Book Of Unwritten Tales Inhaltsverzeichnis
The Book of Unwritten Tales ist ein klassisches Point-and-Click-Adventure, das vom deutschen Studio King Art entwickelt und im April veröffentlicht wurde. "The Book of Unwritten Tales" ist ein turbulentes und humorvolles Point & Click Adventure in einer typischen Fantasy-Rollenspielwelt! In einem vom Krieg. Book of Unwritten Tales Complete Collection - Kostenloser Versand ab 29€. Jetzt bei sverigekatalogen.se bestellen! The Book of Unwritten Tales-Komplettlösung. um Uhr von Thomas Wilke - Sie verzweifeln auf der Suche nach dem Erzmagier? Unsere. “The Book of Unwritten Tales ist ein erstklassiges Adventure-Spiel, welches von jedem Fan des Genres geschätzt werden wird.” 93/ –.
Hier findest du alle Infos zum Point & Clickspiel The Book of Unwritten Tales 2 von King Art Games für PC, PS4, Xbox One, Switch, PS3, Xbox , Wii U. The Book of Unwritten Tales ist ein klassisches Point-and-Click-Adventure, das vom deutschen Studio King Art entwickelt und im April veröffentlicht wurde. The Book of Unwritten Tales. Dieses Spiel wird ab dem September nicht mehr auf Origin Access verfügbar sein. In einer vom Krieg gebeutelten Welt.
Book Of Unwritten Tales VideoThe Book of Unwritten Tales 2 - Análisis español GameProTV Bei allen digitalen Produkten, Sixx Kostenlos Online Sehen in bestimmte Länder und Gebiete verkauft werden Details siehe Verkaufsbedingungenist Black Jack Twins jeweils gültige Mehrwertsteuer enthalten. Wenn aktiviert, werden Rezensionen ohne Themenbezug ausgefiltert. Du besuchst gerade den Store von Deutschland. Teilen Einbetten. Klicken Sie hierum sie einzusehen. Setze die Fertigkeiten deiner Helden geschickt ein. Kritisiert wurden leichte Schwächen im Bedienkonzept Karten Tauschen nachlassende Dramaturgie im Finale des Spiels in Form eines nur kurz präsenten Endgegners. August markiert wurde.
Retrieved August 21, Application Systems Heidelberg in German. Retrieved June 2, Ziff Davis. King Art Games.
February 20, Archived from the original on February 21, PC Games. Archived from the original on GameStar in German. Archived from the original on October 8, Archived from the original on April 21, CBS Interactive.
Adventure Gamers. Retrieved June 3, Enthusiast Gaming. GamePro Media. Archived from the original on October 29, Future plc. February Go to the corner kitchenette.
Check the clay pot to get peppermint. Check the press used to extract substances. Examine the small casket beside the press to get asthmatic fat grubs.
Take crystal vial from end of the counter. Check the stone mortar on the mage's desk. Exit the school.
See Munkus talk to Mortroga. Mortroga says the elf has the old book and that the gnome with the ring is already in town but has not reached the arch mage.
Munkus has an idea that will stop the gnome from reaching the arch mage. The King will get stag beetle antler and will signal Wilbur when they have it.
He cannot help with other ingredients, spell and artefact. Take mouldy slime from the water in front of Wilbur. Exit the town and then go back to the sewer.
See a white handkerchief. Take the stag beetle antler from sewer. Swamp of the Dead:. Use the map to jump to the Swamp of the Dead.
Check the lantern and stone head. Check the half sunken tree. Examine the red plant on the armpit of the tree. Take the red devil's armpits.
Look at the skeleton on the swamp at right. Take a bone to get bone worms. Examine and take the bluish ghost mushroom on the floor left of the entrance.
Take a piece of the heavy rope by the bookstand to get thin rope. Look at the top hat on top of the bookshelf. Check the Book of the Dead on the bookstand.
It is empty. No one dies in an adventure game unlike an RPG. Learn about the Balthasar's mirror and the Book of the Dead. Death can only kill the ones whose names are entered in the Book of the Dead.
Then he has to balance the dead's name with the ones killed or the auditors will catch it. Brew the magic potion:. Jump back to town.
Enter the mage school. Use the mouldy slime from the sewer on the press at the kitchenette to get mouldy slime extract. Use the stag beetle antler from the King rat on the mortar and pestle at the mage's desk to get stag beetle antler powder.
