Chapter 4
Wispy Woods
Path Fork
Another one of those weird rocks is here, but we still can't do anything with it. Move forward.
Checkpoint
There is a soldier here who blocks your way forward. He'll let you pass if you find the slackers from his unit who wandered off into the nearby mine. Before we go anywhere, Open the door of the guardhouse and Move inside.
Guardhouse
Take both the Heavy Coat and the Lantern. Move back outside and head to the Path Fork.
Path Fork
Move to the left.
Forest Path
There are some gravestones here for dwarven miners. You can Look at the inscriptions if you want to, but the only relevant information is that Red Wisps are wont to lead people astray in the forest. Once you're done collecting lore, Move forward.
Mine Entrance
Move inside the mine.
Mine Shaft
Take the Birdcage, then Move forward.
Mine Junction
It's too dark to forge ahead. Recall the solution to traverse the Secret Stairs, and Use the Lantern you grabbed from the Guardhouse on the metal lantern hook on the nearby beam. Move down the path on the left once the way is lit.
The Hollow
Well...we've found one of the missing soldiers. There are three items on the ground, but we can only safely Take two of them right now. Take the Signaculum M and the Tower Key from the ground. Each time you pick something up, a direwolf in the nearby cave will be alerted to your presence. If you want to Take the Sheath, you'll need to leave the room and come back. But you don't need that one, so you can just Move back once you have the two important items.
Mine Junction
Move along the path to the upper right.
Rope Shaft
Take the Sledgehammer and then Move up the rope.
Cave Exit
Move forward.
Overlook
Take the Standard laying on the other soldier's legs, then Take the Signaculum B from the ground near the cliff edge. Move back down and make your way to the Mine Junction.
Mine Junction
Use the Sledgehammer on the cluster of purple rocks to get the Heavy Rocks. Take the Lantern back, and then Move all the way back to the Checkpoint.
Checkpoint
Use both the Signaculum B and Signaculum M on the Captain to let him know what fate befell his men. He'll leave to recover the bodies, which opens up the way forward for us. But, before we venture deeper into the forest, we're going to backtrack to Castle Gwynethell. Specifically, we're going to Move to the Upper Hall.
Upper Hall
There's a hallway on the right we haven't been down. On the Move Map, this is the square in the lower right. Move in that direction.
Tower Access
Use the Tower Key to unlock the door, then Open it and Move inside.
Tower Landing
Try to Take the vase of roses on the table, and the whole thing will shatter. Take the scroll that fell out, and Del will automatically read it to learn the Herbicidia spell. Move to the left and up the stairs.
Lower Stairs
Move forward up the stairs.
Mid Tower
We can't unlock that door yet, so Move forward up the stairs.
Upper Stairs
Move forward up the stairs.
Upper Tower
Open the door and Move through.
Magick Study
Magick is spelled with a "k" here, so you know it's the real deal. Look through the telescope via the lens on the right to get a view of the forest. There's a magickal enhancement that allows you to see Wisps scattered throughout. If only we could have an enchanted lens...
On the desk you'll see a book with an indentation in the cover bordered by a green circle. Use the Emerald on the book, and now it's safe to handle. Take the Sorcery Book you just shoved the gem into. Use the empty candle holder to the right of the window to reveal a hidden compartment. Take the Lens from the compartment behind the star chart we just moved. Now Move back down to the Tower Landing.
Tower Landing
Open the door here and Move through.
Tower Library
Use the Sorcery Book on the empty space on the bookshelf in the foreground to open up a secret door. Move through the new entrance.
Book Case
Time to claim all the goodies we just found! Take the Gold Vessel, Tempies Bag, and Clay Griffon. Spoils of espionage in hand, Move all the way back up to the Magick Study.
Magick Study
Open the door on the right and Move through.
Turret
A purple dragon, sweet! You can Speak to it to find out that his name is Colvin, and he loves Tempies. Wait, didn't we just find some of those? Against your better judgment, due to how delicious they are, Use the Tempies Bag on Colvin to share some of the snack. Now that you have earned the trust of the dragon, Use the chain holding him captive to release him.
He'll fly off and vanish through a convenient portal. Take the vial of Dragon Tears that he left behind. Use the Dragon Tears on Self to learn the Polykromus spell. From here, Move all the way back down to the Town Square.
