotty napkin with the blender: something frothy.

INVENTORY: Use the flower with the blender: something extra.

TAKE the blender with the drink.

EXIT to the mansion gates.


DUNGEON: MANSION GATES

INVENTORY: Use the tainted drink with the troll.

ACHIEVEMENT UNLOCKED: A VERY SPECIAL DRINK

KNOCK on the door.

WATCH the cutscene.

Anna has to answer TWO riddles:

- If better the Devil you know, how well does she know the devil?
- If the Devil makes a meal of his finest, what is that meal?

TAKE the mail from the mailbox: troll termination letter.

ASK the sleeping troll about the Devil's finest meal: "dead dogfish from the sea".

ASK the sleeping troll AGAIN about the Devil's finest meal:

"dead dogfish from the Great North Sea"

EXIT to the gallows.


DUNGEON: GALLOWS

Ask Wilfred about the Devil's finest meal: "an old horse's hoof".

INVENTORY: Use the termination letter with Wilfred.

The modified letter of termination is added to the inventory.

EXIT to the dungeon gates.


DUNGEON: GATES

INVENTORY: Use the termination letter with the Admin troll.

TELEKINESIS: Use TK power on the filing cabinet behind the Admin troll.

READ the riddle sheet about the Devil's finest meal: "rib of a whale".

TALK to the Admin troll about the release papers.

TELEKINESIS: Use TK power on the inkpot.

Well, that was unexpected.

Anna needs to adjust the cages to catch the paper.

EXIT to the cages.


DUNGEON: CAGES

MINI-GAME: To successfully catch the paper, the alignment has to be:

- Mama bear top
- Papa bear middle
- Baby bear bottom

RESET the cage levers. Then:

- Push right lever up
- Push middle lever down
- Push left lever down
- Push left lever down again
- Move left lever up
- Move left lever up again
- Move right lever up

EXIT to the dungeon gates.


DUNGEON: GATES

TELEKINESIS: Use TK power on the inkpot.

Bingo!

EXIT to the cages.


DUNGEON: CAGES

INVENTORY: Use the honey jar with the baby bear.

The release papers are added to the inventory.

EXIT to the kitchen.


DUNGEON: KITCHEN

OPEN the cell door.

ENTER the cell.


DUNGEON: WIZARD'S CELL

TALK to the Wizard about everything.

TAKE a leg of meat.

EXIT to the Devil's Mansion.


DUNGEON: MANSION GATES

KNOCK on the door.

TELL the Devil, "there is one thing I know about you…"

Anna needs to see him eating.

Remember the thief's story.

LOOK at the door. Anna looks through the keyhole.

WATCH the cutscene.

Riddle #1 is solved: the 'real' Devil.

ACHIEVEMENT UNLOCKED: SHOW ME YOUR TRUE SELF

TALK to the devil about the meal:

- Meal: dead dogfish from the Great North Sea
- Spoon: rib of a whale
- Wineglass: dead horse's hoof

WATCH the cutscene and the dialogues.

ACHIEVEMENT UNLOCKED: CLOSE THE DEAL

END OF CHAPTER 4.


CHAPTER 5: THE JUDGMENT OF QUEEN VOIGT

CASTLE: WALL

TELEKINESIS: Use TK power on the broken spike.

TAKE the spike.

WALK LEFT to the gate.

TALK to the guards.

Anna has to find a way in.

WALK LEFT to the poster.

LOOK at the poster: Zaroof, Emily Spektor, Marilyn Mongoal, even Rufus, Edna…

KEEP TEARING posters.

ACHIEVEMENT UNLOCKED: NO POSTERS ALLOWED

WALK LEFT to the haystacks.

INVENTORY: Use the spike with the haystack.

CLIMB UP the wall.

LOOK at the King mumbling to himself.

TELEKINESIS: Use TK power on the fruit on the left branch of the tree.

WATCH the cutscene.

EXIT to the castle gate.

TELEKINESIS: Use TK power on the left guard's spear.

ENTER the castle.


CASTLE: MOAT

TALK to the butler.

Anna needs a dress, shoes and flowers to be a flower-girl.

ENTER the castle.


CASTLE: MAIN HALL

TALK to the butler about Jannike.

EXIT LEFT to the cellar.


CASTLE: CELLAR

TALK to Cindy.

LEARN about the Tree Spirit who gives dress and shoes.

TAKE some yarn from the sewing box.

EXIT the cellar. GO TO the kitchen.


CASTLE: KITCHEN

TALK to the cook. There is no meat for the wedding feast.

EXIT the kitchen. GO TO the Princess's bedroom.


CASTLE: THE PRINCESS'S BEDROOM

LOOK at the magazines beside the door.

TAKE the coupon about the gold thimble.

TALK to the Princess about the shoe.

EXIT the room. GO TO the pigeon tower.


CASTLE: PIGEON TOWER

READ the note on pigeon management.

RING the bell.

TAKE the ladder.

EXIT the room.


CASTLE: MAIN HALL

TALK to the jester Ernestine.

Balloons are added to the inventory.

TELL Ernestine to go entertain the chef.

EXIT to the kitchen.


