Emerald city confidential game walkthrough


















If you talk to him, he says that Anzel did not come through here. Tik Tok also admits that Anzel might have used a false name. Use the picture of Anzel on Tik Tok. He recognizes him as a man who came to town to visit Betsy Bobbins. While here in the north gate, you can check the map to learn about the color scheme here in Oz. You also learn about the geography in the Land of Oz.

That's where Betsy Bobbins lives. Standing on guard, outside her door, is Hank the Donkey. Talk to Hank. He says no strangers are allowed inside the house, unless they're making deliveries. Petra needs to find some flowers to deliver to Betsy. Fortunately, she can buy flowers at the shop next to her office. Use the gump stand to return to Plumly Street. The Scarecrow is standing outside of Petra's office. If you ever need a hint, you can ask him for one. He'll indirectly tell you how to solve the current puzzle.

Scraps' store is now open. Go inside, and Petra will see Scraps talking to the Lion. Talk to Scraps to learn that she's looking for buttons. If you find any buttons in this game, you can give them to Scraps in return for some concept art. You can beat the game without collecting any buttons, however. Talk to Scraps about buying flowers. This is a puzzle: you need to figure out which flowers to get for Betsy.

Well, since Betsy likes Munchkin Country and Quadling Country, that means you should get blue and red flowers. Those are the colors of those two areas, after all. Once you have the bouquet of blue and red flowers, return to Grinetta Lane. Use the flowers on Hank, and he will let you go inside to talk to Betsy Bobbins. Talk with Betsy about everything. She has two leads for you. First, she says that Anzel is connected to the University.

Second, she says that Anzel was chased by General Jinjur. Let's follow the second lead first. Betsy says you should ask a guard in order to find Jinjur. Leave Betsy's house, then travel to the North Gate. Go to the East Dock. General Jinjur is harassing two innocent sailors, whose ship exploded. Jinjur suspects that illegal magic was involved in the explosion. Go down to the edge of the dock, where something is shining.

It's a cufflink! After all, the cufflink must belong to somebody other than the sailors, and perhaps this unknown third party is the one who made the ship explode. Trot and Captain Bill leave. Talk with Jinjur about everything.

Jinjur isn't very friendly, but she gives Petra some important information. According to Jinjur, Anzel was a smuggler. If Anzel was a smuggler, he must be connected to Jack Pumpkinhead, the main smuggler in the Emerald City. Take the Gump stand to Jack's house and talk to him about everything. Jack denies everything. It looks like we'll have to find out more about Anzel's smuggling, in order to get Jack to talk.

Since there's no way to find out more info about Anzel's smuggling activities, let's follow up on our other lead, at the University. Go inside the building and talk to Professor Wogglebug about everything. He will mention his knowledge pill machine and his assistant, Cutter.

Cutter is the one who hired Anzel, and the Professor will summon him for you. Talk to Cutter about everything, and make sure to say, "Isn't knowledge priceless? Petra will think about returning to her office, when this happens.

Trot hires Petra to investigate Captain Bill, who is at Ruggedo's. Take the Gump there, then go inside the bar. Here at the bar, you have two items which will help you solve puzzles.

One is the umbrella in the corner, and the other is the bowl of candy on the counter. Take both things, then talk with Ruggedo and Captain Bill about everything. Leave the bar, then talk to General Jinjur about everything. Jinjur mentions Bill's criminal record.

Return to the docks. You'll notice an orange thing, floating in the wreckage. Use the umbrella to pick it up. It's a piece of a pumpkin. This is the evidence we need to prove that Jack Pumpkinhead is smuggling illegal magical artifacts, inside pumpkins.

Unfortunately, we can't do this quite yet. Return to the university. Talk with the dog, Toto. Toto can use his power of smell to determine if the pumpkin has magical properties. Unfortunately, he says he won't do that, unless you get him a knowledge pill.

Go inside the university. Petra has access to the knowledge pharmacy, thanks to Cutter. Get a pill about Bill's trial and swallow it.

