The ultimate source of patches & addons for The Book of Unwritten Tales. Free download. Version: v - v The patch for the game The Book of Unwritten Tales. Report problems with download to [email protected] com. The patch contains the following improvements: English The Book of Unwritten Tales - v - v, patch, MB, 10/30/, K, 4.

The Book Of Unwritten Tales Patch

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I just bought Book of Unwritten Tales and in the list of files there is an update patch I have found the patch while searching the. Nov. Textfehler wurden korrigiert. Kapitel 1: Das Mini-Game "Schloss knacken" wird nun auch mit älteren Grafikarten richtig dargestellt. Kapitel 1. The Book of Unwritten Tales v [ENGLISH] No-DVD/Fixed EXE; The Book of Official The Book of Unwritten Tales v Patch [ MB].

Pixies: Remember where we saw a dragon's head. The pixie at the altar was cleaning the sooty dragon's head. Pixies love shiny things. Lay the stone on the anvil. Hammer about the anvil by clicking the hammer on the anvil. The stone splits open to get stone with crystals. Jump to the pixie mine. Go up until the once smoky passage and then right. Go down to the altar. Give the stone with crystals to the pixie cleaning the dragon's head. Take the stone dragon's head. Take also offering - gold nuggets from the altar.

Make a gold coin: Jump back to the Fiery Mt. Use the dragon's head on the hole of the lava bowl. Check the hatch of the lava bowl. Pull the chain of the lava bowl to open the hatch and get lava inside the furnace. Server, the friendly tech monkey from your favorite mmorpg. Time to mess around with "the" Server. Use the saw on the stool in the left corner. Next, mess around with the wooden box standing next to Server. This was funny so do it one more time. Quickly click on Server's stool while he is busy.

Aw, those addicts just wrote a ticket. OK, time to test their nerves. Leave the tavern and visit the guard again. Ask him about the food, where it is coming from and whether he is allowed to help himself to a few bananas.

Blackmail him by threatening to tell the players. Leave the city through the front gate. Lift the small stone to the right of the road sign. Collect a few bugs with your jar. Now return to Server. Use both the banana and the bugs on him in the order you desire.

Finally, two more addicts cured. Time to enter the magic school. Tell Markus you need to see the archmage and ask him how to get a magic diploma. Question about where to get the things needed to apply for a diploma and he will give you a postcard that acts as a map for fast travelling. Take the crystal ball from the desk and rummage through the box in the lower left part of the screen.

This will net you three flasks. Leave the school. Watch the fight and talk to the merchant about his situation.

You will get the "quest" to kill the king of thieves. You can also try to download something. No magic wand is suitable for Wilbur, and the mage-weave is quite expensive. Time to get the stuff for the diploma. Leave the city and go to the left. Examine both cages on the right side. One will get you a feather, the other is supposed to contain an invisible squirrel. Talk to the carnie now. Ask him about his gold which will open up the option to play the wheel of fortune.

Wilbur will lose. Let him now foretell your future. He is obviously a charlatan. Ask him about the cages, especially the squirrel. He will leave his seat to examine it.

This is your chance to swap his crystal ball with the one you have. Now for some serious fortune-telling. You want to win at the wheel of fortune. To succeed, you need to know the three colors that will be picked.

Make him predict your future again. The only answers are a yes or no, no speeches here. Plus, after five questions he will wake up from his trance.

This all you have to understand. Ask him again to foretell the future, another time without useful answers. Now to get to business, ask him the hopefully last time to predict the future.

You want to ask for the first color, using two questions. These are all random. Ask him whether [color1] or [color2] will be picked. If he nods, you know it is one of them, so your next question should be about one of the two colors.

The result will tell you which of the two colors it is. If he said no to the first question, ask him about [color3] in your second question.

A nod means this is the right color, shaking the heads means it is the remaining color. Onto round two. Repeat the first two steps, getting the second color. Now comes the tricky part as there is only one question left. Once again, ask him about "[color1] or [color2]". A nod gives you a chance it is either one of them, a shake means it is one of the remaining ones, [color3] or [color4].

I played this game quite a few times and in most, not all cases the third color was different from the first two. Just try until you get the gold but remember to always ask about your future before playing another round.

Good luck. Return to the city. Server has left his room so you can go there and grab the ink pot from the shelf. Leave the tavern.

The Book of Unwritten Tales 2

In front of the building there is a small entrance to the sewers but even Wilbur is too big. Try the three potions in any order you like. The last one will always be a shrink potion. Use it again in front of the sewer entrance. Ah, still not small enough.

