2020: English walkthrough by: Louis Koot

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Chapter 3: Trials of Wunderhorn:

Village square:

Anna and Ben have arrived in the village of Wunderhorn. Ben is disguised as a guy. There are no villagers to be seen. Ben goes to the tavern.

So here in Wunderhorn must live that wizard who could cure grandfather. Street musicians are playing some music at the fountain. That street orchestra consists of a rooster, a donkey, a dog and a cat. The fountain is in front of the church and to the left of the church is an alley. Signpost 1 stand near the church, and it points to the tavern, the shop and the mill. If you click on 1 of the 3 pointers of Signpost 1, for example that of the tavern, Anna will walk to there automatically. Behind Anna is the village gate through which Anna and Ben have entered the village from the forest. To the left next to the village gate is the Blacksmith store.

Both the village gate and the church have a "Wanted poster". View 1, or both, "Wanted posters". The poster describes Anna and Ben and reports that both are very dangerous and that they must be arrested on behalf of the Royal Family. Talk to the musicians at the fountain.  Anna then talks to Roostwig from Beethoriki, the rooster who plays the 1st violin. After the greetings you continue to talk to Roostwig through all conversation options.

Roostwig from Beethoriki is originally from Bremen, but he has been chased away from there. Roostwig and his companions had rented a house by the lake here but a couple of "squatters" took possession of the house and now the orchestra is homeless. Anna promises that she will teach those "squatters" a lesson. Roostwig is the only one of the 4 musicians who knows the human language.

Left click with your talk cursor in the Blacksmith Store ..... the woman in the Blacksmith Store screams that she has no time to talk to Anna and that she should come back later. There is some hay under the roof tiles of the forge and there is a Candy that you can take. Continue to the right until Anna is standing to the right of the fountain. View the fountain.

Left click the fountain ....... Anna says that the fountain does not spray water because the water is shut off, but she thinks there is still some water in the pipe and that she can get that water from the pipe through the lever which protrudes to the right of the fountain. View the Fountain lever and view the Pipe ...... the water pipe goes to the tavern, so the fountain takes care of the water supply of the tavern. To the right behind the fountain we see the Antique store. Signpost 2 is at the antique shop and it points to the church, the forest path and the alley .... If you click on 1 of the 3 pointers then Anna goes there.

To the right of the antique shop you see a hay cart. The hay cart is in a Haystack. Walk a little further to the right. We see Ben, peeking through the window of the tavern. The "Wanted poster" hangs under the right lamp again.

Talk to Ben ......... Ben does not dare to go into the tavern so Anna then only goes inside.

Tavern:

The innkeeper and Gil, a client, recognize Anna as the girl described on the wanted posters. Anna addresses the innkeeper and a conversation follows. The innkeeper tells that Wunderhorn is a magical village because there are witches and wizards. Continue to talk to the innkeeper through all the options.

The innkeeper tells that the children of the village have disappeared at the old watermill. The innkeeper also tells something about the Royal Family, who have distributed the wanted posters. Anna wants to help find the missing children and she wants to know where the wizard lives. At Gil's insistence, the innkeeper tells that a sorcerer lives in the alley next to the church.

When the conversation with the innkeeper has ended you take a look around the tavern. The grim Gil is hoisting beer at the bar. A sleeping man is sitting at the table by the window. On the wall, behind the tavern's door, you see 2 pipes, 1 of those pipes is for beer and the other pipe is the water pipe. Those pipes are connected to both taps, there is a tap for water and a tap for beer. 2 axes hang above the tavern door. On the right you see the fireplace ..... above the fire is the cooking pot in the fireplace and above the fireplace is an ox head, or is it a bull's head

When you have viewed everything you leave the tavern. The innkeeper has told Anna that a sorcerer lives in the alley. So go to the alley ..... you can do this by clicking on signpost 2 and then "Go to alley", or you walk back to the left of the fountain and then you walk into the alley yourself.

