2023: Walkthrough by: Louis Koot  

If you have found this walkthrough via google search or via another site then you have  probably not visited my site. 

A lot more very detailed game walkthroughs can be found on my site at:  www.pcgameswalkthroughs.nl

Chapter 2: Seastone City:

Part 1

You play as Wilbur:

Seastone is a human city and we see how Wilbur falls from the sky and almost crashes against the city wall. But gnomes are tough and can take a beating, so Wilbur cheerfully picks himself up and strolls whistling to the city gate where he is "received" by city guard Bartholemew Anton Shieldhand, who thought he could enjoy his lunch here in peace. Anton wants to know who he has in front of him. 

Go through the conversation option to find out some facts about the city and its inhabitants.

For security reasons, city guard Anton is not allowed to tell whether or not the Archmagician is present in his tower. Anton tells that the city is divided into two parts. There is the upper city and a lower city. In the lower town the common people live and you will find the merchants and the inns. The elite live in the upper city and that is where the tower of the Archmagician is located. Since the siege and ensuing act of revenge long ago, the city has been virtually deserted as most of the inhabitants have left. When the conversation is over, Shieldhand disappears through the gate and into the city.

On the lawn, to the right, a white rabbit is washing itself, under a small tree. On the left is a road sign and there is a big stone.

 Above the city gate hangs a shield on the wall. Look at everything with your magnifying cursor to hear Wilburtje's commentary about it. The road sign points left and right....to the left it points to "The Meadows" and to the right it points to the "Swamp of Death".  Try to catch the rabbit.....but Wilbur won't succeed.  If you look at the big stone with your magnifying glass, Wilbur will tell you that there is also a smaller one. If you then click on the flat stone with your wrench, Wilbur lifts the small stone and sees that it is crawling with beetles underneath.

If you click 2 times with your magnifying glass again, Wilbur will tell you that he could grab some of those beetles, but because he has nothing to put the beetles in, he doesn't want to grab any beetles now. Click anywhere on the screen to make Wilbur stand upright again and then walk through the gate into the city.

Lower Town:

Wilbur is standing in front of a house in the street. There is a sign on the door of the house that reads "Wizzard" and there is also a note on the door. There is a market stall on the left. Look at the front door of the house ..... the sign on the door tells  that this house is a school for magicians but no one is there. There are some boxes in front of the window....look at the boxes....they are all empty. Walk further to the right. The next house is the inn. Above the window hangs the name sign on the facade and under the window is a pile of rubbish. You can see the grid of the sewer between the pile of rubbish. There is a wooden cart in front of the inn.

Look at the name sign....the inn's name is the "Boar's Head". Look at the sewer grate and look at the wooden cart. You can enter the inn but don't do this yet. The street continues up as a "stairway street", so climb further up and ...... we end up at the gate to the Upper City. City guard Anton Shieldhand guards the gate and he stops Wilbur. Go through all the conversation options and....

Anton tells that only magicians and persons with a personal invitation from the Archmagic are allowed to enter the upper city. But if Wilbur can provide a diploma from the magic school, he can also enter the upper city. Markus, the headmaster of the magician's school, has been at the inn for weeks, according to Shieldhand. 

Wilbur has to get his magician diploma. Walk back down to the inn and enter it now.

Inn:

In the inn we find Jorge, the merchant, and Markus, the head of the magic school. Ask Markus everything you can ask but you will experience that both gentlemen very fanatically play an RPG game on the huge game machine, to escape from the everyday reality of magicians and monsters. Markus doesn't have time to talk to Wilbur about a wizard's diploma while he's playing. It looks like as long as the machine keeps going, both gentlemen will keep playing. So that game machine has to be turned off. Walk a little to the right. Behind the magician Markus is a tool box on the floor. 

Look at that too lbox with your magnifying glass ...... the box is full of tools including a saw. 

Take the Saw from the toolbox. On the corner of the large cabinet is a glass jar. 

Look at the glass jar again first with your magnifying glass and then take the glass jar (preserving jar). 

Look at the "keep out" door, to the right of the RPG machine.

 The door gives access to the server room from which the RPG machine is operated.  Go through the door to enter the Server room. 

Server, a chimpanzee monkey, operates the buttons for the RPG machine, to keep the game going day and night........

Server stands on a high wooden stool. Next to Server's stool is a waste bin. The waste bin is right under the paper slot of the machine. On the left is a safe.  On top of the safe is an ink pot.  In the top corner stand a spare stool, it's just like the one that Server balances on. Click 2 times with your magnifying glass on Server to hear Wilbur's idea of what to do. Check out the waste bin and the safe. The waste bin is empty and savegames from the RPG game are kept in the safe. Wilbur doesn't dare to take the ink pot yet. 

At the bottom right, the bottom drawer of the file cabinet is open and that drawer is full of folders. Look at that drawer and Wilbur tells that the folders contain the index cards for the RPG game and they are in a certain order. Let's try something. Click with your wrench on the index cards in the drawer ......... 

