BOOK OF UNWRITTEN TALES 2
Every world needs its heroes. However unlikely they may seem. Join Wilbur, Ivo, Nate and Critter in another classic point-and-click adventure in the wicked. The Book of Unwritten Tales 2 is a comedy point-and-click adventure video game created by the German developer King Art Games. The game, a sequel to The. Full game walkthrough for all 50 Achievements in The Book of Unwritten Tales 2. It should take between 20 and 25 hours to complete.
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Legend foretold it. Prophecies predicted it. Chosen ones chose to believe in it. Now the fantasy spoof adventure saga continues. Join Wilbur, Ivo, Nate and. Metacritic Game Reviews, The Book of Unwritten Tales 2 for Switch, A new adventure from KING Art, the creators of The Book of Unwritten. The Book of Unwritten Tales 2. By King Art Games. Walkthrough by MaGtRo February Gameplay: This is a third person point and click game. Click on the.
System requirements. The Tale A few years have passed since our heroes heroically defeated the arch-witch Mortroga. The War of the Two Towers is over, but the wounds it left upon the land are still bleeding. The gnome Wilbur Weathervane is struggling with his new job as a teacher at the reopened School for Wizardry and Witchcraft.
His magic wand is having a mind of its own and an assassination plot against the arch-mage overshadows the first democratic elections in Seastone. Faced with political intrigues that threaten the delicate balance of peace, Wilbur is in dire need of his old friends. But the elf princess Ivo and the adventurer Nate have, after a brief romantic interlude, gone their separate ways. Ivo has returned to her gilded cage in the elf kingdom, overprotected by her controlling mother.
Nate along with his trusty companion Critter has been taken prisoner on the flying island of his arch-enemy the Red Pirate. But fate does not rest. A darkness has fallen upon the land, or rather, a pinkness. A magic force is turning mighty beasts into fluffy plush puppies and towering castles into oversized dollhouses.
Full Cast & Crew
Every world needs its heroes. However unlikely they may seem. Minimum system requirements:. Recommended system requirements:. Game details. Adventure - Point-and-click - Fantasy. Works on:. Windows 7, 8, 10 , Linux Ubuntu Forum discussion.
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Not sure what to write? Check our guidelines. Go back to Ivo's bedroom. Take the jug from the table. Go back to the throne room. Talk to the queen again after checking the moon water well. Ivo needs it for a potion - a beauty potion. Go down to the magic mirror. Pour the moonwell water into the bowl. One of the symbols is glowing. Collect water that falls from the sky: Use the jug on the waterfall.
Go to the magic mirror. Pour the waterfall water into the bowl. Two of the symbols are now glowing. Collect water that springs from the earth: Talk to Arbor about a certain kind of water. He gives water that came from him. Pour the ground water into the bowl.
All symbols are now glowing. Get password from the magic mirror: Ivo talks to the magic mirror. The magic mirror doesn't like stagnation; it gives someone a shove to move them in the right direction. Ivo will be involved in the fight against the epidemic in Seastone. Good fights evil. Things repeat themselves.
The mirror does not want to talk about sex. Ivo guessed the password. It is Mellon. They will see each other again in a flying town. Get info about transport: Look at the pond. Ivo says there are many things accumulated there. Maybe there is something useful. Get a Master Angler fishing hat. Ivo wears it. You can remove it in inventory. Go to the library and talk to Cheep-cheep.
The bird shows a flight magazine to Ivo. The article is about hippogriffs at Blue Mountain. The hippogriffs price is a pot of gold.
Get a pot of gold: Carpentry book: Take the carpentry book at top left shelf of the bookcase. Read and then take the Working with Wood book. It shows how to build furniture.
Show the carpentry book to Arbor at the garden. It's a horror story for the Ent. Happy willow: Look at the happy willow. Part of it is covering the waterfall already. Use the carpentry book on the willow. Ivo reads a tree horror story. The willow is not happy anymore. Its branches droop down and the waterfall is exposed to the sun producing a rainbow. Look at the rainbow. Look at the end of the rainbow on the ground by the Metus bush.