Check the ingredients-recipe. It is now time to brew the potion. Go to the cauldron. If you make a mistake, you can do this over again I know.
Follow the directions stated at top right of screen. The ingredients are labeled when the cursor is over it.
Thanks, Carla! Stop stirring. The potion goes from green to black to yellow to pink. Then stir clockwise as quickly as possible. Stir rapidly in clockwise direction several times until the next step.
When the potion turns blue for the third time, immediately add the bone worms top right pink. Stir the potion normally clockwise 4 times change to white , anti-clockwise 2 times color change yellowish and then clockwise 3 times.
Add a few leaves and stir until the potion turns a golden yellow colour. The yellow power elixir is now in the vial. Talk to Master Markus.
He checks the elixir and approves it. Turn to ghost:. Exit the mage school and talk to the merchant. Enter the ship. Talk to Death about needing to be a ghost and the top hat.
It was his gravedigger father's hat. He would not lend the hat. In inventory combine the inkpot and the pigeon feather. Wilbur will now say that he can write on anything.
Use inkpot or feather to write on the Book of the Dead. Death scolds Wilbur. Death needs to be distracted. Check the stove and the Spliss poster by the bed.
Go to the merchant and see that he is packing up to leave town. Ask him about your other rewards. He refuses. Tell him he won't be your friend anymore.
The merchant gives Wilbur a sack. Open the sack in inventory and see that it contains fireworks. Place the fireworks shells in the stove. The fireworks explode in the stove and Death stands up to check the stove.
Take either the inkpot or pen and click-write on the Book of the Dead. Wilbur enters his name in the book. Talk to Death and tells him that his name is there.
Death becomes deliriously happy. Fare thee well, Mortal. Wupperman's prediction comes true. Exit the ship and Wilbur will go to the mage school.
Try to talk to Master Markus. Enter the mirror. Hours later, Wilbur comes out with the powerful magical amulet.
Go back to Death. Talk to Death until he brings Wilbur back alive. Learn the spell:. Talk to Death again as live Wilbur about a new job; like being a contract killer.
Death becomes interested in burying people alive. He will partner with Wilbur. Wilbur's job is to get money to finance the business.
Jump to the meadows and Wupperman. Talk to Wupperman about the business venture. Wupperman sees the venture as an excellent possibility in the future.
Go back to Death at the swamp. Talk to Death by the swamp doing a trial burial. The coffin is in the ground.
Death wants Wilbur to climb in the coffin. Wilbur convinces Death to have the honor. Death makes Wilbur hold his top hat.
Death is buried alive. Try to catch the rabbit. Knot the thin rope taken from Death's home to the tree.
Wilbur makes a snare. Lay the carrot taken from Bertram in the snare as bait. Thankfully, the rabbit was only knocked out.
Talk to the showman about rabbit and top hat. Wupperman shows how to do the rabbit and hat trick. Wilbur's conscience gets tweaked. Get the Mage Diploma:.
Jump to town and talk to Master Markus about the elixir, the powerful amulet of Balthasar and the spell. Wilbur does the magic trick using his powerful wand.
He nearly changed the rabbit into a sheep. It has a walkthrough!!!! The arch mage is his brother. Wilbur has a friend in Master Markus.
Wilbur gets the mage diploma and is now wearing a sorcerer's hat a la Simon. Exit the school and go right. The King of Thieves congratulates Wilbur and says goodbye.
Wilbur is always welcomed by the rats. Upper Town:. Go to Shieldhand, the guard by the gate. Talk to the guard. Wilbur shows the ring to the arch mage.
In the manner of Star Wars, MacGuffin explains what he found - the location of the most powerful artefact - the Artefact of Destiny Divine Fate bestows good fortune to the holder.
It will grant the holder everything he desires. It is found in the temple in the Island of Sordia. The arch mage orders Shieldhand not to mention the news to anyone and dismisses him.
He orders Wilbur to find 2 companions that will accompany him to the island. The arch mage is to research where the island is located.
When Wilbur leaves, the arch mage changes to Munkus. Find transport and a companion:. See the 2 cages with a human and a pink something guarded by an Orc.
Look at the Orc. Learn that Ma'Zaz the female Orc is a bounty hunter. She is waiting for her supplies from Bob the merchant. Check and take the net at foreground.
Try to take the rope and get scolded. Nate is the human in the cage. When Ma'Zaz gets into an argument with Nate; then take the rope.