Wilbur mixes the index cards in the drawer and Chimpy Server immediately gets off his stool to put the cards back in the right order and then climbs back on his stool ..... So if Wilbur messes up those index cards then there is just a chance to do something with Server's stool, but you don't get much time ..... So in the corner, above the safe stand the spare stool. Take the saw from inventory and use the saw on the spare stool ......

Wilbur saws the leg of the stool in half. If Server were to step on this spare stool, the stool would break and Server would fall. 

You can't take the spare stool right now. Walk back to the drawer with the index cards and click again with your wrench on the index cards and ......

Wilbur shuffles the cards again.....

once Chimpy Server jumps off his chair to put the cards back in the drawer, quickly click with your  cursor on the stool of Server and.........

Wilbur automatically exchanges Server's stool with the sawn stool and when Server jumps back on the stool it  breaks and Server falls with a bang on the machine and then on the floor. The machine crashed because of this. However, it is not enough ..... the 2 players on the other side grumble a bit and then send in a complaint form and that form ends up in the waste bin via the slot. Then Server "picks up" himself off the floor and happily continues to operate the machine.

Well....this has not helped...harder measures are required. Exit the server room and exit the inn. Back on the street, click left in the bend of the street with the door cursor to leave the city again. Wilbur is then outside the city gate again. Click with your wrench on the flat stone again ..... Wilbur then lifts the small flat stone again ...... While Wilbur is holding the stone, take the glass jar from inventory and click with the pot on Wilbur or on the stone and ...... Wilbur catches some beetles in the pot.

Back to the server room in the inn. Take the glass jar with beetles from inventory and click it on monkey Server

The beetles give Server a huge itch so he doesn't have time to get the machine going hold. But even this is not enough to stop the game definitively. The 2 players get angry again and submit a 2nd complaint form, but Server has then chased the beetles out of his skin. It takes just a little more to get the 2 players out of the inn. Leave the inn again and then go up to city guard Anton ....... Wilbur just sees that Anton is trying to hide a banana behind his back. Talk to Anton and use all options....

Anton confesses that a crate of bananas was delivered for chimp Server. The RPG firm brings monkey Server a crate of bananas every week and Anton steals 1 or every week 2 bananas. Anton does not want to give Wilbur a banana. If the conversation ends before you have been able to use all options, click Anton again to continue talking. If you use all conversation options, Wilbur threatens to tell the 2 players in the inn that Anton steals a few bananas every week. Anton is frightened by this threat and he gives Wilbur a banana anyway

Back to Server in the server room of the inn. Then give Chimp Server the banana and ....... 

........ another malfunction follows while the chimp eats the banana and now the 2 players have really had enough and they leave the inn and the machine turns off. Also leave the inn and walk back to the Wizzard school on the street. The market merchant is now back in front of his stall. Enter the Wizard school.

Wizard school:

In the school, Wilbur is approached by the magician Markus, the head master of the school. Talk to Markus through all conversation options....

Markus doesn't seem to be on friendly terms with the Earth Magician and he doesn't want to "lend" Wilbur a diploma either. If Wilbur wants a diploma so badly, he will have to take the lessons to get his magician's diploma. Wilbur wants that, but Markus laughs this off at first, but if Wilbur persists, he agrees to enroll Wilbur as a student. However, Wilburtje needs 3 things to be admitted as a student and those are: a magician's robe, a wand and a lot of gold to pay Markus for the lessons. Ask Markus about the 3 items Wilbur must have and you will find that:

Wilbur himself must make his magician's robe from magical fabric that must be sewn together with a magical needle and thread according to a certain pattern. A wand chooses its own owner and Markus advises Wilbur to visit Jorge's market stall for this. On gold, Markus tells Wilbur to pay a visit to artist Wuppermann, who is currently pitching his tents on the meadow (Meadows), outside the city. Markus then gives Wilbur a postcard that allows him to travel quickly from one place to another. If you also compliment Markus on his glasses, you will experience that they are magical glasses with which Markus can read secret and invisible texts.

When you have discussed everything with Markus, you close this conversation. We see the classroom from above. Take a look around Markus' classroom.....click on everything you can click on with your magnifying cursor.........Markus will also comment on some things...... Start with the blackboard and then work your way to the exit.....

On the desk, which is to the left of the purple "mirror", you will find a crystal ball.

First look at the crystal ball with your magnifying glass and then click on it with your grab hand. 