Sorcerer:

Arriving in the alley Anna meets a witch, who comes out of the sorceress's house and then presses on a stone in the wall of the church to close the door of the house. There is a conversation between Anna and the witch. The witch initially denies that she knows anything, but then she notices that Anna has the Spellbook from her colleague Winfriede and she wants that book in exchange for opening the white door Anna gives the Spellbook to the witch who then presses the stone again to open the door of the House. Anna then goes inside and we now meet the Sorceress and a conversation follows ....... 

the Sorceress had already expected Anna and she also knows that grandfather is sick because of a curse pronounced about him. However, the sorceress can brew a potion to lift the curse, but for this she needs 3 items and Anna has to find these 3 items. 

Anna needs to find:

- An Amber orb and that can be found at the "Weisse Frauwen" that live by the lake beyond the forest. The sorceress warns Anna that above all she should not come into contact with the water of that lake.

-An Enchanted Rose from the top of the Glass Mountain. Anna must get permission from the Dragon to enter the Glass mountain. The pastor in the church knows more about that dragon.

- The 3rd item is the Spell Book that Anna has found in Winfriede's tower. When Anna says that she gave the Spell Book to the witch, the sorceress becomes even more pissed off than she already was ......

- Anna needs to get that spell book back at all costs because it contains the spell that can be used to lift the curse.

When you have discussed everything with the sorceress, say hello via "I best get looking for these objects, then ......" and ...... Anna ends up in the alley. The white door of the sorceress's house closes again, but Anna can always go inside now without having to press  the stone. A white bed sheet hangs on the clothesline above the white door. Use Brainpower on the bed sheet to take possession of the sheet and the washing line.

Anna automatically stores the sheet and the washing line in inventory. View the lamppost and the church windows. On top of the lamppost is a small dragon and Anna also sees a dragon in both church windows. Go back to the village square and then continue to the Antique Shop. 

To the right next to the antique shop is that haystack (Haystack) ..... Left click the haystack and .......

Anna fishes a needle from the haystack. 

Click the haystack again and a guy falls from the sky ...... you earn the "Far away from home" achievement with it.

Now walk, or go through signpost 1, to the

Watermill:

View the mill. The basement hatch protrudes behind the water wheel. View the basement hatch. Try to go in through the front door .... Anna knocks on the front door but no one is home. Over the river lies a bridge to the forest. Click "Go into the woods" and ....... Anna crosses the river over the bridge and dives into the forest, but she returns after a few seconds and tells that the forest is a true maze. Anna realizes that she needs help to find her way through the forest. Go back to the village square and enter the tavern again.

Tavern:

Anna starts talking to the innkeeper and she thanks him for the tip about the sorceress. Anna says that she is now looking for the lake beyond the forest. The innkeeper tells that the forest is enchanted and that Anna needs a guide who can guide her safely through the forest. The blacksmith and Gil are good guides but the blacksmith went into the forest 2 weeks ago to hunt the "Beast of the Forest" and still has not returned. Gil, the guy who is hoisting beer at the bar and who knows the forest like the back of his hand, will not leave the tavern as long as there is beer.

Gottfried is now seated at the middle table and he looks rather sad. Talk to Gottfried ...... Gottfried says "It's to late" and he advises Anna to leave this cursed village as soon as possible. Talk to the innkeeper again and ask him about Gottfried through "Do you know why this man is so sad?" ...... The innkeeper tells that Gottfried's son is missing. Thank the innkeeper for the info and speak to Gottfried again and say "I heard about you boy" and Anna offers her help to find Gottfried's son, Hansel. Hansel has disappeared at the mill and Gottfried now tells Anna about the Witch who lives in the mill. When Gottfried has tell you everything you say goodbye and then you leave the tavern and return to the watermill

Task 1: Get the Spellbook back from the witch:

Watermill:

Light is now burning in the mill  and smoke comes out of the chimney, so the witch must be home now. Click the front door and ...... The witch, who has taken Anna's Spellbook, opens the door and Anna and the witch recognize each other from the alley. The witch insists that Anna comes in and Anna reluctantly does so.

The witch then wants Anna to sit down at the table, but do not do this yet. First take a good look around.