CASTLE: KITCHEN

TELEKINESIS: Use TK power with Ernestine.

Ernestine starts juggling with tomatoes.

TELL Ernestine to go entertain the Princess.

EXIT to the Princess's bedroom.


CASTLE: THE PRINCESS'S BEDROOM

TELEKINESIS: Use TK power with Ernestine.

Oops, now that's a red-faced moment!

TAKE the glass slipper.

Anna needs to find the other glass slipper.

EXIT to the castle entrance.


CASTLE: MOAT / ENTRANCE

TALK to the Swan Prince.

He has the OTHER glass slipper.

Order of comments for sword-fighting:

- He strikes your sword hand
- He strikes your sword hand
- They attack you suddenly
- You've won already

TAKE the second glass slipper.

ACHIEVEMENT UNLOCKED: GG

LOOK at the window at top left - it leads to the storage room.

INVENTORY: Use the ladder with the top left window.

LOOK inside.


CASTLE: STORAGE ROOM

There's Ben!

Anna needs to get rid of the owl.

EXIT automatically to the castle entrance.

GO LEFT to the royal garden.


CASTLE: ROYAL GARDEN

TALK to the Tree Spirit.

An oversized dress is added to the inventory.

EXIT the royal garden.

GO TO the kitchen.


CASTLE: KITCHEN

INVENTORY: Use the dress with the knife on the table at left.

The brooch is added to the inventory.

INVENTORY: Use the brooch with the coupon.

INVENTORY: Use the brooch + coupon with the yarn.

The thimble mail order is ready.

TELL the cook about the swan.

Moments later… oh dear.

TAKE the nightingale from the cage.

EXIT the kitchen. GO TO the pigeon tower.


CASTLE: PIGEON TOWER

Anna needs to move the pigeon to its slot.

INVENTORY: Use the balloons with the pigeon.

MINI-GAME: Get the pigeon to its cell

- LOGIC: Move the pigeon by getting a balloon to a nearby cell.
- The pigeon moves in the direction opposite to the cell where the balloon bursts
- The pigeon keeps moving till it hits the wall or a shutter
- Check the pigeon management guide to see where the fat pigeon's cell is
- It is at bottom right, between the two blocked cells | screenshot
- Shuttered cells can be opened to temporarily block the pigeon's path
- Click here for the solution

INVENTORY: Use the thimble mail order with the pigeon.

The magic gold thimble is added to the inventory.

ACHIEVEMENT UNLOCKED: YOU'VE GOT MAIL

EXIT the pigeon tower. GO TO the cellar.


CASTLE: CELLAR

INVENTORY: Give the thimble to Cindy.

The dress is automatically given to Cindy.

Automatically exit the cellar.

RE-ENTER the cellar.

TAKE the altered dress.

INVENTORY: Use the nightingale with the coal.

The dirty nightingale is added to the inventory.

Anna still needs flowers.

EXIT the cellar. GO TO the storage room (from outside).


CASTLE: STORAGE ROOM

INVENTORY: Use the dirty nightingale with the owl.

The owl is added to the inventory.

EXIT automatically to the grounds.

Anna needs to put the owl somewhere.

EXIT to the kitchen.


CASTLE: KITCHEN

INVENTORY: Use the owl with the birdcage.

EXIT the kitchen. GO TO the storage room (from outside).


CASTLE: STORAGE ROOM

TALK automatically to Ben.

LOOK at the painting near the window.

TAKE the painting.

TAKE the painting scrap from the mirror.

INVENTORY: Use the painting scrap with the portrait.

The spell scrap is added to the inventory: "if you hear the other part"

LOOK at the blackboard: "little shards, little shards, I confide in you"

INVENTORY: Use the spell scrap with the blackboard note.

Winfriede's message is added to the inventory.

EXIT to the ktichen.


CASTLE: KITCHEN

INVENTORY: Use Ben's portrait with the knife.

The adjusted portrait is added to the inventory.

EXIT the kitchen. GO TO the storage room (from outside).


CASTLE: STORAGE ROOM

INVENTORY: Use the adjusted portrait with the frame.

WATCH the cutscene.

USE the keypad of the cell door.

TELEKINESIS: Use TK power on Ben.

WATCH the cutscene.

EXIT the storage room. GO OUTSIDE the castle gates.


CASTLE: WALL

WALK RIGHT to Reynard.

TALK to Reynard about huge favour.

Anna goes automatically to the Glass Mountain.


GLASS MOUNTAIN

KNOCK on the door.

TALK to Rinkrank about the Queen.

ENTER Rinkrank's house.


GLASS MOUNTAIN: RINKRANK'S HOUSE

INVENTORY: Use Winfriede's message with the shards on the floor.

TELEKINESIS: Use TK power on the shards.

One shard is missing.

EXIT the house. TALK to the Red Dragon.

At the castle, GO TO the storage room.


CASTLE: STORAGE ROOM

OPEN the drawers.

TELEKINESIS: Use TK power on the shard.

EXIT the castle. RETURN to glass mountain.


GLASS MOUNTAIN: RINKRANK'S HOUSE

INVENTORY: Use the shard with the cluster of shards.