Wilbur then asks Markus about the ball. Markus allows Wilbur to have the crystal ball, so Wilbur takes the ball and puts it in inventory. In front of the window, to the left of the front door, is an open cardboard box. Look at that box with your magnifying glass and do that 2 times ..... Markus then allows Wilbur to take some things from the box and Wilbur then takes a magic needle with thread and 3 vials of potion from the box. In inventory you then have the Crystal Ball, the magic needle with thread and a red vial, a blue vial and a green vial

Jorge, the market merchant

Go back outside when you've looked inside here and got the crystal ball, the needle with thread and the 3 vials of potion. On the street we see that Jorge, the market merchant, is fighting with the King of Thieves, a filthy rat who steals everything edible. Jorge manages to fight off the little Super Thief. Go talk to Jorge and use all conversation options here too .....

Jorge is so grumpy because he doesn't get many customers anymore now that the city is almost deserted and now there's also that dirty, bloody rat who steals everything that's loose and stuck. Wilbur offers to go catch that rat. If Wilbur manages to catch that rat thief, and then gives the rat's mask to Jorge as proof, Jorge allows him to choose 3 items from his stall. 

Jorge wants Wilbur to kill the rat, but Wilbur doesn't want that.Say "I'd like to buy something" and then "I'd like a magic wand" and........ after some back and forth, Wilbur can try out 3 magic wands. Unfortunately, none of the 3 wands find Wilbur worthy of being their owner and the conversation then ends. Wilbur doesn't have any gold pieces to buy the magic dust either, so there's nothing left for him but to catch that thieving rat anyway.

The King of Thieves:

Continue to the inn but don't go inside. So there is a lot of waste in front of the window and that waste is stacked over the sewer grate. 

Look at the sewer grate again with your magnifying glass .....Wilbur thinks that King of Thieves rat has his hides in the sewer, but unfortunately Wilbur doesn't fit through the grate. Some magic is needed. Open the inventory .... click with your magnifying glass on the red vial. You then get the wrench on the red bottle, so click on the red vial again and ..... 

Wilbur drinks the red potion and Wilbur turns green yellow and blue, but nothing else happens. Now do the same with the blue vial and finally with the green vial. Wilbur floats a bit from the blue drink, but nothing else happens. So drink the green potion last.  Wilbur takes 1 sip of the green potion and ....... Wilbur shrinks, but the effect is only temporary. So take another sip of the green potion. Wilbur shrinks again but is still a bit too big to slip through the sewer grate, so take a 3rd sip from the green bottle.  Unfortunately. ...Wilbur is not getting any smaller....... Wilbur has shrunk quite a bit now, but he still doesn't fit through the bars of the sewer grate.

 Go back to merchant Jorge. While walking, Wilbur grows back to his original height because the potion has worn off. 

Talk to Jorge again and say "I can't get into the sewer. I'm to big....." and ...... Jorge then shows Wilbur a Reduction Ring that shrinks its wearer. Jorge wants to sell the ring to Wilbur but if you say "I can't hunt down the King of Thieves without the ring" he will get the ring for free. When Jorge has given the ring, say goodbye to end the conversation. Go back to the sewer grate in front of the inn and stand directly in front of the grate. Open the inventory and then click with your wrench on the reduction ring, which Wilbur just obtained from Jorge. 

Wilbur puts the ring on his finger and shrinks. But also the ring does not shrink enough for Wilbur to crawl through the grid and Wilbur also immediately removes the ring from his finger and thus becomes bigger again. But Wilbur now knows that the ring works, so open the inventory again and click on Jorge's reduction ring again ...... Wilbur shrinks again, but not enough yet ..... Quickly ..... click in inventory again on the green vial of magic potion to drink another sip of it and .....Wilbur continues to shrink and is now small enough to crawl into the sewer through the grid, so now click with the door cursor on the grid and ...... 

Wilbur ends up in the sewer and meets the King of Thieves rat who wants to know who Wilbur is and what he is doing here in his domain. 

Say "I am the mighty Wilbur Weathervane" and then continue through all the conversation options you get.....

The rat tells that he is robbing Jorge because he has to feed his family. The children of the rat are too weak to leave the city due to a lack of food. A good meal could strengthen the rat's babies enough to leave the city and look for food outside the city. Wilbur does not want to, and cannot, catch the rat and certainly not kill it, so he and the rat devise a plan........ If Wilbur can provide the rat with enough food, the rat is willing to give Wilbur his mask. to give. Wilbur can then give the mask to Jorge as proof that he killed the King of Thieves. The rat is also willing to help Wilbur become a magician. When you have discussed everything with the rat, say "I need to get into the fresh air" to end the conversation. 

The rat is standing in green mouldy slime. Look at the mouldy slime ans then take some mouldy slime

Then click the door cursor on the grid to leave the sewer again. Wilbur has "grown" back to normal height by itself. Where could Wilbur find food for the rats? Hela ..... isn't that city guard Anton Shieldhand having a picnic at the gate to the upper city? So walk up to the upper gate again. Behind the lazy Anton is his picnic basket with a tasty sandwich in it. Talk to Anton and ask "Your giant sandwich there....could I have a bit of it?".....

