The Book of Unwritten Tales: Game Walkthrough and Guide

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September 29, 2022
16 minutes
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By Jonny Gamer

The Book of Unwritten Tales: Passage
The Book of Unwritten Tales: Game Walkthrough and Guide
Prologue

Following the tips, cling to the leather strap to move closer to the dragon’s panel. We use the rope – we turn out to be on the bridge with the cell in which the Ramlin locked. We speak with Professor McGaffin. We look at the cage mount, and then a wooden beam from above. Appeal to Gremlin, he will give us a whip. Apply it to the beam and climb up. Take the tree, on which the flag is fixed, and from the old box – a rope with fishing crochet. By connecting the rope and the rope in the inventory, we get a fishing rod, with the help of which I will get enough sword. Go down and talk to Gremens on all topics, after which, using a sword, cut the rope on the cage.

Chapter 1

Brewer

We speak with the manager. Need to catch a rat and we are free. We look at the box, try to open – useless. We take a break from the rack and use on the box. We raise the instructions for the robot, read. In order for the robot to start hunting on the rat, it is necessary for it to rain garbage waste and something with a rat DNA. We go into the back of the brewery and go to the kitchen. We look at the barrel with garbage, take a little with you. From the bag we take the network, from the table. Food waste, and from the plate – Coffee pot. On the table with dirty dishes inspect the saucepan, trying to take it, but while the mucus in a saucepan can be forgotten about it. Come out with the kitchen and come to the rack. We look at the rat hole, find some wool. We feed the robot rubbish taken from the barrel, and wool. Hunting began. Robot manages to drive a rat, and our working day is over.

We leave out where the conversation with Gremlin. He will give us a ring – this is the key to the end of the war. Need to be attributed to his archman in the city of people.

House Billbura

We look at the family photo, learn that Bilbur is currently living with grandfather. On the lift go down and the nose to the nose faced with grandfather. Password? Hmm … “Nuclear strike”. Show grandfather Ring. From the column we take the elven rope, taking a box with father’s tools. In a pile of trash, we find a grateper of items – nothing more interesting. We speak with my grandfather, for our expedition you need to find the following: the map of the area, parachute and helmet, and in the meantime it will prepare transport. Raise upstairs. We look at bats, click on it. Come to the goal, near which the device with 4 levers. Pull the lever responsible for the gnome room. Take a backpack and racket. Now I pull the kitchen lever. We take a bottle with a detergent, from the stand for knives – scissors, and from the box the flask with Superudobran. We look at the mill, from the funnel we take a handful of barley. In the inventory we connect the grid with a racket, we get a cincure, with which you manage to catch a burglar fish.

Come out of the house, and, going up to the brewery, from the forests we take the icicle. We inspect the rolled roll – this is a canopy, take it. We connect a backpack with an elf rope, and then tie a canopy to it. Parachute is ready. Go to the brewery, talk to the manager. We go into the kitchen and, having placed the detergent, we use to the mucus saucepan. We take a saucepan – than not helmet? We leave with the kitchen and over the sleeping in the chair, we see, attached to the wall, the map of the area. It is necessary to find a way to wake him up. There is nothing easier! We do the following: inspect the beard of the controller and with the help of scissors cut off the hair block. Now approach the robot and feed him waste and hair with a beard. We speak with the manager about the map. He does not want to give it to us, but we are arrogant and until the manager loads beer, taking the map.

Return to grandfather. We get a new task – get a strong beer and 5/8 inch gear. We put a bat in a vice and use the tools, we take the gear. We go to brewery, speak with the manager. To prepare beer, it will be needed: clean water, barley and bumps of hops. We learn that the rat dragged a few cones into her hole, get one of it – you need more. We go to the house and inspect the table with plants. In a blank pot, we plant a bump of hops and pour it with superebreat. We recruit 10 cones and go to brewery. Take care of clean water. Passing into the kitchen, I put an icicle in the coffee pot and put it on the focus. We take a coffee maker with water. We give water, bumps and barley control, taking a mug of strong beer. We go to the house and give my grandfather gear and beer. Pleasant flight, granddaugh!!!