The witch is standing next to the oven. There is a bird cage with a rather bald and skinny bird in it and there is a lever on the floor. In the middle of the room is the square table and at that table stand a chair and, on the other side, a stool. Behind the stool you can see the outline of a trap door in the floor. Above that trap door a key ring hangs on the coat rack. At the front door is the stairs to the basement. On the left is another table and on that table is the Spell Book and a pot and plate with stew ....... View all this first. When you have looked at everything then try to leave the mill, but the witch does not allow this.

Left click the chair to go sit at the table. But the witch screams that Anna may not sit on the chair. Witch wants Anna to sit on the stool. Try to go down the stairs to the basement, but that is also not allowed by the witch, so finally click the stool to go sit on the stool and .... 

As soon as Anna sits on the stool, the mill house shakes a little and ...... The witch pulls the lever, causing the stool to fold and the trap door to open and Anna thunders through the hole and lands in the basement in a cage.

Hansel:

Hansel, the son of Gottfried, is locked up in the cage and now Anna is also locked up in the cage and they enjoy the company of a skeleton. Hansel says the witch plans to eat him and Anna. Continue to talk to Hansel through all the options you get. Hansel says that he shook the house because he was shaking at the post when Anna sat down on the stool to warn Anna

The trapdoor sticks above the cage in the ceiling. Behind the cage you see the basement hatch, that is locked with a padlock and can be reached through the ladder. There is also a counter and a rubber hammer on the counter. On the ceiling you see the Trapdoor mechanism. The Post (Support Beam), that Hansel was shaking, stand at the stairs. View the skeleton, the door of the cage and the post (Support beam), the basement hatch, the trapdoor mechanism, the hammer and the stairs.

The cage door is of course securely locked. Use Brainpower on the Hammer to bring the hammer into the cage. 

Anna automatically picks up the hammer and Hansel now tells that he has heard about Anna and her grandfather and about Anna's family who have the "power of Telekenesis". Anna's grandfather is famous because he helps other people. 

Take the hammer from inventory and ram it on the post (Support Beam) and Anna rammed the post with the hammer, causing the house to shake a little and.....Upstairs we see that the key ring falls of the coat rack and on the trap door. The witch does not notice it because she is staring at her oven

We then return to Anna and Hansel in the basement.

Use Brainpower on the Trapdoor mechanism to break the mechanism from the lever, upstairs by the witch.

Use your Brainpower again on the trapdoor mechanism to open the trapdoor and the keys fall down, but the witch does not notice this because she is peeking at her oven. Anna picks up the keys and opens the cage door with it. Walk out of the cage and then use your Brainpower on the basement hatch to break the padlock and .....

Anna and Hansel escape from the mill through the now open basement hatch and Anna delivers Hansel to his father and then returns to the mill.

Crawl back into the basement of the mill through the basement hatch, behind the large water wheel. Back in the basement you close the cage door. Anna will automatically lock the door of the cage because she now wants to lock the Witch in her own cage. Take the washing line  from inventory and use it on the trapdoor mechanism .......

Anna explains her intention and then she walks up the stairs to place one end of the washing line at the top of the stairs on the floor. In the basement Anna then ties the other end of the washing line to the mechanism of the trapdoor and she then explains what the intention is ......

Leave the cellar through the hatch and then enter through the mill front door again. The witch is surprised to see Anna ......

Anna tells the witch that she is Anna's twin sister .......Go sit on the stool again and ....

The witch pulls the lever again but the trap door mechanism is no longer working, so the trap door will not open anymore. Anna gets up and she go stand at the stairs. In complete frustration the witch jumps up and down on the trap door .....

Quickly, click on the Rope that Anna has placed at the top of the stairs, and ...... the trap door opens and the witch falls down into her own cage.

The witch is out of the way and Anna tries to get hold of the Spell Book but this fails because the Witch has protected it with a protection spell

Anna gets a big shock. Try to take the Spell Book again. Anna gets a shock again but you have earned the "Pain in the hands" achievement. Anna needs to find out what spell the witch has used on the Spellbook. Go back up the stairs to the basement and talk to the witch. You must now use the correct conversation options to let the witch tell about her protection spell.

