Book Travelers 1: A Victorian Story (Bonus Chapter) – It’s been about a month since you travelled to the mysterious world of books. Unfortunately, you can’t go back there yet, because Bertha has stolen an amulet. The amulet contains immense power, but the Wanderers themselves are also filled with magic. However, unleashing the magic itself is unusual and difficult. If you lose the amulet, you can create a small one-time portal that will transport you to the Great Library.
Bonus Chapter Walkthrough
- Take TIN BOX (A).
- Take FLOWER INLAY (B).
- Take SHOVEL, place FLOWER INLAY.
- Take FLAMMABLE POWDER RECIPE and 1/2 WRITING TOOLS (C).
- Take WORMWOOD, use SHOVEL, take GOLDEN STAR and HOOK (D).
- Use HOOK, take GREEN GEMSTONE and LIME (E).
- TIN BOX, WORMWOOD, and LIME on FLAMMABLE POWDER RECIPE, take FLAMMABLE POWDER.
- Use FLAMMABLE POWDER (F).
- Go forward.
- Talk (G), earn HAIRPIN and 2/2 WRITING TOOLS, give WRITING TOOLS, play puzzle.
- Take CARRIAGE FRAGMENT, use HAIRPIN, take HORSEMAN’S GUIDE (H).
- Take 1/5 MUSIC NOTES (I).
- Use CARRIAGE FRAGMENT and HOOK, take REINS and TWEEZERS (J).
- Go down.
- Use TWEEZERS, take CORKSCREW and 1/3 PIG FIGURINES (K).
- Use CORKSCREW, take KNOB and RIBBONS (L).
- Use KNOB, take APPLE and SILVER STAR (M).
- Go forward.
- Place SILVER STAR and GOLDEN STAR, take BLINDERS, BALLOON, and 2/3 PIG FIGURINES (N).
- REINS, APPLE, BLINDERS, and RIBBONS on HORSEMAN’S GUIDE, take HORSE EQUIPMENT.
- Place HORSE EQUIPMENT (O).
- Navigate the horses to their apples.
- Moving one horse will also move the other horse in the opposite direction
- Walkthrough (P).
- Take MYSTERIOUS BOX (A).
- Take WINDOW HANDLE (B).
- Use WINDOW HANDLE, take 3/3 PIG FIGURINES and HARDENING SOLUTION (C).
- Place PIG FIGURINES, take WHITE BALL and PURPLE GEMSTONE (D).
- GREEN GEMSTONE and PURPLE GEMSTONE on MYSTERIOUS BOX, take PORTAL SPELL and BOOK COVER PART.
- Go down.
- Place BOOK COVER PART (E).
- Restore image F-G-H-I, turn page.
- Take LIQUID METAL (J).
- Use LIQUID METAL and HARDENING SOLUTION take BOOK KEY (K).
- Go forward.
- Use BOOK KEY, take GENIUS THOUGHT and WRITER’S AUTOGRAPH (L).
- Use WRITER’S AUTOGRAPH, take WRITER’S MIND and 2/5 MUSIC NOTES (M).
- GENIUS THOUGHT, WRITER’S MIND, and BALLOON on PORTAL SPELL, take ONE-USE PORTAL.
- Use ONE-USE PORTAL (N).
- Select (O).
- Find all the differences between the images.
- Select differences (P).
- Take GOLDEN THREAD (Q).
- Use GOLDEN THREAD, take GOLDEN FIXTURE, FLINT AND STEEL, and 3/5 MUSIC NOTES (R).
- Place GOLDEN FIXTURE take ATOMIZER and CANDLE (S).
- Use CANDLE and FLINT AND STEEL, take EMBROIDERY SCRAP and 4/5 MUSIC NOTES (T).
- Place EMBROIDERY SCRAP (U).
- Go right.
- Read note, take 5/5 MUSIC NOTES (A).
- Place MUSIC NOTES, take PINK BALL (B).
- Use WHITE BALL and PINK BALL (C).
- Select the cup with the white ball three times in a row to win.
- If you make the wrong selection, the game will start over.
- Select correct cup ×3 (D-E-F).