ACHIEVEMENT UNLOCKED: SHATTERED

WATCH the cutscene.

TAKE the blue flowers.

EXIT the house. TALK to the Red Dragon.

RETURN to the castle.


CASTLE

WATCH the cutscene.

ACHIEVEMENT UNLOCKED: MEMORIES


VOIGT SCHOOL: CLASSROOM

Winfriede needs to recite the meaning of the Wyrd.

OPEN the heater at rear right.

TAKE some coal.

TAKE the bellows from the right of the blackboard.

TAKE some chalk from in front of the blackboard.

INVENTORY: Use the chalk with the blackboard.

OPEN the desk at front right.

TALK to Mrs Voigt.

END OF CHAPTER 5.


CHAPTER 6: TWO SISTERS IN A FAR AWAY SCHOOL

VOIGT SCHOOL: YARD

TALK to everyone: Joringel, Jorinde, Jannike, Jacob and Wilhelm.

Joringel wants someone to care about him.

Wilhelm wants a helmet in exchange for the yo-yo.

EXIT the yard. ENTER the classroom.


VOIGT SCHOOL: CLASSROOM

LOOK inside Winfriede's desk.

NOTE the directions: left, right, right, middle, left, right, left | screenshot

EXIT to the yard. GO NORTH towards the treehouse.


VOIGT SCHOOL: WOODS

NOTE the rocks at front left.

PLAY the rocks in order to access the treehouse.

Left, right, right, middle, left, right, left (your left, not Winnie's)

ENTER the treehouse.


VOIGT SCHOOL: TREEHOUSE

TALK to Hans.

To execute the Minerva spell, Winnie needs

- Mrs Voigt's spell book
- Candle (wax)
- Wick
- 3 colour dyes: blue, white, purple (any element with these colours)
- A way to take the dry ice to school

Winnie needs to help Hans pass the appearance test.

TAKE the biology book from the stack at rear.

INVENTORY: Read the biology book, about cornflowers and bees.

INVENTORY: Use the bellows with the dry ice.

CLIMB up the steps to the hive.

INVENTORY: Use the gas-filled bellows with the hive.

ACHIEVEMENT UNLOCKED: BEEKEEPER

Winnie needs to feed the baby dragon.

INVENTORY: Use the coals with the dragon.

The dragon is added to the inventory.

EXIT the treehouse.


VOIGT SCHOOL: WOODS

TAKE the beehive.

RETURN to the treehouse.


VOIGT SCHOOL: TREEHOUSE

INVENTORY: Use the beehive with Hans: beeswax for candle.

The husk of the hive is added to the inventory.

EXIT the treehouse. RETURN to the yard.


VOIGT SCHOOL: YARD

TALK to Jannike about candle-making.

TALK to Joringel about the grapes.

TALK to Jacob about the flower.

After talking to Jacob, TALK to Jannike about Jacob's notes.

INVENTORY: Use the hive husk with Wilhelm.

The yo-yo is added to the inventory.

ENTER the school.


VOIGT SCHOOL: CLASSROOM

OPEN Jannike's desk (at right).

TAKE Jacob's love note.

EXIT to the yard.


VOIGT SCHOOL: YARD

INVENTORY: Give the love note to Jacob.

The cornflower is added to the inventory.

Winnie automatically gives the note to Jannike.

INVENTORY: Give a cornflower to Joringel.

EXIT automatically to the woods. RETURN to the yard.

TAKE the grapes.

ENTER the school.


VOIGT SCHOOL: CLASSROOM

OPEN the heater.

INVENTORY: Use the fiery dragon with the coals.

Winnie automatically opens the window.

EXIT automatically to the treehouse.


VOIGT SCHOOL: TREEHOUSE

TALK to Hans about the test.

EXIT automatically to the classroom.


VOIGT SCHOOL: CLASSROOM

When Hans starts to talk, TAKE the key beside the window.

WATCH the cutscene.

RETURN automatically to the treehouse.

EXIT the treehouse. GO TO the yard.


VOIGHT SCHOOL: YARD

INVENTORY: Use the key with the shed door.

TAKE the gloves.

EXIT to the treehouse.


VOIGT SCHOOL: TREEHOUSE

INVENTORY: Use the gloves with the dry ice.

TALK to Hans about the test.

EXIT automatically to the classroom.


VOIGT SCHOOL: CLASSROOM

WHEN Hans starts to talk:

INVENTORY: Use the gloves + dry ice with the teapot on the desk.

WATCH the cutscene.

RETURN automatically to the treehouse.


VOIGT SCHOOL: TREEHOUSE

INVENTORY: Use the yo-yo with Hans: wick for the candle.

INVENTORY: Use the chalk with Hans: white dye for the candle.

INVENTORY: Use the cornflower with Hans: blue dye for the candle.

INVENTORY: Use the grapes with Hans: purple dye for the candle.

All the ingredients are ready.

WATCH the cutscene.

EXIT the treehouse. GO TO the yard.


VOIGT SCHOOL: YARD

TALK to Jorinde.

WATCH THE FINALE.

ACHIEVEMENT: TURN THE LAST PAGE


THE END


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