Talk to the witch until you can talk to her about kidnapping the children.

So ask the witch why she kidnaps children until you can say "I'm on your side, you know." Then use this option to become friendly with the witch  and then continue with "Sigh .... You're right .... No one could ever be a great witch as you are ....." and then you say "I have dabbled in protection spells a little. Do you think I could figure it out?" and then say "Do you remember the spell you used to protect the book?" and........

the witch is now so full of herself that she starts singing the protection spell, but unfortunately she realizes that Anna has fooled her and so she suddenly stops doing it. But Anna now knows part of the spell and she hopes that's enough to let the Sorceress lift the spell.

Sorceress:

Go back outside through the basement hatch and return to the village square and then dive into the alley, through Signpost 2or walking.

In the alley you click the white door of the Sorceress to enter again. When the Sorceress has taken her seat again, scroll through the conversation options and then ask "Do you know anything about protection spells?" ...... the sorceress needs the spell the witch has sung, so scroll further through the options and then say "I think I might know at least some of the chant, if that helps?" and.....

Anna then recites the part of the verse she has heard from the witch and the Sorceress then recites the entire spell and tells Anna to use this spell on the Spellbook. Say goodbye and go back to the Water Mill, by walking or by Signpost 1:

Water mill

Go in through the front door and left click again the Spell Book and ......

Ana uses the verse and she then takes the Spell Book and ..... You have also earned the "Kekeke" achievement.

We see that Ben, at the tavern, has a meeting with 2 soldiers of the Royal Guard .....

Ben is invited by the 2 soldiers to enter the tavern ..... Anna is then automatically returned to the Sorceress ......

Anna gives the Spell Book to the Sorceress. Assignment 1, the recovery of the Spellbook is now complete.

Say goodbye to end up in the alley and go to the tavern

Task 2: Get the Amber Orb from the "Weisse Frauwen"

Tavern:

Go inside.  Ben is sitting at the table with the 2 guards, who already have tasted a lot of beer. A conversation with one of the guards, about the girl and the bear that the Royal Family is looking for, follows. Anna needs a guide who can guide her safely through the dark forest, past the water mill. The beer-drinking Gil, who is sitting here at the bar, knows the forest like the back of his hand, but as long as beer is being tapped here,  Gil cannot be persuaded to leave the tavern. Anna has to make sure that no more beer can be tapped in the tavern.

View the two Taps and the two pipes again. There are 2 taps and 2 pipes.

There is a tap and pipe for water and a tap and pipe for beer. A red lever is attached to the pipes. The water pipe is now connected to the water tap and the beer pipe to the beer tap. Use Brainpower on the pipes to switch the red lever of the pipes. The water pipe is then connected to the beer tap and the beer pipe to the water pipe. Talk to the innkeeper and say "Heyyy , so, Gil looks like he needs another drink there" and .........

After some growl from Gil the innkeeper draws a fresh glass of water from the beer tap. Unfortunately, the innkeeper understands what Anna has done and Anna is kicked out the tavern and the innkeeper will connect the pipes to the right tap again

Well, that didn't work out. Go back into the tavern and use your Brainpower on the pipes again. 

Go back outside and walk to the fountain and now left click the Fountain lever and ......

Anna pumps all the beer out of the tavern and then she automatically goes back into the tavern to switch the pipes back. De innkeeper tells Gil that there's no more beer  and.......Gil now brings Anna into the forest and we end up in the middle of the forest in an open space and here we also find the disappeared Blacksmith. Gil says that the lake is straight ahead and that there are murderous thieves in the north. On the left it goes back to the water mill. Gil goes back to the village.

Bring the Blacksmith back home:

The blacksmith sits somewhat sad on a tree stump. Go talk to the blacksmith.

Blacksmith is here to hunt the Beast that terrorizes the village because he is a Master hunter and knows the forest like the back of his hand. Ask further about the Beast ...... Anna offers her help but the blacksmith doesn't want to know anything about it and doesn't want to talk further. Blacksmith moans a bit about children in general and that Anna is just as stubborn as his own daughter.