Town Square
Move to the upper left and then into the Curious Cat
Curious Cat
Use the Clay Griffon on the Clerk, and he'll be so smitten with it that he'll buy it for a bag of Silver (20). Move out and head to the Weapon Shoppe.
Weapon Shoppe
Use the Sapphire on the owner to purchase a X-Bow. Now Use the Silver (20) on him to buy the Bolt Quiver. Now that we're suitable armed, Move back to the Courtyard outside the Castle.
Couryard
Move to the upper right.
Temple
The Monk has wandered off somewhere, which means we can now Move into the temple.
Inner Sanctum
Inside you'll find Jair, the legendary hero from the first game. You can Speak with him for a bit, but once you're finished you should check out the altar and statue venerating The One. There's a book in front of the altar, Open it and Look at it to read up on some scripture. "The Queen offered a rod and gold to the statue, placed her glasses upon the altar, and spoke a prayer for piercing vision."
Sounds fun, let's give that a try. The statue in this room is already holding a metal rod in its right hand. Use the Gold Vessel in the empty hand of the statue. Now Use the Lens on the altar. Preparations in place, Speak to the statue to offer a prayer. The power of The One will course through the statue, shattering it, and imbuing your lens with magical power. Take the newly formed Magick Lens. Move back to the Checkpoint in the forest.
Checkpoint
Move forward.
Magick Forest
If we wander around too much in this part of the forest, we'll get lost. Use the Magick Lens on the screen to reveal a Green Wisp pointing to the left. Move in that direction.
On the next screen, Use the Magick Lens again to spot a Red Wisp pointing to the right. We learned from the dwarf graves that the red ones are tricksy. Since we know they're pointing the wrong way, Move to the left.
Once more, Use the Magick Lens to find a Green Wisp pointing straight ahead. Move forward to finally exit the twisting paths.
Peaceful Path
Move forward.
Covered Bridge
Move to the upper right to follow the footpath beside the bridge.
Underside
There's a handle here that you can pull down, but you won't be able to keep it locked in place. Use the Heavy Rocks with the Birdcage to create a Heavy Cage. Use your new Heavy Cage on the handle. Move back up to the Covered Bridge.
Covered Bridge
Move forward into the bridge.
Truss Bridge
You might notice the large trapdoor in the middle of the bridge. We've used the Heavy Cage to disable the trap, so go ahead and Move forward to the other side.
The Meadow
Attempt to Move forward and you'll be beset by a fierce Harpy. Use the Standard on the Harpy to bring it to the ground. She's still now finished off, however, so Use the Bolt Quiver on the X-Bow, then Use your Loaded X-Bow on the Harpy. Take the Pole that was left behind, then Move forward.
Lone Tree
Attempt to Move forward and the tree reveals itself to be a fierce Treant! Use the Lantern on it that you recovered from the Mine to burn the threat away. Move forward.
Shady Grove
Attempt to Move to the right and you'll be attacked by a Manticore!
The Manticore readies it's deadly gaze to zap you! Quickly Use the Silver Tray on the Manticore to reflect the gaze back and stun it.
It's down, but not out. Use the Bolt Quiver on the X-Bow, then Use your newly Loaded X-Bow on the beast. It's still not dead, so reload the bow and shoot it a second time. Now Move to the right.
Forest's Edge
You can Speak with the Ferryman if you wish, but he'll just tell you that his boat is inaccessible. Move forward.
Riverbank
The ferry is covered in evil vines. Use Herbicidia on them to destroy them and free the boat. Move back to the Forest's Edge.
Forest's Edge
Speak with the Ferryman now and he'll notice that, somehow, the ferry has been freed from the vine curse. He'll head down to the boat to wait for you. Move forward again.
Riverbank
Move forward into the boat.
Barge Deck
Speak with the Ferryman and he'll invite you to move further into the boat. Move to the right.
Foredeck
Assuming you spoke with the Ferryman before Moving over here, the ferry will disembark. Our hopes for a peaceful crossing are soon dashed a rush of freezing mist!
Another timed event! You can Move left to the Barge Deck if you want just in time to see the Ferryman dive overboard to escape. There's nothing you can do here other than wait for the ferry to crash.
Congratulations on reaching the fourth Chapter's end!