Anton refuses to share his sandwich with Wilbur. Continue with "What er......what about playing a small game for the sandwich?".....Anton is interested but first he wants to know what Wilbur has to give away if he wins. Say "No worries. It won't come to that"......Anton doesn't like the game Wilbur suggests.....He wants to play a card game entitled "Master of Dragon Slayer's Defender" with Wilbur and if he loses, Wilbur gets the sandwich. So ask for the rules of the game via "How does the game work" and Anton will explain the rules of the game and that will take a while. It's not that complicated though...the player with the best cards wins. The card game is then played automatically ..... Wilbur has no cards, so Anton gives him a number of cards, but of course they are not the best cards, so Wilbur loses the game.

Close the conversation after Wilbur loses the card game. In inventory you now have a pack of playing cards that Wilbur got from Anton, but with these cards Wilbur will never be able to win the card game from Anton. A ruse must be devised. Go back to the sewer grate, in front of the inn. Now you don't have to drink another sip of the potion and use the ring to dive into the sewers. Click the door cursor on the sewer grid and we end up in the sewer again.  Talk to the King of Thieves rat and tell him about the card problem via "I've found something for you to eat! But I can't quite get it right now"....Wilbur tells the King about the card game and describes the cards he was dealt. The King believes that he has seen such a map in the sewer somewhere and promises to look for it. Close the conversation.

Exit the sewer and go back to Wizzard school and enter it again. In the school, talk to master Markus again and also tell him about the card problem via "Do you by any chance know the game "Master of Dragon Slayer's Defender?" Markus has played the card game but always lost to Shieldhand. Markus would therefore like it if Wilbur would win against Shieldhand and he give Wilbur his half Super card.  If you haven't done it before, ask Markus about the purple mirror ...... the mirror is a "gate to the Kingdom of the Dead" but Markus has never seen anyone go through the mirror.  Close the conversation and go back outside and ...... Wilbur is called by the rat, so walk to the sewer grate ..... 

Click with the talk cursor on the grate  and .....the King found that card and he gives the card to Wilbur....it is the other half of the Super card. Wilbur has to stick the 2 card halves together into 1 card, but that is not easy. Enter the inn. There is a roll of adhesive tape on the RPG machine. Look at the roll of tape and then grab it with your grab hand.

In inventory, pick up the adhesive tape and click it on the 1 of the 2 card halves to stick the two halves together to form a complete Super card

With this card, Wilbur can claim the opponent's best card. Before you leave the inn again, you walk into the server room. 

Chimpy has disappeared so Wilbur can now take the inkwell, which is on top of the safe. So grab the ink pot and leave the inn. 

Go back to Anton Shieldhand. Talk to Shieldhand again and say "I've found a playing card here....why's it like that?"....Wilbur shows the Super card to Anton and he is shocked and refuses to play the game because the card is from Wilbur has been repaired and that is not allowed according to the rules of the game.  Go back to Markus in the school and tell him that Anton does not want to recognize his super card via "The town guard won't accept my Supercard" . Markus read the rule book and points out to Wilbur the passage that also states that a repaired card is valid as well. that card is still 51% intact. Markus gives the rule book to Wilbur. 

So back to Anton. Talk to Anton again and tell him the rule via "I've had a look in the rules to see what they say about ruined cards......" and ......Shieldhand can no longer resist and the game is played again and........Shieldhand now loses but refuses to give his sandwich to Wilbur. Say that you have won fairly and that you are entitled to the sandwich ...... Shieldhand continues to refuse but Wilbur then trade all his cards, including the Super card, for the sandwich. Ok...we've got the Shieldhand sandwich, so back to the sewers. Click with the door cursor on the sewer grate again to end up in the sewer again. Then give the King of Thieves the sandwich and..... 

Oooooo.... because Wilbur has shrunk very small again, the sandwich has now also shrunk very small and is no longer interesting for the rat. Leave the sewer again. Back on the street, Wilbur has grown back to his normal height, so the sandwich has also returned to normal length. Take the sandwich from inventory and click it on the grate to give the sandwich to the rat through the grid and .......

Then crawl back into the sewer yourself and .... after some talking, Wilbur then obtains the red mask from the grateful King.  The King has also said that he and his rats will stay here in town for a while to help Wilbur become a magician. Click with the talk cursor on the King and then ask him for help via "perhaps you could get something for me...." and then continue talking to the rat about the magic wand and a pattern for a robe. The rat promises to look for a magic wand and a pattern for the robe and will hang a white flag from the grid if it finds something. The rat can't help Wilbur with gold

Leave the sewer and now return to merchant Jorge and give Jorge the mask of the rat.

 Unfortunately, Jorge turns out to be an unreliable subject because he does not want to keep to the agreement. Because instead of 3 items, Wilbur can suddenly only pick 2 items from Jorge's stall. Click on Jorge with the talk cursor, then say "I'd like to choose my reward" and then say "I'd like to have a roll of the magically treated material as a reward for the mask" and .... after some hesitation, Jorge gives Wilbur a roll of red magic dust. Close the conversation because for your 2nd reward you will come back to Jorge later.