So say goodbye and then go back to the left, to the watermill. Back at the watermill you go through another screen to the left to end up in the village, on the village square. Continue on the village square to the Blacksmith store, on the left side of the square. Click again with your talk cursor in the smithy and ..... Anna now meets Ashley, the smith's daughter and she tells Ashley that she has found her father in the forest. Ashley is delighted and thanks Anna ..... Talk to Ashley further through all the conversation options.

Ashley says that her father distorted the truth a bit .... Dad is not a master hunter at all and he does not know the forest like the back of his hand. But as long as daddy hasn't found the "Beast", he won't return from the forest. The beast loves fruit and therefore steals fruit from the village, making the village fruitless. Ashley's father can only get out of the woods if Ashley presents herself as the Beast to "guide" her father out of the woods ..... Ashley has done this before, but Daddy has discovered it so this trick is no longer working.

Say goodbye to Ashley after you've discussed everything with her. Now leave the village through the village gate. Anna then ends up in the forest in front of the village, where she and Ben have met Reynard the fox. Walk one screen to the left. Anna is then back at the 2 trees where she took the apple for Reynard. However, the fox has disappeared. View the bushes between the trees ...... Anna suspects that Fox Reynard is hiding in the bushes so left click with the talk cursor the bushes and ..... Fox Reynard hops out. Ask Reynard about "The Beast of the woods" and ......

Anna concludes that Fox Reynard is the Beast of the Forest and he admits that. Ask Reynard's help to guide the blacksmith out of the forest through "Reynard, I think I know how you can help me ......" .After some insistence, Reynard agrees and he disappears. Go back to the village and ...... well ..... the blacksmith is back in his smithy because you see his shadow in there ....... you have deserved the "Back to the anvil" achievement. Click again with the talking cursor in the smithy to talk to Ashley again. Ashley is grateful to Anna and if she can give something back to Anna, she should just ask. Say hello and walk to the right of the fountain and then enter the Antique Shop.

Antique shop:

Anna is delighted by all the things she sees in the store, but the sour shopkeeper is not so happy with Anna.

 But after some nagging Anna can look around in the shop

Against the left display case is a gramophone and an old oil lamp. At the bottom of the cupboard is a Rabbit doll and on top of the cupboard is a clowns hat. At the top of the narrow cupboard is a top hat. On the left of the grumpy shopkeeper there is a violin. There is a bell on the counter and a mannequin on the right. A toy monkey  is on the cupboard behind the mannequin. Crockery is placed on a table in front of the mannequin. View all these items .......

The violin is a Magic Violin and it is the most valuable item in the store. The violin plays the most beautiful music regardless of the talent of the person playing the violin. The Top Hat is a magician's hat. The Clown hat is slightly worn out. If you have viewed the toy rabbit and the top hat you will earn the "Cameodalic" achievement. You can score another Candy behind the gramophone and the oil lamp. If you click the bell 6 times in a row you will earn the "Ring-a-ding-ding-" achievement.

Take the Diamond from inventory and give it to the shopkeeper. Anna asks what she can get in exchange for the diamond. Anna actually wants the violin but she doesn't get it. In exchange for the diamond, Anna gets the old oil lamp, and the thing is broken too. Anna is a polite girl so she  thanks the grumpy scammer.

Chase the thieves out of their house:

Leave the antique shop and go back to the watermill and then dive back into the forest . Anna returns to the clearing in the forest where she has previously met the blacksmith. Now take the left path to go to the thieves' house

Smoke comes out of the chimney. To the left of the house an ax is stuck in a tree stump and to the right stand a garbage can

View the house, the ax and the garbage can. Then knock on the front door and ........ 

We hear that the thieves are afraid of the ghost of a boy with glowing eyes ... then one of the thieves opens the door and he snarls at Anna that she must go away ..... The thief slams the door shut and we hear the thieves talking about that boy's spirit with his flickering eyes.

