

Go around to the large landing using either side hallway. Select any information of your choice about the character. He asks for help in making a new character. When the cards are set correctly, see a paper fall from the scale. Each scale has a monster, hero, and magic card. Arrange the cards to weigh the same way (or original level) before you touched them. The middle scale is highest and the right scale is lower than the rest. Remember that the scales were not even before. Karl says to put back the cards the way they were. Take note of the scales with cards on it. Professor Sparrow is the one on the painting on the wall. They are either heroes, monsters, or magicians. See that the characters are taken from Grimm's fairy tales. Read the Raid Game Guide on the bottom shelf. Look left and close at the sparrow painting on the wall. If you need money, play this board game or ask Karl. Karl gets upset when you look at it, so it can be done later. Open the panel on the right to see a keypad.

Check the cabinet left of Karl and see that the bottom drawer is active. Learn about Lukas, the head of security's son. Win or lose, you'll get 15 Euros from Karl for testing his game. The winner is the one that gets to the castle at center of the board first. Select an opponent with less cards to choose from. So if the opponent (or you) lands on a red square, select your card with the strongest red attribute to fight with. The card selected shows the character stat of that player's hand. The color of the square the player lands on determines what challenge is to be done by the player. A player turns the spinner at bottom left and moves on the board based on the number obtained. You have 2 opponents seen at the sides of the board. Read the Game Rules book at the bottom right. Choose Easy first until you learn the mechanics of the game. He'll want you to test out his Raid game. See Karl Weschler, the Bürgermeister playing with dolls. Enter the Bürgermeister room at the middle of the hallway. The other alcove has a puzzle box with colored glass tiles on it. Read the book and learn about Freiherr Amsel and his daughter Else. One alcove has a book about History of Castle Finster. There are two side alcoves with chairs and table. Get a call from Frank Hardy and automatically answer it. At the landing, go forward to the side hallway (not the stairs).

From Nancy's room, use the left stairs to go back to the landing at other side of the balcony. You can use the landline phone by clicking on the post-it list of the phone numbers or manually dialing by zooming and click in the numbers. Go to other side of the bed and see the cuckoo clock phone on the desk. Open the armoire and see a shelf for gift shop purchases. Enter and look around.Ĭheck the mantle of the fireplace and read the Die Ungeheuerlichkeit Nacht Festival schedule. Climb the stairs on either side of the wide landing. After the conversation, go forward to the wide landing. Nancy automatically answers the call from Ned. Turn around and enter through the doors on the left. Go forward to the small table with the candlestick. Not all the coins that are in the game are noted in this walkthrough. Buying items will decrease the total amount of coins. Coins picked up during the game will be added to the total. There are 20 Euros at the top left of the screen. See a coin flash on the banister of the stairs to the mezzanine. Enter the ornate double door ahead, under the sign that says Burg Finster. There are private homes at the top level of all the buildings. He wants you to come meet him in his office on the second floor.

When sure of the selection - click on square of the Check Match at top of the page. Click on the square of the 2 matching monsters. Take the paper inside the lowered bucket. He will let you in if you solve the match game in the bucket he lowers down. Ring the doorbell at the right side of the gate.