There's a connection between them! Get a second knowledge pill. It doesn't matter what kind of pill you get. When you try to leave, Professor Wogglebug tells you to eat the pill before leaving. Use the candy from the candy dish at Ruggedo's on Petra; she will eat it, while pretending it's a pill. The good professor is fooled by this trick. Go outside and give the pill to Toto.

Then, give him the pumpkin. He confirms that it was carrying magic recently. Toto then leaves, but he gives you a dog whistle before he does. Now that Petra knows Bill was smuggling magic, go to Ruggedo's and confront Bill. Bill will admit the truth. After this, go to Jack Pumpkinhead's and confront Jack. Jack will tell you that the Scarecrow hid Anzel. The Scarecrow is outside Petra's office. Talk to him, and he will say that Anzel went to Ruggedo's, in order to be hidden.

Return to Ruggedo's Bar. Talk to him about Anzel, and he admits that he used a magic spell to turn Anzel into a decanter. Ask Ruggedo to turn Petra into a decanter, so she can talk to Anzel. Ruggedo casts the spell, but immediately afterwards, General Jinjur comes and takes him away. Oh no! Talk to Anzel, the crystal decanter. Talk to him about everything, then talk to the mirror. She can help you see the magic spell, if only she'd bend down a bit. Talk to the mirror about everything, then ask Anzel for some advice.

He says to mention the mirror's eyes. Talk to the mirror again, and this time, mention her eyes while sweet-talking her. Once that's done, Petra learns the spell Onamentov. Use the spell on Petra, then leave. A gump appears, and he takes you to see Dorothy. Talk with Dorothy about everything. She wants the magical artifact in Anzel's pocket, just like the unknown person who blew up Bill's ship to get the artifact.

Dorothy promises to help Petra find her brother, in return. The only way to turn Anzel back to normal is with a transformation potion. Who deals with illegal potions? Jack Pumpkinhead, that's who.

Go to Jack and talk to him about it, and he says that Scraps has it. Go to Scraps' store, which is right next to Petra's office. Get the transformation potion from her, then go to Ruggedo's. Use the potion on the decanter, and Anzel turns back to normal. Talk to Anzel. He doesn't want to give Petra the spirit rod. Once you finish talking with him, he runs away. Not long after, he gets kidnapped by Cutter. Petra jumps into a gump and chases Anzel and Cutter. She can't get any closer, unless her gump gets more energy.

Deal with Bill and get him to reveal the truth. Choose "Confront him about Bill. Speak to Ruggedo and tell him, "You can stop pretending. I know he came here. Click on Anzel, and discuss all topics with him.

Talk to Anzel and he tells you to talk to her about her eyes. Click on it in the inventory bar, and use it to transform yourself back. Once you arrive at the palace, go inside through the balcony door. Tell her "Jack sent me," and go through all the dialogue options after that. Receive the transformation potion from her. Follow Anzel outside, and watch him get scooped up by a Gump. Feed the candy in your inventory to the Gump to help him keep up. Once you do, click on Cutter to advance the story.

When prompted, answer, "But Phantasms have animal heads. Answer, "Anzel. You will be taken outside a cell containing Tik—Tok. Note the yellow button on the bottom shelf of the cabinet. Inside the cell, note the green button on the back wall. Exhaust all conversation options with Tik—Tok. Watch the cutscene between Cutter and Anzel. When visited by the Scarecrow, answer, "Cut it out, Scarecrow. Pick up the spell dropped on the floor.

Take the spell from your inventory and use it on Petra. Take the oblivion pills from the shelves. Take your items from the evidence bin.

Use the escapum magic on yourself to re-enter your cell. Back in your cell, knock on the door to ask for food. Ask, "When do we eat? Knock on the door to alert Tik—Tok. Answer, "Yes, there is a problem. Once outside your cell, go up the stairs. Go down the left hallway to the throne room.