Go back to the clearing in the forest, so to the intersection where Anna met the blacksmith. There are 5 pointed rocks around the tree stump. Some Stringly vines hang on the rock on the right. View that rock with lianas ....... The lianas look like "spaghetti". Cut the Lianas off the rock with the Scissors.

Then combine the Lianas inventory with the Needle, which Anna has picked from the haystack. Then combine the Needle / Thread combo with the Torn bed sheet. Then combine the bed sheet with the scissors to cut eye holes in the sheet. The thieves are afraid of a ghost with "fiery eyes", so Anna must provide her ghost sheet with "fiery eyes". Go back to the village and walk back to the smithy. Click again with the talking cursor in the forge to summon Ashley. Then say "I was wondering about this lantern ......" and .....

Anna asks if Ashley can repair the old oil lamp and that happens and Anna has the lit  lantern in inventory. In inventory, combine the oil lamp with the ghost sheet and ..... Now Anna has a ghost disguise with glowing eyes. Return to the Thieves' House

Use the ghost disguise (Fake ghost) on the front door of the house and .........

Anna places her "ghost" on the path and she makes "ghost sounds"  and1 of the thieves then opens and peeks out but he does not see the ghost ....

Now quickly use your Brainpower on the "Ghost" and ......

.......those thieves run away with quick speed. 

Go back to the village and to the left side of the fountain. Click with your talk cursor on the musicians to talk to Roostwig and say "Roostwig! I did it! I found a place for all of you to stay!" and Anna brings Roostwig and his fellow musicians to the cottage in the forest. You have earned the "Roostwig has entered the building" achievement. Now on to the lake to find the "Weisse Frauwen". Return to the clearing and then continue to the Lake

Task 2: Get the Amber Orb from the Weisse Frauwen

Lake:

At the lake Anna meets an old man who apparently knows Anna but says that she is different from the Anna he knows. The old man gives another warning about the dragon and then he disappears. 3 Weisse Frauwen then emerge from the water and they invite Anna to step into the lake ...... It seems as if these Weisse Frauwen have totally hypnotized Anna because she forgets the wizard's warning because she wants to dive into the lake. But then Hans appears, the young ghost that the thieves were so afraid of.

Hans prevents Anna from diving into the lake, much to the total displeasure of the Weisse Frauwen who then retreat. Hans is a victim of the Weisse Frauwen and he has made it his task to ensure that those females do not make any more victims.

Continue to talk to Hans via the conversation options that appear.

Hans was looking for the Amber Orb. The Orb is a sacred object for the Weisse Frauwen. The Weisse Frauwen are fond of music, especially music that is played on a wooden string instrument. That music makes the Weisse Frauwen more or less hypnotized. Hans was in a forest on a boarding school, a school for magic. The name of the head teacher of that school was Voigt and his daughter was Hans' best friend. Hans is stuck here but he doesn't mind because he is waiting for a friend.

When you have discussed everything with Hans you say goodbye ..... Hans disappears back into the lake. Go back to the thieves house and knock on the door again ..... Roostwig opens the door and Anna asks if he wants to give one last performance, for the Weisse Frauwen. But Roostwig is not in the mood because he is retired. To get rid of Anna, Roostwig gives his old Violin to her.

Go back to the lake and use the old violin on the lake, where you read "Weisse Frauwen" and .....

Anna starts scratching a tune on the violin and the Weisse Frauwen appear. Unfortunately  the Weisse Frauwen don't like Anna's music and they get grumpy .....

Hans stops Anna's because we want to hypnotize the Weisse Frauwen, not to make them even more angry than they already are .......

You have earned the "Kill It, Kill It Not exactly Mozart" achievement. Anna needs the magic violin from the antique shop so go all the way back to the village and dive back into the antique shop. On top of the right cupboard is still the toy monkey with the 2 cymbals. Use Brainpower on the Monkey ...... the monkey is going to hit the cymbals and the shopkeeper is going to hit the monkey with a long stick ..... Quickly ..... take the old violin from inventory and click it on the magic violin to swap the magic violin with the old violin. Anna then has the Magic Violin.

