2023: Walkthrough by: Louis Koot  

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Chapter 2: Seastone City:

Part 2: Get on with your Tasks

Task 2: Get the Amulet:

Take another look at that purple mirror, which is glowing to the left of the cooking pot, and listen to what Wilbur says about it.

That mirror is the gate to the realm of the dead, but only spirits can pass through the mirror and back. Leave the school. Back on the street we see that Jorge, the market stall man, is busy packing his things. Jorge apparently intends to leave town, but he owes Wilbur still another item. So talk to Jorge... Jorge claims that Wilbur already got 2 items, a roll of magic dust and a jar. This is of course a lie and Wilbur is not satisfied with that. So say ".....or else you won't be my friend anymore!"......

 Jorge has to laugh heartily here, but he does give Wilbur a pouch (Sack). 

Click in inventory with your magnifying glass on the pouch and ..... 2 fireworks rockets come out of the pouch. 

Now go back to the Swamp via the postcard:

Swamp of the Dead:

Immediately click with your door cursor on the hole in the hull of the shipwreck to end up right back with Death in the wreck. Wilbur has to distract Death a bit so he can write his name in the Book of the Dead. In inventory, first dip the Quill in the ink pot again to do some ink on the Quill. To the right of Death is a stove and a nice fire is burning in the stove. Take the 2 fireworks rockets from inventory and click them on the stove and ......Death gets curious and comes off his barrel to see what Wilbur has put in the stove .....Quickly .... Death has no view of the book for a while, so take the Quill out of inventory and click it on the Book of the Dead and ......

...... if you were fast enough Wilbur will now write his name in the Book of the Dead. Death will sit on his barrel again. Talk to Death and tell him that your name is in the Book of the Dead via "My name's in the book of Dead" and Death is delighted that he finally has something to do and he draws his scythe on Wilbur to kill ..... But Wilbur dies of his own accord.

However, Wilbur has some unfinished business to settle and so he now becomes a ghost. ...So you are now a ghost and transparent. Crawl back out through the hole in the hull and Wilbur now ends up back in the School of master Markus. As a ghost, Wilbur does not see much color and everything is rather gray, in various shades of gray. Click with the door cursor on the mirror and .....

A few hours later, Wilbur returns with the Amulet. Now Wilbur has to get back to life.

 Leave the school. Wilbur will automatically end up back with Death in the shipwreck. 

Talk to Death and convince Death that you have written your name in the Book  of the Dead yourself via "I've .... .err, done a bit of editing in the Book of the Dead" and.....Death sigh desperately and then asks if Wilbur realizes what this means. Aswer with "You're going to revive me right away?"

Death continues to complain for hours about what trouble it will cause him. Wilbur then proposes to tear the page out of the book and then declare him alive again and further forget about this whole event. Death thinks this is a good plan and so it happens. Wilbur's spirit crawls back into his body and Wilbur becomes alive again. To his relief, Wilbur then notices that he still has the amulet.

Task 3: Learn a Magic Trick:

Travel back to Willy Wupperman, on the meadow outside the city. Talk to Willy and ask if he can teach you a spell via "I have to learn a spell.....Can you help me with it?" It is no problem for Willy to quickly teach Wilburtje a magic spell, that can be done in 5 minutes if Wilbur gives him a top hat and a rabbit There's a top hat in the shipwreck and a rabbit is hopping around in front of the city gate. Bottom left is still the much too fat and hairy hamster Bertram. If you look closely you will see that a carrot is stuck in the woolly skin of Betram. Look at the carrot with your magnifying glass and then steal the carrot with your hand cursor. 

Do not use the postcard now, but now walk back to the city. ilbur then returns to the

City Gate: Catch the Rabbit:

The rabbit is sitting on the lawn, right in front of the gate. There is a bent tree on the lawn. Take the thin rope from inventory and attach the rope to the tree. Wilbur knots the rope to the tree and puts the other end of the rope, in a loop, under a stone The tree is now bent over. Take the carrot from inventory and then put the carrot in the loop of the rope and see what happens to the rabbit . 