Use the Arbor's shovel to dig at the end of the rainbow. Get a pot of gold. Talk to Arbor about the spade and hole. If Ivo is wearing the hat, learn that Arbor has been trying to get one for years. Get Cheep-cheep able to carry the pot of gold: Give strength to Cheep-cheep: Talk to Cheep-cheep about the pot of gold.
The bird cannot carry the heavy pot. Ivo says they have to make Cheep-cheep stronger. Go to the throne room. Talk to father. Ask about Cheep-cheep. If you don't have sunflower seeds, get some from the plant at the balcony. Talk to father and show him the sunflower seeds. He sends a white ball into the seeds. Go back to Cheep-cheep at the library. Give the bird the magic sunflower seeds. Cheep-cheep flies around and takes the pot of gold.
He flies out to the Hippogriff at Blue Mountain. Exit to the garden. See Cheep-cheep fly back with a box. The bird drops it on the balcony. Look at the box. The stud has the hippogriff already in the box when the bid got there. Open the box and see a small pink hippogriff. Look at the demolished box. Ride the hippogriff.
Ivo picks up a newspaper littering the floor of the box. She reads that the Arch Mage was murdered by Wilbur Weathervane. Someone is responsible for the epidemic and is trying to hurt our friends. Ivo flies to Seastone.
Professor Weathervane. Wilbur Weathervane's predicament: The young boy is rude to Wilbur. The young girl in pink dress likes Wilbur but her mother does not.
Wilbur is asked questions that he cannot answer; like the name of the famous gnome magician. Wilbur automatically goes to the bedroom and have a panic attack. Look at the old shoe by the "home" rug by door twice. Take the loose pages that was inside the shoe. Look at the ear trumpet on top of the door. Look around at the junk. Look at and take the package of pet food. Look at and open the magic set. Look at the magic contract under the window twice. Look at the family photo above the bed several times and the aviator glasses on right wall.
Examine the teddy bear and the bed. Examine the magic stove. It is hot. Look at and take the magic wand beside the magic ball.
Look at and use the magic ball to talk to Master Markus. Wilbur calls the wrong number. Get Fridolin off the notebook: Look at Fridolin the rabbitsheep 3 times. He's eating the notebook that has Master Markus number.
Try to take the notebook. Give Fridolin some pet food. He still would not get off the notebook. Use the pet food on the bed. Wilbur spreads some pet food to lure Fridolin to get the pet food. The smart rabbitsheep jumps to get the food to fly to him. Wilbur reads the empty box and realizes the food should have been soaked before feeding.
Get empty dry food package. Take the bowl of water and give Fridolin a drink. Fridolin inflates. Roll Fridolin to the side to take the nibbled notepad. Read the notebook in emergency. It has Master Markus' emergency number. Face the class: Master Markus: Use the magic ball. Wilbur calls Markus. Master Markus gives motivational talk to Wilbur. Arch Mage Alistair is up for reelection.
Asks about the gnome magician that held off the dragon Gremar. The gnome's name is unknown. Markus sold the magic school and is going on vacation to enjoy role playing games. Exit the room to go the classroom. As advised by Master Markus, Wilbur does magic. Wilbur takes the fairy spell from the podium, made magic and releases 5 "fairies". He dismisses the class. The boy leaves. The mother of the young girl in pink outfit shoots one of the "fairies".
She is running against Arch Mage Alistair at the election. She is the Merchant Council leader. Headmaster Horatius Bloch will expose Wilbur's incompetency. She pushes campaign brochure on Wilbur. Learn that the "fairies" he produced are flying kobolds. Cybil Van Buren takes her daughter out of the school. Explore the classroom: Chantal's desk: Look at the campaign brochure left by Cybil on the left desk. Check the desks to learn about Chantal and Timmy.
Look and open the desk flap. Look at and then try to take Chantal's fairy tale book. Timmy's desk: Search Timmy's desk. See an automation spell etched inside the desk flap. Wilbur copies the spell. Fish tank: Look at the fish skeleton inside the dry tank. Take a sharp pointed fishbone from the fish skeleton. Look and then open the treasure chest. Get old coins from the chest.