Back to the lake and click with the Magical Violin on the Weisse Frauwen in the lake .....

The magical violin plays a wonderful melody and the Weisse Frauwen love it and they reward Anna with the Amber Orb and you deserve the "So soothing" achievement. Hans appears and tells that Anna is already helping his old girlfriend and he disappears. In the tavern the 2 soldiers are warned by a 3rd soldier that the girl from the wanted poster was seen in the village.  Anna then automatically returns to the sorceress to deliver the Amber Orb. 

2 tasks done, one more task to accomplish ..... the  Enchanted Rose. Say hello and go to the town square.

Task 3: Get the Enchanted Rose from the Glass Mountain.

Church:

The sorceress has told that Anna must have permission from the Dragon to climb up the glass mountain and that the pastor in the church knows more about the dragon. So go to the church now. Anna is welcomed by the pastor. First look around. View the windows, the organ, the 4 paintings and the candles. In the left window Anna sees an evil dark figure, under the ground and in flames.

In the right window Anna sees a red dragon ... the dragon flies over partying people. If you look at the candles, Anna reads an inscription on that says "To keep lit the light of the red dragon and help her to hold back the darkness". When you have looked at everything you will talk to the pastor, whose name is Theodor. Ask Theodor everything you can ask ....

Theodor tells about the Red Dragon and that she protected the village against the dark evil of Mestopholes. Everyone who greets the red dragon at the Bell Tower has free access to the Stone Mountain. The entrance to the Bell Tower is the door that you see on the left, but unfortunately that door is closed and Theodor does not know how to open it. But here in the church there are clues about how to open the door. The "Busy" painting shows that before there was magic there was no order. The "Serene" painting shows that the 1st Witches of Wunderhorn have brought peace and order.

The man in the "Sad" painting is Phillip Voigt, a descendant of the first witches. Phillip has summoned the Red Bear to dispel evil, he built an altar and uttered the spell with which the dragon was called and Phillip has died at his altar. Anna shows Theodor the family photo she took from the safe in Winfriede's house. Theodor tells that the girl in the photo is Queen Jannike and that she has mysteriously disappeared. The "Sad" painting shows a woman bandaging her own daughter as punishment for an unforgivable sin ... that painting was painted by a deaf and dumb child who witnessed the scene.

When you have gotten everything out of Theodor you say goodbye. To the left is the door of the Bell Tower. View the door. As Theodor has already said, this door is locked. But here in the church there are clues about how to open the door, so let's find those clues. Look again at the two windows. Anna first tells what she sees in the windows but then she looks at the right window, with the red dragon in it, a little more accurately and in that window she now also sees a cluster of strange symbols. Anna thinks those symbols are important. The baby dragon, in Anna's inventory, has no fire and something needs to be done about that. Leave the church via the bottom of the screen and go to the tavern

Tavern, alley and tree stump

It is now evening so it's somewhat dark in the tavern. Fiery coals are now glowing in the fireplace. 

Use Baby Dragon on the glowing coals to make the dragon "fiery" again.

Go back outside and to the alley. The lamppost stands in the alley, between the 2 church windows. There is a dragon on top of the lamppost. Look again at the lamppost . Then use Brainpower on the lamppost to bend the post. Anna explains what her intention is. Use baby dragon on the now bent lamppost to light the left lamp ......

Anna automatically bent the lamppost back and in the church we see that the red dragon window is illuminated from outside by the lamp. Leave the alley and now return, via the water mill, to the clearing with the tree stump in the dark forest. Look at the tree stump .... 

Anna thinks the tree stump is the altar where Phillipe Voigt called the dragon and you now get to see a close-up of the top of the stump. 

There are mysterious symbols scratched in the stump. they are musical symbols ........

Click away the close-up screen. Go back to the village and dive back into the church

Church:

Back in the church you now left click on the church organ .... you enter the:

Organ puzzle:

You see the organ's 3-part keyboard and between the keys you see the white symbols that you also saw on the tree stump. You now have to play a tune and you do that by clicking on the BLACK KEYS where you see the symbols that are also on the tree stump. At the top right are the "Skip button" and the "Reset button" and the "Exit button". By clicking the "Skip button" you skip this puzzle .... the game will solve it for you. In this screenshot you can see which keys, and in which order, you have to click if you want to solve the puzzle yourself.

