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Komplettlösung - The Book of Unwritten Tales 2: Alle Rätsel geknackt. PC. Von Andreas Altenheimer | Uhr | Seite 1 von 9 | Kommentieren. The Book of Unwritten Tales 2 ist ein Point-and-Click-Adventure des Bremer Entwicklungsstudios King Art, das ab Februar vom Publisher Nordic Games für verschiedene Computer- und Konsolensysteme veröffentlicht wurde. Es ist der Nachfolger des. The Book of Unwritten Tales 2 ist ein Point-and-Click-Adventure des Bremer Entwicklungsstudios King Art, das ab Februar vom Publisher Nordic Games. Book of Unwritten Tales 2 - [PlayStation 4] - Kostenloser Versand ab 29€. Jetzt bei skattenyheter.se bestellen! The Book of Unwritten Tales 2 - Standard Edition - Kostenloser Versand ab 29€. Jetzt bei skattenyheter.se bestellen!
The Book of Unwritten Tales 2 ist ein Point-and-Click-Adventure des Bremer Entwicklungsstudios King Art, das ab Februar vom Publisher Nordic Games. Hier findest du alle Infos zum Point & Clickspiel The Book of Unwritten Tales 2 von King Art Games für PC, PS4, Xbox One, Switch, PS3, Xbox , Wii U. Diesmal wollte Entwickler King Art aus Bremen die Rückmeldungen von Spielern fürs Feintuning nutzen: The Book of Unwritten Tales 2. Bald darauf nimmt das dicke Tierchen auf einer runden Kugel davor platz, die sich dann bei näherer Betrachtung als Spieluhr entpuppt. Sprechen wir mit Mutter darüber. Am Weg dorthin erzählt er uns von einer neuen Pflanzenlieferung und das mit einer Blume Bet At Win Bonus nicht stimme. The Book of Unwritten Tales 2. Vielleicht ist hier die Nummer eingetragen? Sie wandert ins Inventar. It is also laugh-out-loud funny in many places and has an acerbic wit Igri Online Besplatno well as excellent pacing and puzzles, and manages to accomplish all of this without taking itself too seriously. Nach einem mehr oder weniger lauten Hilfeschrei fragen wir ihn nach der Geschichte mit dem Gnom und dem Drachen. Die Orte der weiteren sechs Buchseiten: 1 Gleich neben dem kaputten Buch auf dem Schreibtisch in der Bibliothek ist die zweite Buchseite zu finden 2 Royal Dragon Baustelle Büro des Direktors ist links unten ein Papierschwan, den wir zweimal anklicken und so eine weitere Seite erhalten. Woher wir das nun wieder bekommen? Danach behaupten Poker Club Koln, es ginge dabei um einen Schönheitstrank. Kostenlos registrieren. Für die englische Lokalisation Roxy Online das Londoner Studio Outsource Media Espn Tv, das ebenfalls namhafte California Spielothek Casino einsetzte. Im Klassenzimmer sehen wir uns den zweiten Tisch an und benutzen diesen, um gründlich zu inspizieren — so erhalten wir einen Automatisierungszauber. Teilen Einbetten.
Book Of Unwritten Tales 2 VideoLet's Play : The Book Of Unwritten Tales [English] - Walkthrough, Playthrough - Part #1 (Full Game)
Look at the 3 droplet symbols on the bowl-vase. One droplet has a line under it, another has line above it and the third has a circle around it.
These lines are seen in the throne room. There is an epidemic in Seastone. Objects and beings are being changed.
Terrible power is creeping throughout the kingdom. The power is pink. Look at the stone tablets-symbols on the 3 columns. Talk to the queen about the symbols.
The symbols represents the 3 forms of water: water that falls from sky, water that springs from earth and water bathed by moonlight.
Ivo being pregnant not by natural means - must be magic. Collect the waters for the magic mirror:. Exit through exit icon at bottom right corner of screen.
Go back to Ivo's bedroom. Take the jug from the table. Go back to the throne room. Talk to the queen again after checking the moon water well.
Ivo needs it for a potion - a beauty potion. Go down to the magic mirror. Pour the moonwell water into the bowl. One of the symbols is glowing.
Go to the magic mirror. Pour the waterfall water into the bowl. Two of the symbols are now glowing. He gives water that came from him.
Pour the ground water into the bowl. All symbols are now glowing. The magic mirror doesn't like stagnation; it gives someone a shove to move them in the right direction.