Talk to Nate. He is a freelance treasure hunter and owns the airship The Mary. Wilbur finds one companion and a transport. He needs to get pass the Orc lady.
Read the note on the desk. Master Markus is with his brother the arch mage at the Wild Thorn Pass battlefield. Marcus Maria Alistair leaves his magic spectacles to Wilbur.
Wilbur meets Ivo and finds the other companion:. Overhear that Ivo wants to see the arch mage about a book and was not allowed.
Talk to Ivo completely. Look at Tschiep-Tschiep. Check the grapes of the poison ivy at right of the screen. Enter the gate. Use the rope on the pillar on the right side of the screen; just above the upper town gate.
See Ivo climb up the rope. Wilbur and Ivo talked. Find the Island of Sordia:. Wilbur brings Ivo to the arch mage's office and shows her the star wars-MacGuffin's ring.
Ivo is in. Check the Encyclopedia Phantastica by the window. It is large and blank. Use the magic spectacles left by Master Markus.
Read about Sordia and about the arch mage. Wilbur didn't like the arch mage. Check the rolled papers above the bookcase.
He can't reach it. Get a map from top of the bookcase. Check the large map on the wall twice. Read the gremlin's book in inventory. Learn that the fairy explorer who found the temple started the expedition from a town called Krun Pak.
Check the map again. Ivo and Wilbur cannot find Krun Pak. They realize that it was an old Shade's name.
Find out that the town was called Redstonebury. Check the large map on the wall. See the compass. Go WNW from the central compass to see Seastone.
Go north from Seastone and see Redstonebury in the middle of the north island. Follow the steps of the fairy explorer:. Click on Redstonebury.
Click up north to foot of mountains. Click right east to plain. Click to road northeast to broken lines. Go up north to river solid lines.
Follow river to mouth east to end of solid line. Go down to bay south to small indent in map. Go NE to the second far island.
Free Nate:. They now need the transport. Exit the arch mage office to be at main square. Take the rope from the pillar. Ask Ma'Zaz for the human.
Have a contest of arm wrestling. Ivo loses. Ivo drinks the elixir. Challenge the Orc to another arm wrestling contest. Use the net on the plank where the Orc was standing earlier close to the cage.
Look-click on rope and then click the rope cursor on transport bales. Click on rope attached on bale and then click the rope cursor on net to attach the rope.
It looks like a good trap to me. Look at Ivo and wonder how long the elixir will hold. Ivo wins the arm wrestling and the Orc returns to her usual position by the cage.
Push the transport bale and can't. Wilbur cries for help. Ivo helps Wilbur with the transport bale. The trap failed but got the Orc seeing birdies.
After some discussion, Captain Nate Bonnett is part of the company. Chapter 3: The Sunken Temple. Nate is going to repair the ship.
Ivo tells Wilbur to stay here outside the temple to keep him safe. The bird scolds Ivo. It was for Wilbur's own good. Outside the temple:. Check each of the 4 little alcoves at sides of the door.
The alcoves are for creatures of air, fire, earth and water. Collect creature of fire:. Check the sparkling lights flying at left side over the ledge.
They are rare fire fairies. Click on them again and learn that they need nectar to maintain their energy. Check the beehive at right of temple door.
Try to take some honey. You need a container to hold the honey. Talk to Nate by clicking at top right of screen.
He was snacking. He throws a glass jar at Ivo. Then Nate naps. Talk to Tschiep Tschiep and ask him to help distract the bees.
When the bees are away from the beehive; use the empty jar on it to get a glass jar with honey. Go left to the ledge. Use the jar of honey on the ledge.
After a bit, Ivo collects the jar with a fire fairy. Collect creature of earth:. Take the rope and the bucket of water left of the door. Check the dry earth at center of the ground area.
Use bucket of water on dry earth. Take the worms that rise to the wet soil. Collect creature of water:.
Look at the fish bone at left ledge. Pick up a fishbone. Pick up the branch left of Wilbur. In inventory combine the fishbone with rope; then with branch and lastly with worms to get fishing rod.
Use the fishing rod on the ocean at left. Ivo asks Wilbur to catch a fish. Since Ivo is from the mountains, he asks what to do.
Ivo said to cast the fishing rod. Wilbur throws the fishing rod into the water. He sees a fish get caught. Ivo climbs down to get the fish.
The fish is in the bucket of water. Get creature of air:. Talk to Tschiep Tschiep about creatures of air alcove.