Wilbur automatically picks up the unconscious bunny.

Shipwreck: Top Hat:

Go back to the shipwreck. Talk to Death again and ask him about the top hat via "What's that top hat there on the shelf?".... The top hat had belonged to Death's father, who was a gravedigger during his lifetime. The top hat is slightly damaged, but that doesn't bother Death. Ask if you can borrow the top hat via "Could I perhaps just borrow the top hat?". But Death doesn't want to give the top hat to Wlibur. Wilbur now has to slime down against Death to get that top hat. First, apologize for the trouble you've caused Death via "I'm sorry if my death might cause you some trouble"......Wilbur suggests that Death might be better off looking for another job, but what can Death do than to be Death? Say "You could look for another profession" and then suggest the profession of contract killer through "Maybe you could become a contract killer?".........

Death first raises some objections, such as that you cannot die in this game, but then he sees possibilities to bury people alive for a fee. Give Death an answer and Death immediately turns Wilbur into his partner and sends Wilbur out to find investors to get the business up and running.

Well .... Wilbur has no choice .... to get the top hat he has to play along with Death, so return to Willy Wupperman. Talk to Willy again and ask him if he is interested in investing in Death's plans via "I've got a business idea I'd like to suggest.......". Willy sees potential in Death's idea and thinks he can find more investors in the stock market. Willy wants to have an appointment with Death in the afternoon to discuss and work things out in more detail. Don't talk to Willy any further now, so say goodbye and return to the Swamp. You cannot enter the shipwreck now, so walk through the tree and see ......Dead is digging a grave outside the shipwreck and he's wearing his father's top hat. Walk to Death and talk to him again.

Wilbur tells Death that artist Willy wants to invest in Death's business. Death wants Willy to test the grave by lying in it. Answer "Errr.......Huh....or Pfffft" and then say that it was Death's idea and that he himself has the honor of being the first to be buried alive via "And you will have the honor of being the first to be burried". Death is grateful to Wilbur and goes cheerfully into his own dug grave and because Death does not fit in the grave with the top hat, he gives the top hat to Wilbur to take care of it for a while. When Death is in the grave, Wilbur closes the grave. Ok...we now have a rabbit and a top hat, so go back to:

Willie Wupperman:

Now give Willy the rabbit and the top hat and ...... Willy now teaches Wilbur how to conjure a rabbit out of the top hat.

 Wilbur thinks it's a scam and certainly not a real magic trick, but he has to do with it if he wants to get his diploma quickly.

 Wilbur has now completed Markus' 3 tasks, so back to the city and to school

School diploma:

Enter the school again, walk to Markus and give him, 1 by 1, the potion and the amulet.  Markus returns the potion and the amulet to Wilbur. You cannot give the top hat (the trick) to Markus. Wilbur has to perform the trick and for this you have to talk to Markus. So if you have shown the magic potion and the amulet to Markus then click with the talk cursor on Markus and say "I am now going to cast my spell for you...." and........

Wilbur does the "Rabbit out of the hat" trick for Markus........

Markus is amazed that a gnome managed to pass all the tests so quickly. Give Markus an answer and Wilbur receives his diploma.....Markus is curious what his brother the Archmagician will think of all this. Wilbur now has his magician's diploma so he should be allowed to go uptown now. 

Upper Town:

Go outside and walk to the right and at the sewer, Wilbur is called by King Rat. The rat says that he and his children are now going to leave the city to the countryside. But Wilbur is always welcome to come and see the rats. Continue upstairs to the city gate of the Upper Town. Anton Shieldhand is still lazily in his chair guarding the gate. Talk to Shieldhand again and say "I have my mage diploma and now wish to be admitted to see the Arch-Mage immediately!".....Shieldhand almost has a heart attack from surprise but can do nothing else but allow Wilbur access to the Archmage and Wilbur end up at the:

Archmage:

it goes by itself. The Archmage does not believe that Wilbur is a magician and so he wants Anton to take Wilbur outside immediately. But Wilbur then shows the Patriarch the ring, which is immediately activated by the Archmage. The ring contains a hologram of MacGuffin and the hologram tells of the "Artifact of Destiny" and that object is hidden in a temple on the island of Sordia.