Ivo will be involved in the fight against the epidemic in Seastone. Good fights evil. Things repeat themselves. The mirror does not want to talk about sex.
Ivo guessed the password. It is Mellon. They will see each other again in a flying town. Get info about transport:. Ivo says there are many things accumulated there.
Maybe there is something useful. Get a Master Angler fishing hat. Ivo wears it. You can remove it in inventory. The bird shows a flight magazine to Ivo.
The article is about hippogriffs at Blue Mountain. The hippogriffs price is a pot of gold. Get a pot of gold:. Read and then take the Working with Wood book.
It shows how to build furniture. Show the carpentry book to Arbor at the garden. It's a horror story for the Ent. Part of it is covering the waterfall already.
Use the carpentry book on the willow. Ivo reads a tree horror story. The willow is not happy anymore. Its branches droop down and the waterfall is exposed to the sun producing a rainbow.
Look at the end of the rainbow on the ground by the Metus bush. Use the Arbor's shovel to dig at the end of the rainbow. Get a pot of gold. Talk to Arbor about the spade and hole.
If Ivo is wearing the hat, learn that Arbor has been trying to get one for years. Get Cheep-cheep able to carry the pot of gold:.
The bird cannot carry the heavy pot. Ivo says they have to make Cheep-cheep stronger. Go to the throne room. Talk to father.
Ask about Cheep-cheep. If you don't have sunflower seeds, get some from the plant at the balcony. Talk to father and show him the sunflower seeds.
He sends a white ball into the seeds. Go back to Cheep-cheep at the library. Give the bird the magic sunflower seeds. Cheep-cheep flies around and takes the pot of gold.
He flies out to the Hippogriff at Blue Mountain. See Cheep-cheep fly back with a box. The bird drops it on the balcony. Go to the balcony.
Look at the box. The stud has the hippogriff already in the box when the bid got there. Open the box and see a small pink hippogriff. Look at the demolished box.
Ride the hippogriff. Ivo picks up a newspaper littering the floor of the box. She reads that the Arch Mage was murdered by Wilbur Weathervane.
Someone is responsible for the epidemic and is trying to hurt our friends. Ivo flies to Seastone. Professor Weathervane. Wilbur Weathervane's predicament:.
The young boy is rude to Wilbur. The young girl in pink dress likes Wilbur but her mother does not. Wilbur is asked questions that he cannot answer; like the name of the famous gnome magician.
Look at the old shoe by the "home" rug by door twice. Take the loose pages that was inside the shoe. Look at the ear trumpet on top of the door.
Look around at the junk. Look at and take the package of pet food. Look at and open the magic set. Look at the magic contract under the window twice.
Look at the family photo above the bed several times and the aviator glasses on right wall. Examine the teddy bear and the bed.
Examine the magic stove. It is hot. Look at and take the magic wand beside the magic ball. Look at and use the magic ball to talk to Master Markus.
Wilbur calls the wrong number. Get Fridolin off the notebook:. Look at Fridolin the rabbitsheep 3 times. He's eating the notebook that has Master Markus number.
Try to take the notebook. Give Fridolin some pet food. He still would not get off the notebook. Use the pet food on the bed.
Wilbur spreads some pet food to lure Fridolin to get the pet food. The smart rabbitsheep jumps to get the food to fly to him.
Wilbur reads the empty box and realizes the food should have been soaked before feeding. Get empty dry food package. Take the bowl of water and give Fridolin a drink.
Fridolin inflates. Roll Fridolin to the side to take the nibbled notepad. Read the notebook in emergency. It has Master Markus' emergency number.
Face the class:. Wilbur calls Markus. Master Markus gives motivational talk to Wilbur. Arch Mage Alistair is up for reelection. Asks about the gnome magician that held off the dragon Gremar.
The gnome's name is unknown. Markus sold the magic school and is going on vacation to enjoy role playing games.
As advised by Master Markus, Wilbur does magic. Wilbur takes the fairy spell from the podium, made magic and releases 5 "fairies".
He dismisses the class. The boy leaves. The mother of the young girl in pink outfit shoots one of the "fairies". She is running against Arch Mage Alistair at the election.
She is the Merchant Council leader. Headmaster Horatius Bloch will expose Wilbur's incompetency. She pushes campaign brochure on Wilbur. Learn that the "fairies" he produced are flying kobolds.
Cybil Van Buren takes her daughter out of the school. Explore the classroom:. Look at the campaign brochure left by Cybil on the left desk.