When you have solved the organ puzzle yourself or through the "Skip" button, the organ will play the tune and you will have earned the "Mystery solved" achievement, but more importantly, the door of the Bell Tower will open ...... Theodor is delighted but he does not want to go with Anna to the top of the tower. Anna therefore leaves Theodor behind and she climbs to the top of the Bell Tower

Anna is standing on top of the Belt Tower and above her is the huge bell of the tower.

On the right you can have a nice view over the village and the Glass Mountain, so click that view 

After Anna has enjoyed the view for a moment you use Brainpower on the huge bell and ........ With brainpower Anna lets the bell ring and after a few seconds the Red Dragon appears.  Anna is shaking a bit because of the furious appearance ..... Take baby dragon from inventory and click it on red Dragon and ....

Baby dragon is the baby of red dragon and ...... well ..... the three of us fly to the:

Glass Mountain:

Anna has been dropped on the Glass Mountain by the red dragon. Anna has to find the Enchanted Rose here.

Behind Anna is a wooden house. Knock on the door of the house and ...

....... the insane Rinkrank opens the door but he almost immediately closes the door again. Anna tries again and asks Rinkrank about the rose but Rinkrank refuses everything and slams the door again. The madman, however, revealed that he has the rose, but of course he does not want to give it up voluntarily

View the window. The shutters are closed and locked. Look at the rocks on the right next to the house. Anna says there is a path behind the rocks, so left-click the rocks and Anna then continues to the right and she is then hidden behind the rocks. Now stay behind the rocks. Now use Brainpower on the closed window and ........ From behind the rocks Anna brainpowers the window open and crazy Rinkrank then looks outside ...... Now click with the talk cursor on Rinkrank, but stay behind the rocks.

Anna then talks to Rinkrank and she pretends to be his conscience and as such she orders Rinkrank to give the rose to the sweet girl.  

But Rinkrank does not fall for it and closes the window again. 

Still stay behind the rocks and open the window again with Brainpower and Rinkrank appears again in the window. Quickly use Brainpower on the window to close the window and the window shutters hit Rinkrank in the face and his beard gets stuck under the shutters and ......

Anna walks to the window and talks to Rinkrank about her sick grandfather and that she is a pathetic little girl and that she needs the rose. So Anna plays on the good nature of Rinkrank and he can no longer take the whining and he then throws the Enchanted Rose outside.

Anna picks up the rose automatically and we take a look again at Ben and the drunken soldiers in the tavern. Anna is then back at the Sorceress. The sorceress now has all the items for the cure but the sorceress is not a sorceress at all.... it is Witch Winfriede,  but she also Queen Jannike, who has disappears as a young girl. Anna and Ben are arrested by the soldiers. Ben and Anna are separated from each other and thrown separately into the dungeon and there Anna has a dream about her grandfather:

Dream:

In her dream, Anna is back with grandpa in the farm house. Grandpa has a flu and he wants Anna to bring him his medicine. Behind Anna is the kitchen and there is the kitchen cupboard. 2 doors stick in the kitchen cupboard. Try to open the doors in the kitchen cupboard .......

The doors are locked but grandpa tells that the key is at the fireplace. Left click in the fireplace ...... 

Anna goes looking for the key but she doesn't see it but then ..... the key falls from the bookshelf onto the floor and Anna picks it up naturally. So open the doors in the kitchen cupboard with the key ..... so left click the doors in the kitchen cupboard again and ..... Anna opens the left door ..... In the cupboard is grandfather's medicine but Anna can't take it ..... But then the pot falls out of the cupboard and Anna catches the pot and gives it to grandpa.  You've earned the "Sorry Grandpa" achievement and you go to.....

Chapter 4: A Damsel's Wager with the Devil:

2020: Walkthrough by: Louis Koot