The "Artifact of Destiny" has the power to grant all wishes to its owner. The Archmage then tells that he will leave the city for a few days to look for the location of the island of Sordia. Anton Shieldhand is ordered to absolutely no longer allow anyone to enter the upper city and to keep silent about what he has heard here. Earth mage orders Wilbur to find two companions to escort him to Sordia, where he must find the powerful object. After Wilbur has told the Archmage about the Book of MacGuffin, which states the location of the artifact, Wilbur leaves the room and ....... the Archmageturns into Munkus.

Munkus' plan has worked because while his mother has been keeping the real Archmage busy, Munkus has pretended to be an Archmage and he is now aware of the location of the mighty artifact. And Wilbur also told him about MacGuffin's book where the clue and to the location of the artifact. We end up back at Wilbur and we are now atthe:

Harbor:

Here is where the airships dock and there is an airship at anchor. There is a big yellow bale and some boxes on the quay and there is a net and a thick rope. The net and rope are next to the red rolled up blanket that is next to the lonely chest. On the ship is an orc female at 2 cages. The orc woman is standing on the gangway of the ship and she is a bounty hunter and she is holding a human captive in a cage. In the other cage, a hairy pink beast is trapped.

Continue to the net, which is on the ground, near the red rolled-up blanket. Wilbur notices the orc woman and gets stressed. The orc woman hears Wilbur and a conversation ensues. The captive of the orc woman tells Wilbur that her name is Elisabeth. So introduce yourself via "Hello Elisabeth, my name's Wilbur" and then continue via the other conversation options ....

The orc says that her name isn't Elisabeth's but Ma'Zaz and she is waiting for Bill, the trader who would deliver her supplies. When the conversation with the orc bitch has come to an end, talk to her prisoner. His name is Nate and he is the captain of the airship and a treasure hunter and he may be able to fly Wilbur to the island of Sordia. But then Wilbur has to free Nate from the cage

Look at the big yellow bale, the rope and the net. The orc bitch stands with her back to Nate and therefore has a view of the net and the rope.

Take the net and also try to grab the rope. You may take the net from the ork bitch but not the rope because she claims it is her rope .....

Wait until there is a quarrel between the orc bitch and Nate. If the quarrel won't start right away then move Wilbur a bit to the right and the quarrell wil start

 The orc bitch then turns to Nate in the cage and she has no view of the rope ..... 

Quickly ..... make sure you get the grab hand on the rope and then quickly grab the rope ..... 

Once you have the net and rope, travel through the postcard to the lower town and re-enter the school.

School:

Master Markus has disappeared but there is a note on his desk. Read the note..... 

Markus has gone to the Wild Thorn Pass to help his brother on the battlefield. Markus leaves his magic glasses for Wilbur. 

You nowhave the magic glasses in inventory.

 Leave the school. Do not use the map, but now walk back to the city gate of the upper city and ......

Ivo and Wilbur:

Ivo has meanwhile arrived at the gate to the upper city and she is in a heated argument with Anton Shieldhand. 

Shieldhand refuses Ivo access to the upper city because he can no longer allow anyone from the Archmagic. 

So Ivo cannot deliver the book to the Archmage.

Go talk to Ivo and continue talking via the conversation options .....

Wilbur and Ivo find out that they both ended up in the same adventure. Wilbur then tells Ivo what he has done so far. Wilbur asks Ivo if she wants to come along to find the artifact, but Ivo is hesitant because she really has to go home. Wilbur then offers to take Ivo to the Archmage to show her the hologram in the ring, belonging to MacGuffin. After that, Ivo can decide whether she wants to continue to accompany Wilbur on his quest or not. Ivo likes this.