Check the desks to learn about Chantal and Timmy. Look and open the desk flap. Look at and then try to take Chantal's fairy tale book. See an automation spell etched inside the desk flap.
Wilbur copies the spell. Take a sharp pointed fishbone from the fish skeleton. Look and then open the treasure chest. Get old coins from the chest.
Look at the diagram on the board right of the exit. It grabs a flying kobold. It also tries to take Wilbur.
Try to approach the plant. It releases a gas cloud. It seems that 5 more pages are missing. Look at the chemistry area by the oven and the cages suspended on the ceiling.
Look at the flying kobold. Look at and read the roll book. Take the magic wand from the podium. It is the apparatus that corrupted Allerdyce. Look at the roll book again for reference about Allerdyce.
Learn that Allerdyce made the fire maker apparatus and he was committed to an asylum because of that. Check the roll book again and learn that earlier they confiscated his papers and sent him the dungeon.
His papers should be around yet. Exit the classroom through the door at left. The Arch Mage has sensed something evil-dark magic at the school, at lower town and upper town.
They will meet at inn afterwards. Look at the tapestry behind the armor several times. Get old magic thread.
Look at the 2 levers left of the tapestry and armor. Use the lever s and see that they open and close the windows above the stairs. Look at the sheet of paper at left corner to get another loose page.
Look at the 2 kobolds at top of the stairs. Take the loose dry boards from the stairs. See a package on the podium.
Take the package. It is a magic slate. Wilbur thinks that the A on the card means the Arch Mage sent the package. Headmaster Bloch:.
Go right to the staff room and meet Headmaster Bloch. He doesn't think Wilbur has the proper credentials.
After finding Wilbur's faults, he explains his tasks. Tomorrow Arch Mage Alistair will inaugurate the school. Wilbur is to help the caretaker hired by Van Buren to make the school presentable.
Wilbur is to clean the floors and remove cobwebs; also get rid of the flying kobolds. Then he is to locate the missing library.
Click on the alphabets to read the files on the students and employees in the school. Click on A and check Allerdyce file. Get a yellowed design drawing from his file.
Look at the drawing in inventory. It says that you fill the fire maker with flammable gas and then ignite it using complicated technology. If you want read all the files.
Wilbur says that he has a binder for his spells. Bloch gives Wilbur an open spell to archive. Read the new spell in inventory to learn that it is for opening tabs, loops and the like.
Look at the locked display case. The pride of place is for a Broom Ball tournament. Broom Ball is played with broomstick. Look at the clock with 10 hands above the fireplace.
Look at the diagram right of the fireplace to learn about the Fireplace Travel Network, It shows which fireplaces are connected.
One can travel from one fire to another fire. It shows that the staff room fireplace is connected to the library fireplace.
Wilbur needs fire and fireplace travel powder to use the network. Take the bellows below the diagram. There is firewood left of the fireplace that he is not allowed to use because they are school property.
Look at and take the paper swan beside the door to get another book page. Get rid of the kobolds:. The troll is a difficult creature.
He found a penny on the door. He didn't like that because it wouldn't open. Out of the 5 released, one was fried by Van Buren and the other was eaten by the plant in the classroom.
The kobold sitting on the banister lands on the back of the troll. The troll hits his back smashing the kobold. Use the levers on the wall to open the window.
The left lever opens the top window and the right lever opens the bottom window. Open the bottom window using the right lever.
The kobold will fly and land on the top closed window. Pull the left lever to open it and the kobold will be flipped to the open bottom window.
See that the kobold is kissing the picture of the princesses in Chantal's fairy tale book. Wilbur takes the fairy tale book. Use the fairy tale book on Chantal's desk to lure the kobold into a trap.
Wilbur calls the kobold and places the book in the desk flap. The kobold is inside the trap. Talk to the captive kobold. Wilbur opens the lid and was bitten.
He inadvertently stuns the kobold. Wilbur places the kobold in the pencil case. Sweep the floor:. Look at the front door at left.
The door is made up of 3 doors: for large creatures, regular size and smaller creatures. Talk to the troll.
The troll looks at the door. While he is checking the door, use the opening loops spell paper on the key ring on his belt. Wilbur casts the spell and the key ring drops on the floor.
Pick up the key ring. Go to the display case in the staff room at right. Use the heavy key ring to unlock the display case.
Take the broom. Use the broom to sweep the floor. Wilbur realizes the problem inherent in manually sweeping the floor. He drops the broom on the floor.