It's time to go after the gold. Master Markus has said that Wilbur should have a chat with artist Willy Wupperman about gold. That Willy Wupperman has pitched his tents on the Meadows outside the city. You can walk to that meadow, but why would you do that if you can get there via the map Wilbur got from Markus. Click in inventory with your wrench on the map ..... 

The map will appear large in your screen.

On the map you see the 4 locations you can go to...they are the Upper Town, the Lower Town, the Meadow and the Swamp. However, at the moment you can only go to the Lower Town and the Meadow. Wilbur is now in the Lower Town so it's a bit pointless to click on that now. So click on the Meadow location and ..... a second later Wilbur has ended up in the encampment of:

Willie Wupperman:

Artist Willy is sitting outside in front of his 2-storey high caravan, in a comfortable red chair, writing something. Before you start chatting with Willy, take a good look around you. Click with your loupe cursor on everything you can click on. Willy's Crystal Ball is on the table. Right under the "Wupperman" banner is a Wheel of Fortune. At the far right is a large cage and a round smaller cage. At the bottom left is a hairy yellow "thing". So view everything, including the caravan. The hairy yellow thing is Bertram, the fattest hamster in the world. There are pigeons in the big cage and those birds have lost some feathers. Inside the round cage is Ziggy, an invisible pink squirrel. 

After you have first looked at everything everything through the magnifying glass cursor, and have heard Wilbur's comment about it, you will get the grab hand on the feathers in the pigeon cage .... Click the grab hand and .... Wilbur picks up a pigeon feather, which you can later use as a writing pen in combination with the ink pot

Now go talk to Willy and go through all conversation options until there is nothing new to talk about. Willy's stage name is Willy the Wondrous and he has specialized as a fortune teller. If you ask about Willy's wealth and his gold, you find out that Willy's bag of gold is meant to be the main prize at the Wheel of Fortune. Ask Willy "Can you really predict the future?" and then ask "Do you think you could maybe predict the future for me?" and........ Well .... Willy does his thing in the crystal ball and asks Willy what he wants to know ...... Use the options you get and ..... Unfortunately, the result of Willy's glimpse into the future is not very spectacular for Wilbur.

If the conversation ends abruptly, click the talk cursor on Willy again to continue talking. Ask Willie about the cages via "What's going on with these cages?".....Willy says that the pigeons carry his future predictions all over the world. Ask "Can I have a go at the wheel of fortune?".....Wilbur may try his luck at the Wheel of Fortune. Wilbur and Willy then walk to the wheel where Willy explains the rules to Wilbur ..... 

To win the jackpot, Wilbur must guess the correct color 3 times in a row, which will be placed at the top of the wheel at "12 o'clock". 

Choose a color from the list of options 3 times, but of course Wilbur loses, so just quit after 3 times. Willy then takes a seat in his red chair again

The Wheel of Fortune game: Win the bag of gold

Wilbur must win the bag of gold through the Wheel of Fortune game. But in order to win, Wilbur must know which 3 colors will be consecutively at the top of the wheel. To find this  out, a question and answer game must be played with Willy, who must first be put into a trance. Willy's crystal ball is not very magical, but the crystal ball, which we took from Markus' classroom, does have special magical powers. To get Willy into the right trance, Wilbur must first exchange Willy's orb with Markus' orb.

Step 1: Swap the Crystal Balls

Continue talking to Willy and this time say "I thing there's something not quite right about that squirrel" and ...... Willy gets up to check the invisible squirrel Ziggy in the round cage ...... Quickly. ...this is Wilbur's chance to swap the crystal ball from Willy.....Open the inventory and take out the crystal ball from Markus and quickly click with the ball on Willy's ball, which is on the table, and.... Wilbur then automatically exchanges Willy's crystal ball with the other ball .....

NB: you have to act quickly because if you are too slow it will not work. But you can always try again when Willy is back in his chair.

If you succeeded in swapping the balls Willy is still peeping into the round cage. 

You then have to give Willy an answer, so choose 1 of the 3 options. Willy then sits down again

Step 2: The question and answer game:

If you have tried the wheel of fortune once, then you know that you have to guess the 3 colors that will be on top of the board after each spin of the wheel. The wheel has 4 colors, red, yellow, green and blue. Wilbur must therefore find out  which 3 colors, and in which order, will be at the top of the wheel after each spin. If you have also asked Willy to predict the future, you have also experienced that Willy's crystal ball is completely fake. So you have  exchanged Willy's crystal ball with Markus' crystal ball, which you took from the classroom. Markus' sphere is now on the table and Willy's sphere has disappeared. So now we have to ask Willy about the 3 colors of the Wheel of Fortune. And this is a random game that is different every time.