The bird finally agrees to enter the alcove later. Open the temple door:. Place the creatures of earth, water and fire in their respective alcoves.
Now talk to Tschiep Tschiep. The bird flies into the alcove at top left. The door finally opens. Tschiep Tschiep leaves. Ivo asks Wilbur and Nate to come inside.
Inside the temple:. After some discussion, Wilbur and Nate fall down into a dark trap. Change to Wilbur and look around. It is dark and there's a stone slab behind him.
Change to Nate and look around. It's too dark to see anything. Look for light :. Go deeper into the temple - next room. Check the water and see jellyglowfish.
Take the machete beside the skeleton. Check the 2 grimacing face on the end of the top and bottom bridges.
Check the middle door with the crystal. Check the 2 ledges and see something shining up on the ledges. Leave the entrance room. Use the machete on the roots hanging over the abyss - broken floor.
Swing to the other side and exit to the outside. Check the little alcoves. The fire fairy, worms and the fish are gone.
Take the glass jar from top right alcove and bucket from bottom right alcove. Go back inside. Swing to the other side. Go back to the entrance of the inner temple at left.
Use glass jar on water to catch a jellyglowfish. Give light to the others:. Place the jar with jellyglowfish in bucket.
Combine the fishing rod with bucket with jellyglowfish. Use the jellyglowfish-jar-bucket-line on the abyss and Wilbur. Wilbur checks the stone slab that has symbols of: something that looks like a snail with a long neck, a fish without a head, a branch and a star.
Nate asks for the light and sees a passage to the left. Check the 4 stone rings:. Look close at the 4 stone rings that can be turned.
Turn the rings to show what Wilbur saw on the stone slab from top to bottom : something that looks like a snail with a long neck, a fish without a head, a branch and a star.
Press the button at right. That should be it. The door beside Wilbur opens. Bring Nate up to middle level to open hatch.
See a stone and 2 platforms. On the left is a hatch with a wheel that cannot be opened. Someone stronger can do this.
Stand on the right pedestal and it goes down to lower level. The left pedestal goes up. Look at the head on the wall.
Go left and go through door to see a wheel. It is locked to prevent people turning it. Leave the tunnel.
Look at roots hanging on the ceiling. Click on roots twice to get Nate to help Wilbur climb up to middle level.
The right pedestal goes up. Climb up roots again to be at middle level. Change to Wilbur and push the stone on right pedestal. Automatically, Wilbur stands on right pedestal.
The combined weight raises Nate up to second level. Wilbur throws the stone away. Change to Nate and go left to the hatch. Open the hatch.
Get Wilbur out of the trap:. Change to Nate and stand on the left pedestal. As Wilbur: Wilbur is now at middle level. Change to Wilbur.
Go left and crawl through the hatched opened by Nate. Climb the ladder to the top. Continue up one more level and be on the ledge at the entrance room.
Ivo comes in and asks for the crystal. Wilbur throws the crystal to Ivo. Pick up the stone tablet by Wilbur. Leave the gallery to go back down to the top level.
Climb out. Give the stone tablet to Ivo. Get the other crystal :. Look close at the 4 rings. See the stone tablet at bottom right. Change the rings to be similar to the leftmost column of symbols.
See that the mouth at bottom level opens and a passage opens at middle level. Franchise: The Book of Unwritten Tales.
Share Embed. Read Critic Reviews. Add to Cart. Package info. Add all DLC to Cart. About This Game In a world torn by war, the aged gremlin archaeologist Mortimer MacGuffin harbors the dark secret of a powerful artifact.
Whoever calls this artifact his own, will determine the fate of the world. While the Army of the Shadows sends out its best and most devious agents to discover the secret, the Alliance's four heroes find themselves involuntarily drawn into the crisis About 20 hours of gameplay in a massive game world with detailed graphics.
Multi-character gameplay: Play as Wilbur, Nate, Ivo, and the Critter - in turn or simultaneously - and use the skills of your heroes wisely.
Meet numerous crazy characters - from two-headed ogres and vegetarian dragons to good-natured zombies. Solve over mind-boggling puzzles and discover more than items that can be used and combined.
System Requirements Windows. See all. Customer reviews. Overall Reviews:. Recent Reviews:. Review Type. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.
SPIELOTHEK FRANKFURT AM MAIN Book Of Unwritten Tales verwendbar.
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