Tangled Tales Part Two: Violet Valley

(Continuing from Part 1: Fairhaven Valley)

You arrive in a cave. [C]ast Light to look around.

Time Distortion Spell

To the west is a cobweb. [L]ook at it, then [A]ct to learn Time Distortion. That was easy! Make your way out of the cave, to the outside map.

Omnivision Spell

Take a few steps west, and head north until you reach the monastery. [A]ct to enter, then go to the north side of the courtyard and into the vestry. [L]ook at all the books. You'll find the Omnivision Spell.

[G]et the holy symbol from the altar in the south room while you're here. It seems immoral, but in games like this, kleptomania pays.

Back in the courtyard, talk to Brother Jenkins. Inquire about the stolen book. Talk to Bruce Leon. If he gives a reasonable price, hire him as a party member.

(If that's supposed to be Bruce Lee, he should be speaking Cantonese. Oh well. At least the Vietnamese is translated accurately...)

Gnihton Spell

Exit the monastery and take four steps south, then head east until you find a cabin. [A]ct to knock on the door.

Inside the cabin, [T]alk to Zilch, and he'll sell you the Gnihton spell.

The majority of this game is about collecting spells that you may never need to cast... But Gnihton takes that to a whole new level.

Sleep Spell

Time for some serious adventure.

From the cabin, go eight steps south, then head west until you reach a farm. [A]ct to open the door.

Talk to Joshua. Do you have the circus tickets from before? [D]rop them on him. [G]et the barn key and the adze he leaves behind. Go into the henhouse to the east and [G]et the magic (what a giveaway!) feather.

[T]alk to Logan about all the things. You can't do anything about the horse thief or the imp yet, but soon. Exit the farm.

Three steps south and one east, [G]et some garlic. Three steps west and south, [L]ook at the scarecrow, and [G]et the corncob pipe. Wander around near the farm until you encounter Gnu Gnu. Lie to him about your identity to get him to join your party. Check out the well nearby, just 'cause it's cool.

From the farmhouse, go 14 steps east, and 14 steps north, passing the cabin along the way. You'll find a vine. Wander around in this area until you meet an elf named Sif. [T]alk to her and let her join your party. Then [A]ct on the vine to climb it.

After a very silly interlude, you'll arrive in a two-room treehouse. [T]alk to Maxwell and agree to let him join. [A]ct on the vine in the treehouse to leave.

Head east until you hit the mountains, then head south. Just run from whatever combat you find.

Idunn is here in the forest. [T]alk to her and she will recognize you. Inquire about Sidney and ginger. From there, head west until you reach the monastery. Go inside and talk to Brother Sidney, and inquire about ginger. [G]et the ginger roots.

Head south and west until you're back at the farm, and go inside. Enter the barn to the west. [T]alk to Blade Jones about various things. At the end of the conversation, Bruce Leon will free him and he'll join you.

Head north from the farm, skirting the mountains, until you arrive at a beach. Wander along the sand until Gnu Gnu finds the perfect spot for a sandcastle, and let him build one. He'll unearth a bottle. [G]et the bottle.

Find Garkon the pirate on the seashore and [T]alk to him. You're whisked away to Ichibod Island, in most ungentlemanly fashion! Arrr! Poke around and find a cave, and go inside.

Wander around until you find a fountain. Eventually Maxwell will take a sip from it, and grow younger. That's all you need to do here, though you can try messing with the fountain various ways. Swimming in it, for example.

Leave the cave. On the southwest seashore you'll find a conch shell. [G]et it, then [A]ct to blow it. What a way to travel!

Go west and south, towards the cabin where you learned the Gnihton spell. Wandering around here you'll find Charles, who is worth [T]alking to. Eventually you'll also find an imp riding on a flying carpet. Bruce Logan will catch one of the eggs and hand it to you. As soon as that happens, [A]ct to pull the cork out of the bottle.

[R]est directly afterward, because the pelting with rotten eggs has reduced your charisma, and resting will restore it.

Jinx is in this room, apparently asleep. Young Maxwell will tell you what to do. [D]rop the egg on Jinx. [T]alk to him, and he'll join you. You can [G]et the rotten egg back if you like. Walk to the western alcove and you'll "fall out" of the bottle.