House McGaphin

We look at the well, grind the handle – no buckets. Come to the house. We take watering can, from the lunch of firewood. Under the flower pot we find flint. Returning to the well, tie to the rope where the watering can be screwed into it. Come to the fireplace, on a tripod hanging the watering can, put firewood and try to set fire to them, using flint. It does not work, you need to find something for extras. Go to the house. On the fireplace there is a warrior figurine, taking yourself a silver shield. We approach the stand in the form of a stone head, we consider a small box facing it. From the table of Professor McGaffin, we take several unnecessary documents, read the diary. From the bag with tools we take a sieve and approach the stone flaming, opening which, sifting sand. Found key open a small box, taking a sheet with a description of a certain car that knows everything. Also from the box we take a hexagonal key that we use on a stone – pedestal. Speak with the car, take the beans and come out of the house. Come to the fireplace, put the documents – perfect for extras. Ignite the fire in the fireplace, using flint, click on the fastening with a suspended watering can, then tick the watering can with hot water. To the mill put the beans and, the resulting powder, add to the watering can – fuel for the car ready. Returning to the house, pour a drink in a cup.

Go down on the screw staircase in the basement. Take the tree, from the box – the secret. We study the drawing on the wall, according to which diamond should be placed in the tree. We approach the lattice, followed by the book we need, inspect the figures with precious stones at the place of the eyes. Climb upstairs, and, before getting out of the house, install in the frame, which is located on the left of the door, silver shield. On the street we see the wooden damper above the entrance door. We use trees on it. We go to the tombstone and with the help of the secaterator we remove the shrub, find out, whose grave is. We return to the house and, opening the sarcophagus, we communicate with mummy. Will have to answer a few questions to get diamond. Answers to questions: Red Linen, Kinski, 234. We go down to the basement and in the floor on the floor, we install the antimony, fix the diamond. We look at the stone figure holding the mirror. Turn it so that the beam of light fell on the diamond. Take a book.The Book of Unwritten Tales: Game Walkthrough and Guide

Chapter 2

City “Sea Rock”

We speak with the guard and after he leaves, look at. We will try to catch a rabbit – failure. Raise the stone, but the beetles are nowhere to put. Go to the city.

We are near the school of magic. Closed. Come to the hotel “Daisheching Head of Kaban” (well, the name), we go inside, where I get acquainted with Marcus – a teacher in magic and Jorge – a wandering trader. They are passionate about the stupid role-playing game, and little about what they can think and speak except her. We take a jar from the rack, and from the box, which is behind the chair of the teacher, – saw. We study the door behind which the server is located, “the entry is prohibited!”. We leave from the hotel and go to the right, turn out to be at the top of the city. We talk with the guard. To get to the archchum, you need to have either an invitation or a diploma magician. Neither, nor the other we have. We go to the goal of the city, we recruit the beetles in the bank and return to the hotel.

We pass into the server. The server is a monkey (a hairy demon, as its hero calls it). We look into the box – a card file in all objects from the game, placed in alphabetical order. Attempt to confuse recording ended with full failures, well, the speed of this monkey. Need to urgently get rid of the server, and then the role-playing game will never end. We inspect the chair on which the monkey sits, then approach another chair, which is in the upper left corner, and we use a drink on it. Again, we confoundate the records in the file and, while the monkey will arrange everything in its place, we make the stool substitution. There is one complaint! We leave from the hotel and go to the guard who eats a banana. We speak with him until you stop until we get a banana. We return to the hotel, give a banana monkey – the second complaint in the basket. Well, finally, we are released on the servers of beetles from the bank. Finally, the merchant and teacher interrupted the game.

We go out to the street where we speak with the merchant. If we kill the rat King of thieves and bring a Jorge mask, we can take any three things with him completely free. We go to school of magic, talking to Marcus. In order to become a magician, it is necessary to have a mantle, a magic wand and gold. For sewing, the mantle needs magic fabric, magic needle with threads and pattern. From the teacher we get a map of the area, with which you can now quickly move. We inspect the mirror – this is the passage to the world of the dead. From the chest, with the permission of the teacher, a crystal ball and in front of the care, we look into the box, from which we take a magic needle with threads and 3 flasks with potions.

Overview is watching the battle that occurs between the king of thieves and the merchant (Jorge clearly loses). Not far from the entrance door to the hotel, inspect the entrance to the sewer. Drink out all three potions (in what order it does not matter) and decrease, but not enough to get into the sewer. We speak with the merchant, it turns out, there is a reducing ring. To pay? What more! We take the ring and, returning to the entrance to the sewer, put it on the finger, and then drink a potion from the flask.