Use the automation spell with the broom to enchant the broom. Look at the broom. Get the fireplace travel powder:.
Remember that the staff room fireplace is next to the library fireplace. Wilbur needs fire and fireplace travel powder to use the Fireplace Travel Network.
Go to staff room and talk to Bloch about the caretaker and then the tasks. The floor are swept and the kobolds removed.
Ask about the fireplace map concerning the Fireplace Travel Network. Bloch shows his fireplace travel powder but would not give it to Wilbur.
Use the bad tempered kobold in the pencil case on Bloch. Bloch swats the kobold. Wilbur takes a pile of fireplace travel powder. Make a fire at the fireplace.
Use the dry boards taken from entrance hall stairs in the fireplace. Answer Bloch: They're just a few old boards.
Better to burn them than throw them away. Put empty dry food package into the fireplace. All it needs is fire now. Right click and try to disenchant the broom.
Review Alledyce's yellowed design drawing. It releases the green stinky gas. Use the bellow from the staff room on the green gas.
Start-activate the machine. Use the nibbled notepad on the apparatus. Wilbur cuts the notepad into pieces. One of the strips is lit.
Double click the exit to staff room. Light a paper when the paper seems to be burned out. Walk a few steps towards the room. Light another paper and so on until the fireplace.
Thanks mbday! Take the lit strip in inventory and use it to light the prepared wood-paper in the fireplace.
A fire is made. Explore the missing library:. The fire turns green and is cool. Enter the fireplace and be in the library.
Owl, worm rat He's held down by talking books. Talk to the books on top of him. The books are acting confused and scared.
Wilbur stands and the books are flung away. Wilbur wants to find out what is wrong. Take the doily from the box right of the bear rug. Check the drawer of the desk to see that it is empty.
Look at the books on the shelves and then speak to the books by the desk. Look up to check the other books at upper floor. Look at the wall that looks like a door.
Fix the loose book pages:. Look at the jellyglowfish that is the source of light at top left. Take a loose book page at bottom right. Look at the broken book and get another loose page.
Wilbur decides to fix the book to prove to the other books that he means no harm. Check the loose pages in inventory to see how many pages are still missing.
There is one page still missing. The pages can be sewn together to form quires. Then they are glued together using paste, glue or troll snot.
Add nibbled notepad to the fireplace. Use the fire spell on the fireplace to light the wood. Add the travel powder. That was the last of the powder.
Exit the library. Use the doily on troll. Wilbur used reverse psychology to get sticky troll snot. Talk to Bloch about tasks and the library.
Bloch wants the library to be accessible through a door. Bloch has a loose page to return to the library. Continue to talk to get a loose page.
Look close on the desk. In inventory combine the sharp fishbone with the red old thread to get needle and thread. In inventory combine the needle and thread with the loose pages to make quires- stitched together book pages.
Combine the stitched together book pages with the rest of the broken book on the desk to get Wilbur to automatically make a repaired book.
Wilbur reads Gulliver Travels. The rest of the books asked to be read. Wilbur starts reading. Wilbur exits the library through the door left of the entrance hall stairs.
Take care of the cobwebs:. Go back inside the library via the door. Look at the new library. Read and then take the Laws of Aventasia.
There's a law that prohibits persons less than 1. That takes care of the cobwebs. Look at the book on the fireplace steps to learn that the books woke up from sleep and remember the contents of their books.
Learn why the library went missing and the need to be read. It recites the spell. Look at the rotten books at bottom left. It became rotten because of leaky roof.
The fireplace book says that the rotten books are ruined but the time travel book on the desk says otherwise. The book recognizes Wilbur.
The book thinks that time travel can be done without magic. Imagine the time you want to go and you are there. Fix the leaky roof :.
Wilbur wants to travel to the past. Talk to the books on the shelf. Examine the desk. The librarian is not here. Look at the pile of books right of the bear rug.
Look at rotten books by fireplace. Wilbur has not gone back far enough in the past. Look at the desk twice to get nails. Talk to the books on the shelf again.
Learn about the hole in the roof and the time travel book. Hear the time travel book under the pile of books. Free the time travel book.
Go back further in time. Look around in this graphic-text adventure. Look at and open tool box. It is locked.
Look at books on the shelves. Look at the books close to the fireplace. Talk to the intact books. They do not want to move.
They believe the roof leak will be fixed. Look at the ladder. Climb the ladder. Without tar paper and such, Wilbur cannot fix the roof.