Take the green button from the throne room. Use the magic picture on the wall and say, "Show me Dee. You said you could help. Click on the right side of the screen to move past Jinjur. Once inside the entrance hall, listen to the Ozma and Scarecrow. Every school child knows those stories. In a rod? Go back inside the palace and take the yellow button from the entrance you may want to visit Scraps now. Click towards the lower right corner of the screen to see the Tin Man.

Speak with Shaggy, going through all dialogue options with him. Speak with Miss Cayke, and exhaust all conversation options with her. Make a deal with Tin Man to get evidence on the Frogman in exchange for information on the expedition. After that, ask Tin Man all the questions you can about the Frogman. Turn in any buttons you may have. Tell Scraps, "The Frogman sent me. Go speak to Shaggy. Amy's Greenmart Playthrough Days 1 to 6 Amy's Greenmart is a fun shopping style time management game that had me struggling from the very beginning to keep up with all the demands of my customers in my new Eco Shop.

Read more Northern Tales 5: Revival Northern Tales 5 Revival is a tough time management game that had me struggling to get Gold on even the most basic levels! Campgrounds IV Playthrough Levels Levels 7 to 14 Today, we're continuing our playthrough of Campgrounds 4 by tackling the next set of levels - levels 7 to Harry Potter: Wizards Unite Tips and Tricks It's time to brandish your wands and dust off the old potions cauldren as you get ready to team up with Harry Potter and friends to fight the Calamity - a dangerous spell that's been unleashed on the Wizarding World and that threatens to reveal its secrets to the muggles worldwide.

Enter the diner and talk to Miss Cayke, then enter the garage and talk to Shaggy - you will learn that Shaggy has a crush on Miss Cayke. Go to the University and head inside. Use the pill machine, asking for a pill about vocabulary.

Take it with you, then swallow some candy before leaving. Visit Shaggy in the garage and give him the elocution pill; talk to him and you will learn the Woodsia spell. Go over to the diner to see what happens, then return to the garage and talk to Shaggy again. Give him an oblivion pill, talk to him again, then go over to the diner again. After Shaggy leaves, talk to Miss Cayke to learn the Biguuf spell , as well as half of a spell Frogman uses in his study.

Talk to Sawhorse and go to Frogman's villa again. When you get there, use the Woodsia spell on Sawhorse. You will end up levitating up outside the study and learning the rest of the Teleportrait spell. Head inside, talking to Nimee on the way in. Talk to Frogman until he leaves, then try to use Teleportrait on the painting. Use your magic paintbrush on the painting, then use the Teleportrait spell on it again. Open the drawer, then Teleportrait out of the painting and you will automatically return it to normal.

Leave the villa and return to town. Use your spirit rod on the keystone, then talk to the Wicked Witch of the West. Talk to Sawhorse, who refuses to come back to get you, then when Frogman and the witch start fighting, use Woodsia on Sawhorse again.

Talk to Sawhorse, who will now take you away. Pick up a copper rod from the ground on the right, then walk to the tower. Try to open the door, then pick up the tonk rock from the ground. Go back to the stadium and head inside.

Talk to Woot here, then enter the cafe. Talk to the Barista and buy the food special 2 items. Head upstairs and talk to the rope, then to Mombi. Leave the cafe and head through the other doors to the ring.

Examine the broken post on the edge of the ring and replace it with your copper rod. Talk to the Wizard in the ring, then go back and talk to Woot and then to Mombi, and finally Woot again - now you need a coach.

Enter the ring and talk to the Wizard, who will give you a trial. Once in the ring, use your Escapum spell on the box, and you will get a coach and learn the Sap spell. Talk to the Wizard about everything, including the rock you found earlier. Go back to the cafe and use the rock on the rope to free it.

Talk to Woot once more and the fight will begin. There are four rounds to survive:. At the top of Glinda's tower, use your spirit rod on the keystone. Talk to Glinda, then use the light cake on the Wizard to save him. You will automatically end up in the throne room.



0コメント

  • 1000 / 1000