Talk to Jorge the merchant about the sewers. He has a magic ring to solve your problem but will not give it away freely. Argument against him that you need it to kill the rat. Try the ring out, then return to the sewer entrance. Use both the potion and the ring and finally enter. Ready for some fighting action Monkey Island style?

Darn, your adversary knows all the answers. You'll make a deal with the rat. Before you leave pick up some green molding slime. Remember that yummy sandwich the guard was eating? That should suffice for a rat family. However, he won't part with it. Instead, he suggest to play a game for it, something like Magic the Gathering.

Wilbur loses with his bad cards, so leave the area to find better ones. Tell the rat king about your problem. After that go to the mage. You can give him the gold and tell him none of the wands worked.

He will also give you his old trading card deck. The rat king should call for you so answer him. Repair the card with the help of the sticky tape. Bartholomew will not accept the repaired card. Backtrack to the mage who will give you a book with the official game rules. Time to fulfill your part of the deal but do not shrink Wilbur as this will have an impact on the sandwich, too.

Instead shove it through the sewer gate and shrink yourself afterwards. Ask him to find a wand and a pattern for a mage's robe for you.

Give the king's mask to Jorge in exchange for the mageweave. Use the postcard twice to leave and reenter the city.

Question & Answers

A white flag will hang at the sewer entrance. You will get a pattern and a wand. Click on the pattern in your inventory. Time to re-visit Markus the mage. He will tell you about your next task; ask him for details about each one. Check the bookshelf for a potion recipe. Examine the container with potion ingredients to the left of the shelf. With the press you can get slime extract from the slime you already have. You have to fill in the slime and then use the press to get the extract.

Take a flask, then open the little box to the right of the press. Open the brown pot for some peppermint. Ask the rat king for help again. Travel to the carnie. A carrot will be hanging at the hamster cage.

Help the fat rodent with his diet and steal the carrot. The carnie will show you a magic trick if you bring him a hat and a rabbit. Time to get introduced to the death swamp.

In the left armpit of the half sunken tree grows one of your ingredients. Venture further into the swamp. As you enter the next screen just on the entrance, near the floor, you will find a few ghost mushrooms, another needed item for the potion.

Take the rope. See that hat up there? Ask the skeleton about it, and have a chat about the book of the dead while you're at it. You will see a skeleton in the murky water. Examine it to get worms. After that go back to the city, the outside, to be exact.

Tie the rope to the small tree and finally place the carrot on your trap. Muhar, show that rabbit who's boss. Enter the city. A white flag should indicate the rat king has found something for you. Click on the gate twice. You should have everything to brew the potion so enter the magic school.

The Book Of Unwritten Tales 2 Review – Oh Wow, Actual Logic!

Before you can use them you have to pulverize the stag beetle horns with the mortar on Markus' desk. Use the cooking pot. Throw the purple mushrooms into the pot and whirl around your cursor clockwise until the liquid turns green. Next is the slime extract but this time turn counter-clockwise until the liquid is glowing pink. Put in the red stuff, wait for the bubbles, then whirl clockwise as fast as you can don't worry, the game is quite generous measuring the right speed.

Add the stag beetle horn powder and, when the liquid is blue the third time, the bone worms.

After that whirl around clockwise four times. Be sure not to be too fast. When the liquid changes color, change the direction and do two counter-clockwise turns. The color will change once again, indicating you have to go clockwise again, three times now.

Last ist the peppermint. Just whirl around clockwise until the liquid is golden. Congrats on your fist potion. Leave to see the merchant pack his stuff. Demand your second reward or else he won't be your friend anymore. Fireworks, how nice. Let's play Death a trick. Return to the swamp and enter the ship wreckage. Everybody knows that fireworks in an oven make a good joke so do just that. While Death is busy use the ink pot or the feather on the book of the dead.

Tell Death about the new entry. Leave the wreckage and enter the mystic mirror. Now that was easy as pie, hm? Return to Death and tell him you tricked him. Seems there is only one solution to Death's problem: You have to live again. After your successful reanimation you should apologize to Death. Suggest he change his job, maybe become a contract killer.

Wilbur needs to find somebody with a truckload of gold. Back to the carnie, it is. He actually wants to invest in Death's business idea. Wander back to the swamp and to the far right to tell him.

When he suggest to enter the grave let him have the honor to be the first. This will get you the hat. Now you can deliver both the hat and the rabbit to the carnie. Once again he proves to be a charlatan but oh well Maybe this will be enough for the mage so go back and deliver the potion and the amulet and show your trick. After that go to the guard who will let you pass because of the diploma. Take the net. The rope is out of your reach for now as you are not allowed to pick it up.