- Take CANE and EMPTY GLASS (G).
- Go down.
- Use CANE, take 1/4 STAINED GLASS PIECES and PIANO KEY (H).
- Go right.
- Place PIANO KEY, take WINDUP MOUSE and GLASS LID (I).
- Place EMPTY GLASS and GLASS LID, take COLORFUL SMOKE (J).
- Use COLORFUL SMOKE, earn BOOK IMAGES (K).
- Use BOOK IMAGES (L).
- Follow the correct path to the other book world.
- Select the arrows to rotate the symbols until they match the symbols in the scene and the arrow will point the way.
- Set dial (A), go forward.
- Set dial (B), go left.
- Set dial (C), go right.
- Set dial (D), go right.
- Set dial (E), go left.
- Set dial (F), go forward.
- Talk (G), earn BROKEN MAGNIFIER.
- Take VIOLET AMULET (H).
- Place VIOLET AMULET, take 2/4 STAINED GLASS PIECES and ROPE (I).
- Take LEMON SEEDS, use WINDUP MOUSE and ROPE, earn STAPLE REMOVER and GLUE (J).
- Use STAPLE REMOVER, take BOTTLE OPENER and 3/4 STAINED GLASS PIECES (K).
- Use BOTTLE OPENER and ATOMIZER, take BERTHA’S FOOTPRINT (L).
- Give BERTHA’S FOOTPRINT (M), earn 4/4 STAINED GLASS PIECES.
- Place STAINED GLASS PIECES, take GATE KEY and NOVEL PAGE (N).
- Use GATE KEY (O).
- Adjust the key notches to the correct heights.
- Select a notch to move it up or down.
- Select the key to test your solution.
- The blue indicators turn green when their corresponding notches are placed correctly.
- Walkthrough, select (P).
- Take VALVE (A).
- Take RUBY CLASP (B).
- Use VALVE and LEMON SEEDS, select ×3, take LEMON OIL (C).
- Use LEMON OIL, take MAGNIFYING GLASS and HAMMER (D).
- GLUE and MAGNIFYING GLASS on BROKEN MAGNIFIER, take MAGNIFIER.
- Use MAGNIFIER, take PAPERCLIP and COIN (E).
- Use PAPERCLIP (F).
- Play puzzle, earn FREEZING OINTMENT (G).
- Use FREEZING OINTMENT and HAMMER (H).
- Talk (I), earn CLIMBING FASTENERS, give NOVEL PAGE.
- Take GLOVES (J).
- Use GLOVES, take POLE CLIMBER’S BASE and NAIL PULLER (K).
- Use NAIL PULLER, take EMERALD CLASP and SPIKED BLADES (L).
- Use RUBY CLASP and EMERALD CLASP (M), play puzzle, earn SUGAR WATER.
- Use SUGAR WATER, take SCREWS (N).
- CLIMBING FASTENERS, SPIKED BLADES, SCREWS, and COIN on POLE CLIMBER’S BASE, take POLE CLIMBERS.
- Use POLE CLIMBERS (O).
- Find all pairs of symbols.
- Select two matching symbols to climb up.
- Select pairs P-Q-R.
- Talk (A), earn SUMMONING SPELL.
- Take SEAM RIPPER (B).
- Use SEAM RIPPER, take DIAMOND (C).
- Use DIAMOND, take FEATHER DUSTER (D).
- Use FEATHER DUSTER ×3, take GLASS EYE (E).
- Go down.
- Place GLASS EYE, take MAGNET (F).
- Use MAGNET, take PALETTE and SCRAPER (G).
- Go forward.
- Place PALETTE and SCRAPER, take PAINT (H).
- Use SUMMONING SPELL and PAINT, take 1/3 SPARKS OF ESSENCE (I).
- Use SUMMONING SPELL and PAINT, take 2/3 SPARKS OF ESSENCE (J).
- Use SUMMONING SPELL and PAINT, take 3/3 SPARKS OF ESSENCE (K).
- Use SUMMONING SPELL and SPARKS OF ESSENCE (L).
- Play puzzle (M).
Congratulations! You have completed the game Book Travelers 1: A Victorian Story.