Talk to the newly bound time travel book on the desk. It leaves the library after finding out about time travel. Talk to the intact books by fireplace to reminisce about the past.
Select these dialogues:. Look at Talk to I have to travel to the future. Open the toolbox. Automatically take the hammer. Wilbur fixes the leaky roof.
The book left a stylish paper hat for Wilbur. Look at the formerly rotten books and the fireplace. Finish the tasks:.
Disenchant the broom. Back now, broom into the closet! Be thou as thou wert before! Pick up the broom. Bloch gave more tasks: clear the rubbles from other floor, fix the holes on roof and take care of food before tomorrow.
Bloch goes to the exit door and leaves. The troll also leaves. Leave the school. The magic slate states that the golems can do the work.
Another Bloch exits the staff room and talks to the door. Chapter 2. Somewhere in Aventasia, Nate is being interrogated. Nate tries to recall what happened to him; from being hit by Critter and the transformation of the place that happened later.
Nate complains of fragmented memories. Everything was blurred. Hangover - As Nate:. Tavern with Red Pirate :. A drunken Nate talks to drunken Red Pirate.
The bounty hunter at left bound and brought Nate here. The Red Pirate is a collector of Magical artefacts. The bounty hunter takes Nate outside to sober him up.
Nate and the bounty hunter are in cahoots to get the magic lamp from the Red Pirate. Nate observes something is wrong in the place.
Everyone is gone. Only the Red Pirate and his men are here. Nate collapses into the water trough. As Critter:.
Get Nate sobered up:. Take the pan from the statue by the tavern entrance. Look at the sword on the stone. Try to pull the sword.
Look at the cornucopia in the pool. Look at the Red Pirate and the cloth he is holding. Look at the compass right of the divan and the oil lamp under glass at bottom right.
This is the lamp Nate and the bounty hunter want. Try to take lamp but the monkey bartender screeches an alert.
Take old peanuts from the bartender's counter. Turn the pages by clicking the edge of the pages. The last page has a hangover cure.
Tear out the page. The ingredients are milk, salt and peppermint. The shake moves are 1. Beep Boop, 2. Mangnag, 3. Donkadonk, 4. Freak out. Order the different drinks and then watch the Monkey wearing a fez bartender do the moves.
Watch the bartender do the shakes to see the first 2 moves: Mangnag and Beep Bop. Drink and then take the glass with peppermint leaves.
Order and watch the first 2 moves of Burning Mary Glug brunsala Maaary. They are: Donka Dong and Freak out. Note that Burning Mary has fire and the monkey removes his fez.
He shoots down the coconut from the tree. Take the coconut. Enter the palace. Split the coconut on the sword in the stone to get coconut shell with milk.
Exit the palace. Go to the jetty. Look at the bitt stone stand left of the barrel with a strange bird. Place the pan with salt water on the bitt.
Go to the mirror and click on it twice to heat the pan with salty water. Take some salt from the pan. Pour salt into the glass. Use the half coconut on the.
Shake the hangover healer. Select moves from L-R: 3 - 1 - 6 - 5. Get Hangover Healer. Pour the Hangover Healer down Nate's throat.
Lamp and the bounty hunter:. Talk to the bounty hunter. Learn that they are going to split the lamp's 3 wishes: one for the hunter, one for Nate and one to sell to highest bidder.
The Mary is chained to dock with a magic padlock. Take care of the monkey bartender:. Look around and check the notices, statues, souvenir shop and palm tree.
Look at the bounty hunter. Look around The Mary. Look at the burning mirror used to stop airships. Look at the magic padlock and the parrot raises the alert.
Take care of the parrot - strange bird:. Change to Critter by clicking on the character icon at top left of screen.
Use the old peanuts from the bar on the pirate parrot twice. Go back to the jetty when the bird flies and follows Critter.
Change to Nate. Take the stained blanket off the barrel. Take the lid off the barrel. Put stained blanket over the open barrel. The parrot flies in and lands on the blanket.
It drops inside the barrel. Use the lid on the barrel. Get a fez. Change to Critter and bring him inside to the bar.
See the monkey remove his fez. Replace the monkey's fez with the one from the crate. It is too big and covers his eyes-head. Critter hits the bounty hunter and Nate takes the lamp.
Benny the djinn:. Nate and Critter are by Mary. Nate rubs the lamp to call the djinn. Meet Benny.
Ah - Benny is not a powerful djinn. Benny opens the barrel instead of the magic padlock and releases the parrot that raises the alarm. Benny is ordered to open or break the magic padlock and he tries.