You'll emerge at the seashore. Walk east until you're at a lake. Swim in the lake, and Nina will give you a hint: [A]ct to fill the bucket with water.

Now head south. The imp on the flying carpet should be around here again. Walk up to him and Jinx will start a fight. [G]et the magic carpet that's left behind, then [R]est because the pelting with eggs has cratered your charisma again.

[A]ct to ride the carpet. You are whisked away to the clouds! Immediately cast the Silence spell. Without it, the cloud monsters here will put your whole party to sleep and then beat you senseless. Make your way north to the drawbridge and step on it. Young Maxwell will leap into action. Once you're on the drawbridge you can disable Silence.

Enter the castle, and Jeb The Giant will capture you. Go to the east wall of your room, and [A]ct to pull the string you find. Keep walking along the wall until Veronica the "maid" slips a loaf of bread under the door. [G]et the bread and [A]ct to eat it. Ouch! You'll find a key.

In the next room, if you walk to the northern door, Bruce Leon will try to break it down -- and fail. Take the stairs instead. Go north, then west, where you will be pestered by griffins. Fight them or keep running from them until you cross the room to the western door and go through it. From there take the southern door and you'll be teleported.

Walk around this room until you find a "boring storybook", and [G]et it. Walk through the secret door on the western wall and you're back in the griffin room. Make your way west again, and south to the teleport room, where you'll be teleported again, but this time to a room with Veronica in it. [T]alk to her and she'll join. [T]alk to her again for some nice dialogue that you'd miss otherwise.

Go back to the teleport room. This time you'll go to the northwest corner. [L]ook out the picture window before exiting back to the griffin room. Go to the teleport room a final time. You'll be sent to the southeast room. Walk to the foul pool and [A]ct to pour the bucket. Now [L]ook at the purified water, then [L]ook and [A]ct on the runes to learn the sleep spell.

That took some effort! Walk out of the castle. You'll come back again later, but for now, [A]ct to ride the magic carpet down to land.

Force Field Spell

Wander about until you blunder into Charles. He and Veronica will immediately vanish, leaving behind a key. [G]et the key. Walk back to the exploded cabin, and head south from there until you see a cave. In you go. [C]ast light and start exploring. Oops, a dragon! Well there's only one thing to do. [A]ct to read the boring storybook, of course.

There are some other options in the [A]ct menu you can try here if you're curious.

Silly options for dealing with a dragon.

Once the dragon is asleep, tiptoe southeast and pick up Ivanhoe, the book of poetry, and the buckler. [E]quip the buckler. Explore the southwest part of the cave to find a tome, and [A]ct on it to learn Force Field. Well done! Exit the cave.

As an aside, there is a monster called a "cannibal" wandering around here that sometimes appears in a group with other monsters. I was able to catch a screenshot of it, but whenever it became the primary monster in a combat and tried to animate, the game freaked out and hung.

Looks eerily familiar here in 2024.

Awaken Spell

Go 8 steps west, then head north until you reach the monastery. Walk over to Brother Jenkins and [D]rop Ivanhoe on him. He'll teach you the Awaken spell in return.

Recall Spell

From the monastery, go 8 steps south and 16 east. You'll find a mineshaft. March right in. Warning signs are for NPCs, not you.

Start following the small steep passage to the north. When you see a boulder appear, go back the way you came until the boulder smashes into a wall. Follow the steep passage again, and keep going. Explore this region until you meet Imrahz. [T]alk and let him join you.

Return to the entrance, but now explore south. Eventually you'll find an elevator, which Gnu Gnu will repair. [A]ct to press the button and go down a floor. Walk around here for a bit and you'll meet the demon Imrahz was talking about. Assuming you have the holy relic from the monastery, this encounter is no problem.

In the passages beyond the demon you'll find a staff you can [G]et, and some writing on the wall to [L]ook at and [A]ct upon to learn the Recall spell.

Detect Monster Spell

Make your way out of the mine. Head as far north and east as you can go, and enter the stinky cave.

At one point you will be forced to battle a cyclops and his entourage to proceed. Beyond that is a ledge. [A]ct to climb it and you'll discover a scarlet sword. It'll appear in your inventory.

North of the ledge you'll find a shield on the ground. [G]et that. Now position yourself on the other side of the wall just south of the exit. Step north through the secret door, and exit the cave.