The Book of Unwritten Tales 2 Walkthrough
Look at the diagram on the board right of the exit. Carnivorous plant: Look at the plant around the post and water pipe several times. It grabs a flying kobold. It also tries to take Wilbur. Try to approach the plant. It releases a gas cloud. Look at the oven twice and get loose book pages. It seems that 5 more pages are missing.
Look at the chemistry area by the oven and the cages suspended on the ceiling. Look at the flying kobold. Look at the book on the podium.
Look at and read the roll book. Take the magic wand from the podium.
Magic apparatus: Look at the magic apparatus right of the blackboard. It is the apparatus that corrupted Allerdyce. Look at the roll book again for reference about Allerdyce. Learn that Allerdyce made the fire maker apparatus and he was committed to an asylum because of that. Check the roll book again and learn that earlier they confiscated his papers and sent him the dungeon. His papers should be around yet. Exit the classroom through the door at left.
The Arch Mage has sensed something evil-dark magic at the school, at lower town and upper town. They will meet at inn afterwards. Entrance Hall: Check the floor and suit of armor.
Look at the tapestry behind the armor several times. Get old magic thread. Look at the 2 levers left of the tapestry and armor. Use the lever s and see that they open and close the windows above the stairs. Look at the sheet of paper at left corner to get another loose page.
Look at the 2 kobolds at top of the stairs. Take the loose dry boards from the stairs. Enter the classroom again and check the desk. See a package on the podium. Take the package. It is a magic slate. Wilbur thinks that the A on the card means the Arch Mage sent the package.
Headmaster Bloch: Go right to the staff room and meet Headmaster Bloch. He doesn't think Wilbur has the proper credentials.
After finding Wilbur's faults, he explains his tasks. Tomorrow Arch Mage Alistair will inaugurate the school. Wilbur is to help the caretaker hired by Van Buren to make the school presentable. Wilbur is to clean the floors and remove cobwebs; also get rid of the flying kobolds.
Then he is to locate the missing library. File cabinet: See a file cabinet in front of Bloch's desk. Click on the alphabets to read the files on the students and employees in the school. Click on A and check Allerdyce file. Get a yellowed design drawing from his file. Look at the drawing in inventory. It says that you fill the fire maker with flammable gas and then ignite it using complicated technology.
If you want read all the files. Open loops spell: Talk to Headmaster Bloch about the notes with small holes. Wilbur says that he has a binder for his spells. Bloch gives Wilbur an open spell to archive. Read the new spell in inventory to learn that it is for opening tabs, loops and the like. Staff room: Look at the locked display case. The pride of place is for a Broom Ball tournament. Broom Ball is played with broomstick.
Look at the clock with 10 hands above the fireplace. Look at the diagram right of the fireplace to learn about the Fireplace Travel Network, It shows which fireplaces are connected. One can travel from one fire to another fire. It shows that the staff room fireplace is connected to the library fireplace. Wilbur needs fire and fireplace travel powder to use the network. Take the bellows below the diagram. There is firewood left of the fireplace that he is not allowed to use because they are school property.
Look at and take the paper swan beside the door to get another book page. Get rid of the kobolds: Look at and then talk to the troll. The troll is a difficult creature. He found a penny on the door. He didn't like that because it wouldn't open. Kobolds at entrance hall: There are 3 kobolds left. Out of the 5 released, one was fried by Van Buren and the other was eaten by the plant in the classroom.
Kobold 1: Talk to the troll again about the kobolds. The kobold sitting on the banister lands on the back of the troll. The troll hits his back smashing the kobold. Kobold 2: The other kobold is located high above the entrance hall. Use the levers on the wall to open the window. The left lever opens the top window and the right lever opens the bottom window. Open the bottom window using the right lever. The kobold will fly and land on the top closed window. Pull the left lever to open it and the kobold will be flipped to the open bottom window.
Kobold 3 in the classroom: Go to the classroom. See that the kobold is kissing the picture of the princesses in Chantal's fairy tale book. Wilbur takes the fairy tale book.
Use the fairy tale book on Chantal's desk to lure the kobold into a trap. Wilbur calls the kobold and places the book in the desk flap. The kobold is inside the trap. Talk to the captive kobold. Wilbur opens the lid and was bitten. He inadvertently stuns the kobold. Wilbur places the kobold in the pencil case.