Ivo can't go through the gate, so Wilbur has to find another way to get Ivo to the upper town. Wilbur is officially a mage so he can go uptown. So walk through the gate and we end up back in the harbor. Wilbur is then standing in front of the canopy. Ivo needs to be brought uptown. If you haven't caught the net and the thick rope yet, you should do so now. Above I explained how to get the rope. If you have the rope, take it from inventory and then click it on the right pole of the canopy and ......

Wilbur ties the rope to the post and then throws the rope down and goes down to see how Ivo climbs up the rope to the harbor and then he runs up again himself

Wilbur automatically takes Ivo to the archmage's room where he shows Ivo MacGuffin's message.

 Ivo then decides to go with Wilbur to the island of Sordia. But first they have to find out where that island is.

Find the location of the island of Sordia:

Wilbur and Ivo are in the Archmage's tower room. Wilbur still doesn't realize that he didn't speak to the Archmage here but to Munkus. At the top left you now see the portraits of Ivo and Wilbur because from now on you will play as Wilbur or as Ivo. The portrait of Wilbur is now active as a sign that you are still playing as Wilbur. You become Ivo by clicking on her portrait and you become Wilbur again by clicking on his portrait

Wilbur

Stay Wilbur and look around the room. In front of the window lies a large thick book, open, on a book stand. 

Click with your magnifying glass on that thick book

Wilbur walks to the book to check it  and says it is the encyclopedia Fantastica. Look at the book again with your magnifying glass. Wilbur browse through the book and notices that most of the pages are empty ..... There is nothing to read in the book ..... or at least .. .. Take the magic glasses, from Markus, from inventory and click them on the book and ...... 

Wilbur puts on the glasses and the words on the pages become visible. Wilbur then asks what to look for in the book, so click on "Sordia" and The book only tells you that Sordia is an island in the Pacific Sea.  Well....the encyclopedia wasn't very helpful. The wall, behind the desk, is completely covered by a map. Look at the map twice with your magnifying glass. Wilbur does not see the island of Sordia on the map. There is a bookcase between the window and the doors. On top of the bookcase are rolls of paperWalk to the bookcase and look at those rolls of paper with your magnifying glass and then try to grab the right rolls of papers of the cupboard with your hand but ......

......Wilbur is too little, the bookcase is too high for Wilbur.......Ivo is a lot taller than Wilbur, so now becomes Ivo by clicking on her portrait.

Ivo:

As Ivo, you look again at the right paper rolls on the bookcase with your magnifying glass and then you grab a roll with your grab hand ......Ivo has then taken a smaller version of the map that hangs on the wall and she says that she can use this map to determine the route to Sordia, once they know where to find that damned island. Right click and left click in Ivo's inventory on the Book of MacGuffin Ivo and Wilbur then read the book and they read about an elf researcher who went on an expedition from the town of Krun'pak.  So Ivo takes that town of Krun'pak as a starting point. As Ivo, look at the large map on the wall and. 

Ivo peers and peers in the hope of finding Krun'pak on the map, but hours later she still hasn't been able to find the town. Wilbur then suggests that the town may now be an abandoned town and that gives Ivo the idea that Krun'Pak is a Shade name while the indications on the map are written in human language. The name Krun'Pak must therefore be translated into human language and that is Wilbur's job. So become Wilbur again

Wilbur:

Click again with your magnifying glass on the encyclopedia book and then click in the list on "Krun'Pak" and ...... Wilbur reads in the encyclopedia that "Krun'Pak" in human language is the city of Redstonebury. As Wilbur you click again on the large wall map and ..... now you enter the close-up of a part of the map. You now have to find the city of Redstonebury on the map.  You slide the map right, left, up or down by moving your cursor to the edges of the screen. On the left you now see half of a compass.....Move the map to the right, by sliding your cursor to the left, until you have the compass completely in view and on the left you see Seastone, the city where we are now.

Then move the cursor up until you see the town of Redstonebury.

 Left click on Redstonebury and Wilbur marks the city with a red dot ...... 