Wait for Ma'Zaz to turn around to Nate and argue with him to quickly pick it up. Talk to Nate afterwards, the prisoner in the cage. Return to the magic school.

Your mentor is gone but he left a note on his desk. The glasses will come in handy soon. Leave and go to the right where Bartholomew is arguing with Ivo.

Introduce yourself to her. Enter the gate to the upper city. Knot the rope around the beam, enabling Ivo to circumvent the stubborn guard. Use your new wonder goggles on the open book floating in front of the balcony. Change to IVO. On the bookshelf there are a few papers that Wilbur cannot reach. Take them. Examine the gremlin's book. Take a look at the huge map on the wall. Try to find the location in the encyclopedia. Give the huge map a second try. A little to the left is Seefels or Searock.

Straight to the north you will find what is now Krun'Pak. Mark it. Now you have to follow Ivo's directions, always marking the current destination. Go up from your current location until you reach the mountains. Mark them. From there go straight to the right a little, then in a straight line to the road, which is a punctuated line.

Follow it up until it crosses the river. Go to the right until where the river leads into the sea. A little down the coast you will find the bay. From there you have to go to the north- east. It is the right one of the two islands.

The Book of Unwritten Tales: The Critter Chronicles

Leave for the harbor. Wilbur is no fighter but Ivo is. Give her the strength potion and change to IVO. Ma'Zaz refuses to release Nate so challenge her. Suggest a round of arm wrestling. You lose obviously.

Dope yourself with the strength potion and ask for another round. Take it, then go to where the orc woman is usually standing. Put the net on the plank and throw the rope over the beam above the plank.

Now use the rope with the net. Click on the rope again and use it with the transport cargo, thus completing your trap. As IVO try to push the cargo bag. Try to make a deal with Nate. He is hesitant so try to lure him by suggesting you are up to something super secret. Build a fishing rod from the branch, the fishbone, and the rope. There is a dry patch of earth begging for water. Pour some from the bucket over it to get worms for your fishing session.

Go fishing in the sea. Ask Tcheep-Tcheep the bird for help with the bee hive. Quickly grab some honey. See the fire fairies floating in the upper left area?

Use the honey on the ledge beneath them to lure them into the jar. Now there are four small alcoves in which you have to put creatures from fire, water, air, and earth. To fill the last alcove talk to the bird again. Venture deeper into the temple to find a machete next to a skeleton.

Go back to the temple entrance and cut the roots on the ceiling with the machete. Leave the ruin. In the alcoves you will find a jar and a bucket. Attach the latter object to fishing rod and head back to where you found the machete. Catch a light jellyfish with the jar and put it into the bucket.

Let the bucket down to Wilbur. The code Wilbur gave you can be used on the four stone rings a little to the left. The symbols are not easy to figure out.

The headless fish has a crescent form. To the left of it is a star. The third symbol looks more like a leaf, with a star to the right of it. When you're done, press the button on the right pillar.

Go to the left and examine the roots on the ceiling. Ask Nate to help you get up by "activating" them. Get onto the left platform and let Nate help you up again.

Now swich to NATE. Step onto the left platform. As NATE open the hatch on the left wall. Now it's time to change floors again: Nate has to go down, Wilbur wants to go up. The ladder goes up one story so follow it upwards. Pick up the stone tablet lying at your feet. Go down using the ladder and give the tablet to Ivo. IVO's turn: Examine the tablet and use the left code with the four stone rings. Nate can now use the platforms without Wilbur's help. Punch in the code from the middle row.

This will release the wheel on Nate's level. Get down one level and crawl through the hatch and then the now open hole between the platforms. NATE has to go to the leftmost room and turn the wheel. Now IVO can use the right code on the stone rings. Insert the gemstones into the sockets to the left and right of the already attached stone.

Now that you know the trick it's your choice which of the fellows to send into the next room. Nate is stronger than the others while Wilbur is smaller. Ivo is athletic and sexy which is enough for me to chose her Your decision. The metal bar is too heavy for Ivo or Wilbur but Nate can take it.

Search the bowl in the left corner of the room and find a stone disk and sardines in a can. If you play with IVO you have to open the door with the wheel to the left of it to be able to leave. Open the lower drawer for another stone disk. Pick up the cylinder from the floor. Notice the two large stone disks on the shaft.

Put the bigger one of the two you have in your pockets onto the other ones, then the smallest one on top so you get a little pyramid.

Push the button in the center of this machine. You now have to turn each wheel. A red light means the current symbol is wrong, a yellow indicates you are near the wright symbol, and the green shows if you have picked the right one. Once you hit the right combination the machine starts to work. Hit the huge button on the left side of the machine. Leave the room and go back to the temple entrance. Take the fishing rod standing near the stone rings and go back to the engine room.