Sweep the floor: Go back to entrance hall. Look at the front door at left. The door is made up of 3 doors: Unlock the display cabinet to get a broom: Use the old coin on the door to jam a coin on the door. Talk to the troll. The troll looks at the door.
While he is checking the door, use the opening loops spell paper on the key ring on his belt. Wilbur casts the spell and the key ring drops on the floor. Pick up the key ring. Go to the display case in the staff room at right. Use the heavy key ring to unlock the display case. Take the broom. Go back to the entrance hall. Use the broom to sweep the floor. Wilbur realizes the problem inherent in manually sweeping the floor. He drops the broom on the floor. Use the automation spell with the broom to enchant the broom.
Look at the broom. Get the fireplace travel powder: Remember that the staff room fireplace is next to the library fireplace. Wilbur needs fire and fireplace travel powder to use the Fireplace Travel Network. Go to staff room and talk to Bloch about the caretaker and then the tasks. The floor are swept and the kobolds removed. Ask about the fireplace map concerning the Fireplace Travel Network. Bloch shows his fireplace travel powder but would not give it to Wilbur.
Use the bad tempered kobold in the pencil case on Bloch. Bloch swats the kobold. Wilbur takes a pile of fireplace travel powder.
The Book of Unwritten Tales 2
Make a fire at the fireplace. Prepare the fireplace: Try to use the firewood in the fireplace and Bloch stops Wilbur from using the school's property. Use the dry boards taken from entrance hall stairs in the fireplace. Answer Bloch: They're just a few old boards.
Better to burn them than throw them away. Put empty dry food package into the fireplace. All it needs is fire now. Go to entrance hall and try to stop-disenchant the broom. Right click and try to disenchant the broom.
Get fire: Review Alledyce's yellowed design drawing. Get flammable gas: Approach the carnivorous plant on the column. It releases the green stinky gas. Use the bellow from the staff room on the green gas. Activate the fire machine: Use the gas-filled bellows on the fire machine. Start-activate the machine. Use the nibbled notepad on the apparatus.
Wilbur cuts the notepad into pieces. One of the strips is lit. Light the fireplace: Double click the exit of the classroom. Double click the exit to staff room. Light a paper when the paper seems to be burned out. Walk a few steps towards the room. Light another paper and so on until the fireplace. Thanks mbday! Take the lit strip in inventory and use it to light the prepared wood-paper in the fireplace. A fire is made. Explore the missing library: Travel through the network: Use the fireplace travel powder on the fire.
The fire turns green and is cool. Enter the fireplace and be in the library. Owl, worm rat Wilbur hears something in the library. He's held down by talking books. Talk to the books on top of him.
The books are acting confused and scared. Wilbur stands and the books are flung away. Wilbur wants to find out what is wrong. A classic point'n click adventure that works pretty well despite some control issues. With a staggering hours of gameplay, fully voiced characters, excellent soundtrack, great visuals and incessant hilarity that may or may not warrant the odd groan there really is very little to complain about here. Switch Player.
It might sometimes stay too faithful to its point-and-click forebears, but its world and characters are utterly charming. Returning to Aventasia was a delight. I revisited all the sights I loved and caught up with the good folk who made my last foray into their lands such a joy.
Screen Rant. The Book of Unwritten Tales II feels like a game from another time and place, with some dated humor and needlessly frustrating gameplay moments, but there is an endearing charm to the story and some smart if occasionally illogical puzzles to solve. The Book of Unwritten Tales 2 is a great point and click adventure game. User Reviews. Write a Review. Essential Links. By Metascore By user score.
Ultimate 84 Wargroove 84 Kingdom: Super Smash Bros. Two Crowns.They looked at one flower given to the queen. The young girl in pink dress likes Wilbur but her mother does not. Talking elf medicine book: Product details.
The mother of the young girl in pink outfit shoots one of the "fairies". Lower town barricade: Nate tries to recall what happened to him; from being hit by Critter and the transformation of the place that happened later.
Use the pan from statue on the water pouring out of the cornucopia to get pan with salt water. Examine the pond and learn that the fishes are red herrings. It is the only one that is not well.