Click again with the talk cursor on Willy and ask him again to predict the future via "Could you just predict the future for me again?".....Willy looks into the sphere again, from Markus, and he is now really getting into a trance and hypnotized by the crystal ball of Markus ...... While Willy stares into the orb in a trance you can ask him questions. So ask Willy a few questions and you will discover that he now only can nod with his head to say "Yeas" or "No". And you discover that you can only ask Willy 5 questions while he is in a trance....after the 5th question Willy comes back to himself.

When Willy has come out of trance again, click on him again and ask again to predict your future via "Could you just predict the future for me again?" and ..... Willy enters a trance again. Now ask Willy if he, in trance, always tells the truth via "So I can ask you questions and you won't lie to me, will you?"....Willy nods Yes and comes out of trance again. Wilbur now knows what to do and knows that Willy never lies when he is in a trance. You now also know that you can ask Willy 5 questions when he is in a trance, so you should now take advantage of this by asking Willy about the colors of the Wheel of Fortune. Ask Willy again "Could you just predict the future for me again?" and now, when Willy is in a trance again, you get the option to ask Willy about the colors.

This is the guessing game....You have to ask smart about the colors.  This is always different, so I can't offer a solution, I can only explain how it works by giving you an example.....but you will probably get different options to.....

1st round: Ask "Is it green or blue" .....

 If Willy nods Yes then you know that the 1st color is green or blue. If  Willy nods No then you know that the 1st color cannot be green or blue. If Willy nodded YES, then you ask "Is it blue"...If Willy nods Yes again, then you know that the 1st color must be Blue. If Willy nods No then you know that the 1st color must be Green. Then click on "Let's talk about the next round"

2nd round: Ask "Is is green or yellow" ..... 

If Willy nods Yes, then you know that the 2nd color must be green or yellow. IfWilly nods No then you know that the 2nd color must be red or blue. Then, depending on whether Willy nods No or Yes, ask "Is it Red" or "Is it blue" or "Is it green" or "Is it yellow". After 2 rounds you know the 1st 2 colors. Say "let's talk about the next round" again to continue for the 3rd color. 

3rd round: Ask "Is it blue or red".....

Willy nods Yes or No....You can also ask "Is it green" or "is it Blue"...depending on what you ask and if Willy nods Yes or No,  you then know what the 3rd color is. But this was your 5th question so Willy is coming out of trance again

Again ...... this was just an example to explain how you must work to find out the 3 colors for the Wheel of Fortune ...... If you have asked smartly about the colors you will know you at least the 1st and 2nd color and, if you are very lucky, you also know the 3rd color. But in all probability you don't know the 3rd color now and you will have to guess it....but you have a 50 percent chance.

Ask Willy again to play the Wheel of Fortune game via "I really like to have another spin of the wheel of fortune...." and ..... Willy and Wilbur go to the wheel again and you have to play again andpredict the correct color 3  times.... Well.... answer according to the colors you found out through the question and answer game... If you go wrong, you will have to do the whole question and answer game all over again to find out the correct colors to come. If you guessed the 3 colors correctly, Wilbur wins the bag of gold.



When you have won the bag of gold you go, walking or via the map, back to the:

Lower Town:

Via the map, Wilbur ends up at the door of the inn. If you went back on foot, you walk on to the inn. There is now a white handkerchief on the sewer grate, as a sign that the rat has found something. Check out the sewer grate, or the witte handkerchief, again with your magnifying glass so Wilbur knows that the rat has found something. Then click with your grab hand on the grate and .....

Wilbur grabs a piece of paper from the sewer. The paper is the cutting pattern for the robe. Click again with your grab hand on the sewer grate and Wilbur takes a magic wand from the sewer and he immediately tries it out and ..... it works ..... Wilbur now has everythinghe  that needs to become a wizzard's apprentice, so re-enter Markus' school.

Wizard School

Open the inventory. You should now have the blue cutting pattern paper as well as a roll of red fabric and a needle with thread .... 

If this is the case, click with your wrench on the blue cutting pattern paper and ..... 

 Wilbur automatically sews a robe together and immediately puts it on. Walk on to master markus and speak to him. Markus is pleasantly surprised to see that Wilbur is wearing a robe and he asks what Wilbur is doing, say "I've found a magic wand" and then "I've got a heap of gold here".....Wilbur shows Markus his magic wand and gives him the bag of gold and Wilbur now officially becomes a student of Master Markus's wizarding school, and he is also the only student.   Markus will give Wilbur 3 tasks, so ask which tasks they are via "What are the THREE TESTS?".  Wilbur must brew a potion, obtain a magical item, and learn and cast a very difficult and powerful spell. Ask Master Markus further about the 3 tasks....