Go to the north edge of the country and find the Wildwood Inn. [A]ct to open the door. Inside you'll meet Burt. Pay him for a room, then go barging into the other rooms like the polite houseguest you are, until you meet Jenny the elf. [T]alk to her and agree with her, and she'll join your party. Exit the inn.

This bit is weird. Well, even more than usual. Cast the Recall spell. You have the option to teleport to a "mystic anchor" that you've never even seen before. How does that work? Whatever.

You'll appear in a graveyard. [G]et the thimble. Walk around the graves until you are told "you are standing on the grave of a dead man," which seems a bit redundant. [L]ook at the grave, and you'll find a skeleton key. [G]et the key.

Enter the mausoleum using the key. Walk over to the coffin. [L]ook at it, and [A]ct to open it. A ladder is revealed. Down you go!

Head west, then north. After you pass a strange light, you'll be teleported. Head west so you're back where you started, and walk past the light again. At the end of the hall, turn east and go through the door. [A]ct on the coffin in this room to reveal a scroll. [L]ook at the scroll, then [A]ct to learn Detect Monster.

There's more to do here. Exit the room and go west, though the other door. This room is donut-shaped, with a room in the middle. Go into that room and it will move. Fancy! Exit the small room and climb down the ladder nearby.

There's a work table in this room, and an opening in the ceiling. [A]ct on the table to move it under the opening, then walk over to the opening and [A]ct to climb on the table. You'll arrive in another room. In this room, walk over to the only door, but don't go through it yet. Instead [A]ct to eat the ginger root.

Now go through the door. A red mist will envelop you but it will do no harm. Cross the room and go through the east door.

In the area beyond, you'll find a big axe on the ground nearby. [T]ake that, then follow the hallway around until you encounter the scarlet statue. This is a wack battle. You're supposed to [D]rop the scarlet sword on the statue, then defeat it in combat, but the statue always gets the first move no matter how fast you are, and often that first move is to breathe fire and kill you instantly. You need to hope it randomly chooses to slaughter someone else first, allowing you to cast Energy Blast and kill its companions, then cast Heal - usually on yourself - until one of your own party members makes the final blow.

Alternately, you can try to cheat your way past the statue: Refuse to give it the scarlet sword, walk two tiles past it, and drop a mystic anchor (thimble or feather). Then, take one further step, so the statue drags you back. Cast Recall and rest straight away, and you might be free to move beyond the statue. This may not work, but if the statue just isn't dying, give it a try.

Assuming you've found a way forward, keep going down the hall until you find a door. Unlock it with the cryptic key. (Cryptic. Get it?) Inside this otherwise empty room is a majestic coffin. [L]ook at it, then [A]ct to open it. Aah, lucky Pierre!

[T]alk to him, and discover that the garlic you're carrying is verboten. [D]rop it and try again. This time he'll join you.

Retrace your steps, back down the hallway, through the red mist room, up past the donut-shaped room, down the hall past the mysterious light. You'll pass by a door leading to a room with a sarcophagus. [A]ct to open it, and laugh at how Pierre scares them all away.

Continue down the hall to the ladder you haven't climbed yet, and it will take you back to the surface.

Ending The Drought

Technically you didn't need Jenny until now, but you fetched her earlier to make your party as large as possible when facing the scarlet statue.

Before wrapping this quest up you might want to try confronting the Blue Knight, down in the southeast region of the map. It's a hard battle though.

Once you're rested up, [A]ct to ride the magic carpet back to the castle. Walk inside to the room with the griffins - running from them if they're still around - and go through the eastern door, so you can climb the stairs to the second floor.

Walk over to the door that even Bruce Logan couldn't smash. Pierre will scoot through the keyhole and open it from the other side. Viola! Walk into a giant dining room. Go through the western door and immediately confront Jeb. Jenny hints at your next move: [D]rop the book of poetry.

Jenny reads aloud, telling the tale of Romeo and Juliet in doggerel verse so awful that it rivals the Vogons. The giant is moved to tears and floods the entire castle, washing you outside and ending the drought.

Your work here is done. [A]ct on the carpet and ride it to land. Walk over to the cave with the portal in it, and stand on the portal again. [A]ct to say "Springdale Valley".

Talk to Eldritch to get an advancement and a new quest.

Onward to Tangled Tales Part Three: Springdale Valley