The bounty hunter and Red Pirate arrive to stop Nate. The rock and jetty starts to show some action.
It breaks off and that is the start of the introduction to the game. Seastone - As Wilbur:. Wilbur sees Cybil Van Buren give an interview to Mr.
Fox the newspaper editor about the monthly lottery that will give a single lower towner access to upper town. Look at the Mage School, mage tower and lottery barrel.
Talk to Bill the trader. Learn about the protesters. Bill does not pay taxes. The crane is used to lower his goods without paying bribes.
Go down at exit at right. Talk to the prisoner, Mr. He's a political prisoner. Look at the bakery at right.
They sell cakes and chocolates. Look at the shield and the posters. Read the notices on the poster board. Look at the statue on the alcove behind the town guard.
Negotiate the key to Upper gate:. The gate to the town is closed. Talk to Mr. Shieldhand the town guard.
He's the only member of the guards. Permit is needed to exit upper town after curfew. The statue is that of Black Guard. Talk to him about Bill's bribe.
The guard has no need to be bribed if the crane lowers the goods straight to lower town. To check the "smuggling"; mark a barrel, order the barrel and see if it goes to lower town without a bribe - tax being paid.
In return, ask for a pony. Reverse psychology makes Shieldhand promise to give the key to the gate to Wilbur.
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User Rating: 2 out of 5.He sends a Fruit Games Casino ball into the seeds. Use the automation spell with the broom to enchant the broom. You can help by adding to it. Look at the stone tablets-symbols on the 3 columns. Headmaster Horatius Bloch will expose Wilbur's incompetency. Markus sold the magic school and is going on vacation to enjoy role playing games. Princess Ivo. If you Noble Casino Avis have sunflower seeds, get some from the plant at the balcony. Look at Bill's Elsa Malen privy, Pokerroomkings Com stall and loading platform. Take water plants to get a cut reed and reed head. It releases the green stinky gas. It throws a stone at Wilbur. He is not the young boy at Mage School. Add all DLC to Cart. Die Geschichte von The Book of Unwritten Tales 2 legt Juwelenspiel an allen Schauplätzen, zwischen Symple Tv das Spiel immer wieder hin und her springt, mit ordentlich Tempo und interessanten Prämissen los. Alle Rechte vorbehalten. Mit fortschreitendem Handlungsverlauf werden weitere Orte freigeschaltet. Erstveröffent- lichung. Letztlich können wir uns bei diesem Dialog beliebig austoben. Hier bohren wir weiter nach, um zu erfahren, aus welchen Zutaten dieser denn besteht. Im Zimmer sollten wir die magische Dragons Kartenspiel auf dem Tisch dazu nutzen, um Meister Markus zu kontaktieren. Im Inventar kombinieren wir den Regenwurm mit der Angel. Dein Kommentar wurde nicht gespeichert. Dort gibt es im Regel rechts neben dem Kamin ein Gesetzbuch, welches wir so oft lesen sollten, bis Atlantic Casino Club es nimmt. An der Stelle, wo man den Kamin Porto Transfermarkt soll, schaffe ich es nicht rechtzeitig, da das Blatt immer ausgeht. Plaudern wir mit den Büchern im Regel, dann erfahren wir, wo das Zeitreisebuch zu finden ist. Er nimmt die Aufgabe zurück, womit wir auch dieses Problem gelöst hätten. In der verschollenen Bibliothek finden wir vorne in der Mitte des Raumes zudem einen Zettel. Im Test brilliert The Book of Unwritten Tales 2 wieder mit zahlreichen (aber-)witzigen Ideen. Aber reicht das, um in die großen Fußstapfen der. Book of Unwritten Tales 2 - Lösung zum 1. 2. Ivo in Elfenhain In Elfenhain hat Ivo Ärger mit Mutter. Im folgenden Gespräch mit ihrem Vogel Tschiep erwähnt. Diesmal wollte Entwickler King Art aus Bremen die Rückmeldungen von Spielern fürs Feintuning nutzen: The Book of Unwritten Tales 2. The Book of Unwritten Tales 2. In den Legenden der Auserwählten ward es prophezeit. Die Adventure-Saga geht weiter, das Fantasy. Hier findest du alle Infos zum Point & Clickspiel The Book of Unwritten Tales 2 von King Art Games für PC, PS4, Xbox One, Switch, PS3, Xbox , Wii U.