Ivo then reads out the route that the elf researcher took from the stat Redstonebury to Sordia and Wilbur can draw the route on the map. Ivo sums up the route and you have to mark it on the map by putting a red dot in the right places .... the red dots are then automatically connected by a red line

Step 1:

 From Redstonebury 2 days north to the foot of the mountains. 

Above Redstonebury you see mountains. 

Click on the mountains right above Redstonebury to put a dot there

Step 2: 

From the mountains 1 day to the east, to a plain ... So to the right and then click in the dotted plain.

Step 3: 

Northeast to a road ....... diagonally upwards on the dotted line.

Step 4: 

Follow the road to the right until the river

Step 5: 

Follow the river to where the river flows into the sea...

Step 6: 

To the south, so down to a bay with islands off the coast

Step 7: 

Northeast, so to the right, to the 2nd island in front of the bay.

This is then the correct route

if you have drawn the route correctly on the large map, Wilbur reports that the 2nd Island must be Sordia and Ivo then draws the route on her small map. We have now located Sordia, but to get there we still need to free airman Nate from the hands of the Orc bitch

Free Nate:

Wilbur:

Leave the tower room through the open room door. Wilbur and ivo end up back on the wharf near the airship. Walk a little to the right, to the canopy.

 Now take the rope again, which you tied to the post of the canopy earlier. Switch to:

Ivo:

Walk to the airship and talk to Nate, in the cage, and ask him why he was captured. Orc girl Ma'Zaz also gets involved, but Nate denies that what he did was illegal. As Ivo, you first look at Ma'Zaz with your magnifying glass and then you be able to talk to her. So talk to ork bitch Ma'Zaz and say "I have to borrow the human for a few days". But Ma'Zaz refuses to lend Nate to Ivo. Ivo then threatens to just take Nate away from Ma'Zaz, but she is not impressed. Continue talking and make sure that Ivo challenges Ma'Zaz to a game of arm wrestling ia "So how does a contest sound?" and then choose "Arm wresling" from the list and......

...........well......Ma'Zaz has to laugh about it but  then she agrees and........

....... unfortunately .... the fragile Ivo is no match for the coarse orc bitch s o Ivo loses the arm wrestling. Ivo is simply not strong enough to defeat Ma'Zaz. Switch to Wilbur. Wilbur has had to watch how Ivo was humiliated by the orc bitch and he wants to help her. Take the Magic Potion (Power Elixir) from Wilbur's inventory and give it to Ivo. Then switch to Ivo again. As Ivo, Open the inventory and click with your wrench on the bottle of Power Elixir to drink it. Then go talk to Ma'Zaz again and challenge her to arm wrestling again via "Shall we try another round of arm wresling?"....and....While Ivo and the orc bitch are arm wrestling again you automatically switch back to Wilbur .....

Wilbur:

Wilbur wants to set up a trap for Ma'Zaz. 

Take the net from inventory and place the net on the gangway of the airship, where the orc bitch used to stand.

Then take the rope from inventory

Click with the rope on the large yellow and square yellow bale, which is between the ship and the two arm wrestling ladies.

Wilbur first throws the rope over a transom of the ship. Then click with your wrench on the rope, near the yellow bale.

Your cursor is then the rope .... click with the rope cursor on the Net and ..... Wilbur ties the rope to the net. 

If you have done all this, you wait until Ivo wins the arm wrestling .... to make this go faster, walk to the right, to the canopy, and then walk back. Ivo wins the game and Ma'Zaz gets back on the gangway and she's on the net. Click on the yellow bale but Wilbur is not strong enough to push the bale over the edge, but Ivo comes to help and ........ bey bey ork bitch

Nate loved it. Talk to Nate and go through the options. 

After some back and forth, Captain Nate Bonnet is willing to take Ivo and Wilbur to the island in his airship on the condition that he gets one third of the "loot". 

Nate is freed and we fly away to:

Chapter 3: The Sunken Temple:

2023: Walkthrough by: Louis Koot