Book Travelers 2: A Royal Story (Bonus Chapter) – You will play as Elgin, who has had an old memory awakened from his mother’s letter. He decides to look at his things from his childhood, and stumbles upon magical glowing birds.
Bonus Chapter Walkthrough
- Take TOY ARROW (A).
- Take WATER JUG, use TOY ARROW (B).
- Take CHRYSANTHEMUM and THIMBLE (C).
- Take CLEANING SUPPLIES, use THIMBLE (D).
- Read note, take TRAVELER’S AMULET and ENCRYPTED NAME (E).
- Place ENCRYPTED NAME (F).
- Solution (G).
- Take PERFUME BOTTLE and SMALL KEY (H).
- Take note, use SMALL KEY (I).
- Take SHURIKEN and LOOFAH (J).
- LOOFAH, WATER JUG and PERFUME BOTTLE on CLEANING SUPPLIES, take CLEANER.
- Use CLEANER, take SHINING STONE and ACROBAT (K).
- Place ACROBAT (L).
- Use SHURIKEN (M).
- Play puzzle (N), receive VISE.
- Go (O).
- Take STEM (P).
- Take EMPTY CASE (Q).
- Place STEM, take TILE FRAGMENTS 1/4 and LILY (R).
- Place CHRYSANTHEMUM and LILY, take TILE FRAGMENTS 2/4 and POPPY SEED (S).
- Walk down.
- Place POPPY SEED (T).
- Read note, take LIQUID METAL and FERTILIZER (U).
- Use FERTILIZER, take NAMEPLATE and TILE FRAGMENTS 3/4 (V).
- Go (W).
- Place NAMEPLATE.
- Swap (1-2)-(2-3).
- Take WETTING AGENT and TILE FRAGMENTS 4/4 (X).
- TILE FRAGMENTS, VISE and LIQUID METAL on SHINING STONE, take LOCK PLATE.
- Place LOCK PLATE (Y).
- Open, take PAGE (Z).
- Touch book.
- Use TRAVELER’S AMULET (A).
- Talk.
- Offer PAGE, take PAINT 1/3 (B).
- Solution (C): (1-4)-(2-13)-(3-11)-(5-13)-(6-9)-(7-9)-(8-15)-(9-15)-(10-13)-(11-14)-(12-14)-(13-14)-(14-15)-(14-16).
- Solution (D): (1-3)-(2-8)-(3-4)-(4-12)-(5-7)-(5-8)-(6-11)-(8-15)-(9-10)-(10-13)-(11-16)-(12-15)-(14-16)-(15-16).
- Touch quill (E).
- Take HUNTING KNIFE (F).
- Take WIRE (G).
- Use HUNTING KNIFE (H), take BROKEN SWING and RUBBER GLOVES (I).
- Use WIRE and RUBBER GLOVES.
- Read note, take PAINT 2/3 and TOY TOOLS (J).
- Place TOY TOOLS, select 5-2-6-4-1-3 (K).
- Take PAINT 3/3 and BLACKSMITH (L).
- Place BLACKSMITH, take ELGIN’S AMULET and SWING PARTS (M).
- ELGIN’S AMULET, PAINT and WETTING AGENT on EMPTY CASE, take ART SET.
- Place ART SET (N).
- Play puzzle (O), receive DUCKLING HEAD.
- Place DUCKLING HEAD, take COLORED PANELS 1/2 and FILE (P).
- Use FILE (Q).
- Take BRANCH and CARBINE (R).
- CARBINE and SWING PARTS on BROKEN SWING, take SWING.
- Use SWING, go (S).
- Take MOON (T).
- Place MOON (U).
- Take FISHING ROD and FATHER (V).
- Take COLOR CODE (W).
- Walk down.
- Use FISHING ROD for mini-puzzle (X), receive COLORED PANELS 2/2.
- Place COLORED PANELS and COLOR CODE, select 1-2-3-4 (Y).
- Take SANDPAPER and LOCKET (Z).
- Go (A).
- Place LOCKET (B).
- Take DRAWING and RAKE (C).
- Place DRAWING, take MOTHER (D).
- Place FATHER and MOTHER (E).
- Solution (F-I).
- Receive UNFINISHED POSTERS.
- Read note, take DUSTER (J).
- Take PAPER SCRAPS 1/5 (K).
- Use DUSTER (L).
- Take BADGE and PAPER SCRAPS 2/5 (M).
- RAKE, BADGE and SANDPAPER on BRANCH, take RAKE.
- Use RAKE (N).
- Read note, take TEACHER’S KEY and PAPER SCRAPS 3/5 (O).
- Use TEACHER’S KEY (P).
- Go (Q).
- Take HATPIN (R).
- Take POLISH (S).
- Take PESTLE (T).
- Use HATPIN (U).
- Solution (V).
- Take GLUE and CHALK (W).
- Walk down.
- Use CHALK and PESTLE (X).
- Take SECURITY ID and LOCK BASE (Y).
- Use SECURITY ID (Z).
- Take LOST BUTTON and PAPER SCRAPS 4/5 (A).
- Go (B).
- Place LOST BUTTON, select 4-9-3-2 (C).
- Take PAPER SCRAPS 5/5 and LOCK BARREL (D).
- PAPER SCRAPS and GLUE on UNFINISHED POSTERS, take POSTERS.
- Place POSTERS (E).
- Play puzzle (F), receive ICY DESPAIR.
- Use ICY DESPAIR (G).
- Take RULER and MAGICAL CAGE (H).
- Walk down.
- Use RULER (I).
- Take RUSTY EMBLEMS and STICKS 1/4 (J).
- Use RUSTY EMBLEMS and POLISH (K).
- Select shapes, take CLOUD (L).
- Go (M).
- Use CLOUD (N).
- Take KEYHOLE and ERASER (O).
- LOCK BARREL and KEYHOLE on LOCK BASE, take LOCK.
- Place LOCK, take ELGIN’S DIARY and STICKS 2/4 (P).
- Walk down.
- Place ELGIN’S DIARY and ERASER (Q).
- Solution (R): 6-5-8-1-4-7-2-3, 6-8-4-1-7-3-2-5, 6-8-4-1-2-7-3-5.
- Talk (S).
- Take BOWL (T).
- Take UNUSUAL SCREWDRIVER (U).
- Use UNUSUAL SCREWDRIVER (V).
- Take ALCOHOL and VIAL (W).
- Take STICKS 3/4, use VIAL (X).
- Receive VENOM.
- Use VENOM, take PAINTBRUSH and CHISEL (Y).
- Use PAINTBRUSH and ALCOHOL, take STICKS 4/4 and FACE (Z).
- Place FACE, take STAR MILK (A).
- BOWL, STICKS and STAR MILK on MAGICAL CAGE, take SNAKE TRAP.
- Place SNAKE TRAP, play puzzle (B).
- Receive SNAKES.
- Go (C).
- Talk, take MEMORY (D).
- Take SILVER (E).
- Use SILVER, take NECKLACE (F).
- Go to Great Library.
- Place NECKLACE, take BLACK CANDLE and LIBRARIAN’S AMULET (G).
- Use CHISEL, place LIBRARIAN’S AMULET (H).
- Take EMPTY INKPOT and GEM (I).
- Go (J).
- Use GEM and MEMORY, take LAST SNAKE (K).
- Place SNAKES and LAST SNAKE (L).
- Solution (M).
- Talk, take PARCHMENT (N).
- Use BLACK CANDLE, take LIVING INK (O).
- LIVING INK and PARCHMENT on EMPTY INKPOT.
Congratulations! You have completed the game Book Travelers 2: A Royal Story.