Wilbur can decide for himself which magic potion he wants to brew.  In the bookcase here is a potion recipe book. Some ingredients for a magic potion can be found here in the school, but Wilbur will have to look outside for other items. As for the magical object, Markus tells of an amulet, which was taken by magician Balthasar to his grave. The purple mirror, which is on the wall here, also belonged to Balthasar. That amulet can also be seen in old portraits on which Balthasar is depicted. As you have experienced before from Markus, that mirror is a "doorway" to the realm of the Dead. If Wilbur wants to know more about the Dead, he has to go to the Swamp of the Dead. The difficult spell must be something to make sheep disappear or to turn someone into a sheep.

Task 1: Brew a Magic potion

When you have discussed everything with Markus again, you close the conversation. The blackboard hangs on the wall behind Markus.

To the left of the blackboard is the bookcase. Look at the bookcase again with your magnifying glass .....

....Wilbur is going to list the books in the bookcase and then he takes a recipe book from the bookcase. Wilbur leafs through the book and finds the recipe for the "Strenghtening Power Elixir" and decides that this is the potion he will be brewing. The recipe for this potion will appear on your screen, so read the ingredients you need to collect for the potion ......

Left click anywhere on your screen to store the recipe in inventory. If Wilbur has found an ingredient, it will be checked off on the recipe. To the left of the bookcase is a packed desk. On the right corner of the desk are bottles and other items to brew magic potions. There is also a small box on the desk and there is a press and a clay pot. Click with your magnifying glass on the clay pot that's on the desk and.......

There are peppermint leaves in the pot and Wilbur automatically takes a sprig of peppermint leaves from the pot ..... they are not fresh peppermints. There is a press in the middle of the desk.Look at the press with your magnifying glass. You can press everything with the press. There are empty vials on the desk. Take a Vial.....it's a Crystal Vial

Take the green Mouldy Slime, which you took from the sewer, from inventory and click it on the press. Wilbur puts the slime in the press. 

Click with the wrench on the press to squeeze the slime and you then have Mouldy slime extract in your inventory

Against the right side of the press is a small casket. ... look at the small casket with the magnifying cursor ......

Wilbur sees that there are asthmatic maggots in the box and he puts the maggots in inventory.

View the recipe again by clicking on it in inventory with your left mouse button .... the ingredients you have now found are checked off on the recipe ... 

Wilbur still needs a devil plant, ghost mushrooms, flattering stag beetle and legworms.

The still missing ingredients are not present here in school. So we have to look outside. Leave the school through the front door and .......

....Meanwhile......

You see another cut scene... Munkus talks to his mother the witch. Archwitch now knows that Ivo has found MacGuffin's book and she also knows that Wilbur is in possession of a ring, but that he has not yet given that ring to the Archmagician. Munkus has an idea to steal the ring from Wilbur, and he needs Mommy's help.

We then return to Wilbur, who is standing on the street in front of the school.  Walk to the sewer grate, in front of the inn, and crawl back into the sewer through the grate. Click talk cursor on the rat. Wilbur thanks the rat for the pattern and the magic wand. Ak the rat if he can help find the other ingredients for the magic potion via "Perhaps you could get something for me...?" and then ask the rat anything else you can ask regarding the ingredients and the other 2 tasks that Wilbur also has to do.

The rat tells that his uncle has a pair of stag beetle antlers and he will ask uncle if Wilbur can have such antlers. The rat will put the white handkerchief on the sewer grate again when it has the antlers. Unfortunately, the rat cannot help with Wilbur's other two tasks. The conversation will then end automatically when you have asked everything to the rat. Crawl out of the sewer and, back in the street, take out the Map and go to:

The Swamp of the Dead:

Wilbur arrives at a large tree. Behind the tree, a shipwreck floats in the stinking and dark swamp. On the left stand a Stone Head. The tree has a face and 2 arms with hands. Under the right armpit of the tree hangs a red flower. The jetty path goes through the tree and then on to the shipwreck. Look at the Stone Head, the lamp post, theTree and the red flower ..... Hey .... that red flower turns out to be a Red Devil's Armpit, and Wilbur needs it for his magic potion. So pick up the red flower with your grab hand ..... another ingredient that is checked off on the recipe

Walk through the tree to the other side and then walk onto the island, between the tree and the shipwreck. 

There is a huge animal skeleton floating in the swamp, in front of the islet.

First look at the skeleton with your magnifying glass and then grab a Bone with your grab hand ..... 

Wilbur finds a number of bone worms on the bone .......Wilbur throws the bone away again but he keeps the worms because he needs them for his magic potion. 2 more ingredients to go, ghost mushrooms and those antlers. Look at the shipwreck You see that there is a hole in the hull of the shipwreck .... Click with the door cursor in / on the hole in the hull and Wilbur ends up in the hold of the shipwreck.