We go into the sewer where we talk with the king of thieves. If you bring meals for rats, we will get the Mask of the king and the post assistance in learning for the magician. Take a little moldless mucus and go out on fresh air. Remember the large sandwich in the basket at the guard? Here to him and go. Speak with the guard, he will give a sandwich if you win him in the card. We agree to the game and … lose. We go to Marcus, get half a particularly good card. Coming out of school, approach sewage and decrease. We speak with the king of thieves about the map, somewhere he has already seen. Going out, walking behind the gate of the city and back to the school of magic again. Hearing how the king of thieves calls us, decrease and get the second half of the card. We go to the hotel and on the gaming car panels find the coil of sticky tape. We go into the server and, as there is no monkey, we take the flask with ink. We go out on the street, connect two halves of the card by sticking tape and go to play with the guard. Show him a renovated map, but he refuses to play. We go to the Marcus, talking to him about the guards and get a book with the rules of the game. Refer the book to the guard to which nothing remains to do how to play with us. Hurray, victory! The guard requires revenge, give a promise that no one recognizes about our winning. We take the sandwich and refer it to the king of thieves (not decreasing, wake it up through the entrance to the sewer). Then decrease to talk to the king of thieves. We take a mask and give it a merchant, in return get a roll of magical cloth. Also swore all the magic wands that there is a merchant, but none of them fit us. Go down again in the sewer and ask the king of the thieves search for us a magic wand and pattern. If something for us is found, then the white flag will be posted near the login. We still go somewhere, at least to the school of magic, and back to the entrance, near which the white flag is already hanging. Take a magic wand and pattern. In the inventory click on the pattern, the mantle is ready. It remains only to get gold. We go to the predictor van.

Furgon predictor

We talk with the predictor Francis incredible. To get gold, you need to win roulette. We consider cells: In one, the invisible protein (rare species) lives, the other cell is empty, we find pigeons in it. We speak again with the predictor, please tell us about our future. Yes you, my friend, charlatan! We look at the crystal ball, distract the predictor to the conversation about the protein and, when it goes down to the cage, change his ball on a crystal ball from the magic school. We listen to the present prediction of the future. Now we will examine the roulette, the meaning of the game is to guess three times in a row what color will fall. We again introduce the predictor in the trans and asking about roulette. We ask questions about the colors that should fall out, but in this way we can find out only two colors, but the third color, according to my observations, coincides with the second colors. Winning to the roulette, taking gold and go to school of magic.

City “Sea Rock”

We speak with Marcus. Now Bilbur – Pupil Maga. To get a diploma of the magician, you need to go through three tests: weld the magic potion, get the artifact and make a spell. We inspect the bookshelf, let out the book in which you find the recipe for the preparation of the elixir acceleration. We approach the table with various ingredients, open the saucepan – peppermint, needed. We take a crystal flask, because the future potion needs to pour into something, and from a small box – an asthmatic larva. Near the table we look at a large saucepan, it is in it we will cook the potion. Come out of school, talking to the merchant. We decrease and show the recipe for the king of thieves, it promises to get the horns of the beetle for us – deer. We leave out and go to the predictor.

Furgon predictor

Reliable with Francis. If we get a rabbit and cylinder, then he will teach us a spell. Perfectly and no need to wait a whole month. Come to the hamster and take a carrot tied to his side. We go to death swamp.

Swamp death

Come to the tree, on it red sweat grows on it – we take. We look at the skeleton of the animal, we find bone worm. We go inside the ship, we speak with the skeleton. To get into the world of perfume (namely there is an artifact you need to get), you need to enter our name in the book of the dead. We ask death to lend a cylinder for a while – the request is rejected. Jaddah! Near the shelf, on which the cylinder is lying on top, taking the rope. On the wall, just below the hanging skeleton of fish, grow blisters of the spirit, take with you one. Return to the city.

City “Sea Rock”

We approach the entrance to the sewer and, taking the horns of Zhuka-deer, go to school of magic. We use a mortar that on the teacher’s table to get a powder from the horns of Zhuka-deer. It remains to get the last ingredient for our potion – mold mucus extract. To do this, we put a moldless mucus under the press, which is located on the table with flasks. We will make the preparation of potions (instructions attached):

1 step: put the mushroom and prevent the potion (make circular movements of the mouse) until it becomes green,
2 Step: add mucus extract and interfer left to pink shade,
3 Step: add red sweat and as soon as red bubbles appear, we begin to quickly interfere,
4 Step: Add the powder of the Zhuka-deer horns, we wait, when the potion is 3 times the blue color, add bone worms,
5 step: add asthmatic larvae and interfere 4 times right, 2 times left and finally 2 times right,
6 Step: add mint and interfered until the potion becomes a golden shade.

Potion is ready. Come out of school and go for the gate of the city. We bring the rope on the tree, and then in the loop of the resulting sink we put carrots. Take a rabbit and go back to the city. The merchant collects things, talk to him – after all, he should two more things for the service provided. Jorge will give us a bag by opening which, taking the fireworks.
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