Open the drawer and pour oil from the can onto the floor in front of the drawer. The paddle fits perfectly into the rotating device in the center of the machine. Finally try to put the cylinder into the opening on the far right side of the machine.

Interesting stuff. Leave and throw stones at Munkus the warlock. Once he is down use the cylinder again, finishing him off. See what he wanted to sacrifice in the bowl.

While you are leaving the temple, don't forget to take the two crystals you inserted earlier. The others are guarded by a fearsome troll.

Use the mirror on it. Go back outside. The troll lost his club. Give the other two fellows a sign to distract the troll. Use the fishing rod on the club, then repeat the game with the mirror.

Open it to get dried jellyfish. Fill the jug with the smelling liquid, then combine it with the jellyfish. With IVO use the barrel to cross the acid. The chest is stuck so take a board from the broken barrel and get back to Wilbur. Give him the board and cross the acid again. Pick up the gramophone. Jump into the hole on the left side.

Now comes a nice homage to the killer clown in gov'nor Marley's mansion Monkey Island. Just sit back and wait. Attach the gramophone part on the metal horn and row back to Ivo. Show her the lid for the barrel. Once back on the other side, give the rope to Ivo. Change to IVO and use the rope on the chest.

Now pull. Search the chest for another thing that can be given to the Wilbur. Now take a deep breath and blow it. Nah, but still listen to her story. Rip a leather strap from out of the sarcophagus behind her and leave. On the left side there is some sort of table with yellow paint, a thread, and a can with glue for you to take into possession. The ghostly harlequin will tell you his story, and that dude with the skull, Gulliver, informs you that he is using a replacement body.

The first thing you might note outside is the impaled head. Guess where the rest of the body is If you ask her about her body she will confirm that Gulliver is currently using it. Beneath her on the pink present boxes lies a map of the area. To the right of the screen, near the gate to the crypt, you can find red stones, and at the base of the tree mushrooms are waiting to be plucked.

To the left you will find a pink crusader who is not that informative but his dialogue is worth a laugh. When he turns his head away, open his chest and find a true paladin's weapon. Leave to the left. In the background there is a tipi. Pluck a feather from the headdress hanging on the wall. Take the bellows from the floor. It is apparently broken but can be fixed with the leather strap and the glue. There is a small bronze bowl for you to take, and you can open the chest in front of the tauren to find makeup.

Before you leave, pulverize the red stones in the mortar. Now off to the right, visiting the orc encampment. The boards to the left of the white machine, blue flowers near the gate, and a wanted poster for Hogger hehe are waiting to be picked up. Try to open the gate and learn about Wilbur and the fighting championship. Enter the crypt again. Gulliver has a nice idea how to turn you into a warrior. The harlequin has another quest for you so get it. In the rear part of the crypt have a chat with the drowned lady.

If you have never written a love letter before, here's your chance. Combine the poster with the feather and get creative. But remember you are writing to a sensitive lady in deepest sorrow. Take these options: 2nd, 2nd, 3rd, 3rd, 2nd.

Show your masterpiece to her, then go to the next room. There is a candle dropping wax. Get some onto the letter, then head back to the corpse bride. The knight statue on the sarcophagus has a signet ring that you can use.

Second try with the lady. After that use the red powder with the small lake of tears and mix it with the yellow paint. Leave the crypt for the outside area. That paladin has a nasty habit of spitting onto the ground. Catch some of his sputum with the bronze bowl. Start a conversation with the paladin and bring him to say "zombie" until the bowl is filled.

Then retake it. The tauren shaman might help you with the stubborn paladin. Tell him that he won't listen. Now crunch the blue petals in the mortar and mix them with red and after that with yellow. You should now have orange, lilac, and green in your inventory.

Talk to the paladin about his hair. In the backroom of the crypt there is an urn standing on the left side. Take this and give all the stuff you have to the tauren. Back to the paladin. Once you have taken control over his body enter the crypt. When you are back into your own body, it's time to take the impaled head. Time to take a look at the map.

There is an ogre cave in the upper left corner that wants to be discovered. Re-enter the mine. If an imp sees you, you will be thrown out of the mine again so watch your step.Make a deal with the dragon to get the sword. The harlequin might know where to find the board from The harlequin has another quest for you so get it.

Orders and payments. Be sure to watch the credits to the end. You also want the kitchen waste lying directly under the window. Take a mental note of the termite mound in the left corner before you leave the screen to the right.

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