The shipwreck turns out to be a occupied by a skinny person sitting on a barrel. The person is as thin as a skeleton without flesh, well .... it is a skeleton but it is alive .... There is also a book on a pillar, in front of the mast, and a stove is burning. Look at the skeleton 2 times with your magnifying glass and ..... the skeleton starts talking and tells you that it is DEATH ..... Continue talking to DEATH through all the conversation options you get

DEATH is somewhat depressed because no one dies in this adventure game and so Death has nothing to do. DEATH cannot kill anyone because it is not his job to decide who dies or who doesn't. The book, where all names of death candidates are written down, is empty and DEATH is absolutely not allowed to write a name in it. If you ask DEATH about the mirror in Markus' school, you will find that only a ghost can pass through the mirror. So if Wilbur wants to go through that mirror, he will have to die first so that his spirit can then step through the mirror to the Realm of the Dead. But DEATH can only kill Wilbur if his name is written in the book.

Say goodbye when you have discussed everything with DEATH The book, which is on the pillar, is therefore the Book of the Dead. Look at the book with your magnifying glass. There is not a single name written in the book. Well .... Wilbur wants to change that ..... Combine in inventory the pigeon feather with the ink pot to dip the feather in the ink. Then pick up the feather and click it on the Book of the Dead and .......

Wilbur wants to write his name in the book but DEATH does not allow that ..... give DEATH an answer. Behind the book pillar is a coiled heavy rope in front of the bookcase. On top of the bookcase is a Top Hat. Click with your grab hand on the thick and heavy rope and .....Wilbur pulls a thin thread from the rope and now has a thin rope in inventory. 

Look at the top hat....Wilbur doesn't want anything else with it. Straight from the hole in the hull hangs a large herringbone. 

Below the left side of the herringbone is some bluish mushroom elen. Look at the mushrooms ..... 

they are ghost mushrooms .... and Wilbur needs them for the magic potion, so take a mushroom.

Wilbur now only needs those antlers for the potion, so go back to the:

Lower Town:

The rat's white handkerchief is hanging on the sewer grate again, so click again with your grab hand on the sewer grate and ..... 

Wilbur receives the Antlers, which the rat has since obtained from his uncle. 

The antlers still need to be grind into powder, but Wilbur now has all the ingredients for his magic potion. 

The brewing of the potion must be done in the school so enter the school again:

Wizzard School: Brewing the Potion:

On the corner of the desk, behind which Master Markus is sitting, is a mortar and pestle. Look at the mortar with your magnifying glass and hear what Wilbur has to say about it. in a mortar you can grind things with the pestle. So take the antlers from inventory and grind the thing in the mortar and ..... 

Wilbur will automatically grind the antlers into powder and you will have that powder in inventory (Stag Beetle horn powder).

 A large cooking pot hangs on the fire opposite Markus. Walk to the cooking pot and click on it with your magnifying glass or with your wrench. 

Wilbur then reports to Markus that he will brew the potion and he says that if it goes wrong Wilbur just have to try again. You then get into the close-up of the cooking pot ....On the right are all the ingredients that have to be mixed into the kettle, but according to the step-by-step explanation that appears above the ingredients. You pick up an ingredient and then flick it into the cooking pot. You will therefore always have to stir the water in the pot.

Stirring is done as follows ..... Left click in the cooking pot and then hold down your left mouse button and then make large circular movements to stir the water in the pot. You will have to stir one time to the left and the other time to the right ..... To stir to the left is to turn clockwise and to stir to the right is to turn counterclockwise

Step 1:

Pick up the mushroom and throw it into the pot. Then left click in the cooking pot and then hold down your left mouse button and then make large circular movements to stir the water in the pot. This 1st time it does not matter whether you stir left or right. Keep stirring until the water in the pot has turned green. Step 2 will then appear.

Step 2:

Throw the green Mouldy slime extract into the pot  and .........

.....then quickly stir the water counterclockwise, until the water has turned purple.

Step 3:

Now it becomes difficuld..... if you don't act fast enough or if you stir in the wrong direction, the pot will explode and you will have to start all over again from step 1. Put the red Red Devil's Arm flower in the pot and then wait for small red bubbles to appear. As soon as those red bubbles appear you have to stir like crazy ..... then immediately start stirring clockwise and do this as fast as you can.

Step 4:

Put the Antler Powder in the pot and ......... The water will change color and turn blue 3 times ...... 

As soon as the water has turned blue for the 3rd time, immediately add the Bone worms.

Step 5:

Put the white maggots in the pot and then stir the water as follows: first 4 times to the left, then 2 times to the right and then 3 more times to the left

Step 6:

Finally, add the peppermint leaves to the jar and then.......

.... stir vigorously in quick circular motions until the mixture has turned golden yellow and Wilbur screams that he's done it.

If you get through step 5 and 6 then The potion is ready. Wilbur will also report this and you will also see it in the top right as step 7.

 Right click to exit the close-up. Wilbur has automatically poured the golden yellow potion into the crystal bottle (Power elixir). 

Task 1 is completed. We continue with Task 2: Get the Amulet

Chapter 2: Part 2: Get on with your Tasks

2023: Walkthrough by: Louis Koot