Version 1.3 2/4/12 ?????? ???????? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Emerald City Confidential A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2012 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Characters 004. Walkthrough 004a. Emerald City 004b. Quadling Country 004c. Winkie Country 004d. Phanfasm Island 005. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the game called Emerald City Confidential, for the PC. This is an adventure game, which is done in film noir style and takes place in the Oz book series. You can get this game from its publisher, Playfirst, or from a number of casual gaming websites. If you have any questions or comments about this guide or the game in general, contact me at ilovecartoonssomuch@yahoo.com. 002-Video Walkthrough --------------------------------------------------------- For those of you who would like to watch how to beat the game, instead of reading how to beat the game, a set of videos can be found here: http://www.youtube.com/playlist?list=PL1593B6FC5E2C5912 The video walkthrough comes complete with my commentary. 003-Characters --------------------------------------------------------- (in order of appearance) Petra: The main character. Petra is a private investigator, who is looking for information about her long-lost brother. She is also hoping to find enough evidence to convict her nemesis, the Lion. Over the course of the game, she gets several clients who have various jobs for her to do. The Lion: A corrupt lawyer who knows how to cheat the system. He seems to enjoy breaking laws and blackmailing people. Gump: Gumps are the main form of transportation in this game. They don't talk much. Dorothy "Dee" Gale: Petra's first client. She hires Petra to find Anzel, her missing fiancé. Scarecrow: He was the ruler of Oz for a brief time, after the Wizard of Oz left but before Ozma took the throne. He likes to speak in riddles. Scraps: Also known as the Patchwork Girl of Oz, Scraps owns a store next to Petra's Office. Scraps has a hard time deciding between opposites, but she's a nice enough person. Tik Tok: A clockwork man, who is a member of the Royal Army of Oz. He used to work with Petra, when she was in the army. Betsy Bobbin: A woman in a ritzy part of town. Petra has to visit her in order to track down a lead at one point. Hank: A mule, who is Betsy's security guard. He tries to keep people out of Betsy's apartment. General Jinjur: A general in the Royal Army of Oz. She holds a grudge against Petra, for what Petra did during the Phanfasm War. Cap'n Bill: A sailor with a peg leg. He is Trot's guardian, and he is indicated as a suspect when his ship explodes in the harbor. Trot: A girl from California who came to Oz with Cap'n Bill. She loves him more than anyone else in the world, and she hires Petra to clear his name. Professor H. M. Wogglebug, T. E.: The founder of the Royal University of Oz, Professor Wogglebug is both highly magnified and thoroughly educated. Cutter: An assistant at the Royal University of Oz. The missing Anzel worked for Cutter. Jack Pumpkinhead: A good friend of Ozma, who runs the smuggling industry in the Emerald City. Ruggedo: The former Nome King, who worked with the Phanfasms during the war. They betrayed him, and in revenge, he gave their battle plans to the Ozians. Ruggedo is now working as a bartender, with political asylum. Toto: A dog who belongs to Dorothy Gale. Toto is upset that animals aren't allowed to have knowledge pills from the university. Anzel: Dee's missing fiancée, who went into hiding because he has a powerful magical artifact. Mirror: An unknown person who was turned into a mirror. She likes it when people compliment her. Queen Ozma: The ruler of the Land of Oz. The war with the Phanfasms has caused her to become somewhat cold and harsh. Phanfasms: Monstrous creatures with human bodies and animal heads. They invaded Oz many years ago, but they were defeated. The First and Foremost Phanfasm: The leader of the Phanfasms, who has a bear head. He intends on restarting the war between his country and Oz. Woot the Wanderer: A man who runs a magic arena. Mombi: The reigning magical champion. She is uppity and has a special dislike for the Wizard of Oz. The Wizard of Oz: The former ruler of Oz, the Wizard has since lost his magic license. He is still mourning the death of his female friend Glinda. Ugu: A magician in training, who isn't very good at magic. Petra fights a duel against Ugu, in order to become the Wizard of Oz's pupil. Kiki Aru: A magician who is holding a rope captive by playing a magical song. Magic Rope: The rope being held captive by Kiki Aru. It is willing to help Petra, if she saves it from Kiki. Barista: A woman who sells food at Woot's Arena. She is not very friendly. Glinda: The good witch of the south, who is well-known for being powerful and having a magical book. She taught the Wizard of Oz everything he knows about magic. Frogman: The Frogman is half-frog and half-human. He is a gangster who blackmails many people, including the governor. Miss Cayke: A Munchkin woman who runs a restaurant in Winkie Country. She is usually quite pleasant. Shaggy Man: A Gump repairman with a bad stutter and a crush on Miss Cayke. Tin Woodman: Also called Nick Chopper, the Tin Woodman is the governor of Winkie Country. He wants to arrest the Frogman, but his hands are tied. Wooden Sawhorse: The Sawhorse is a means of reliable transportation in the Land of Oz. He is frightened of something he saw recently, and he refuses to talk about it. Nimee Amee: A woman who works for the Frogman. She used to be the love of the Tin Woodman's life, before he lost his heart (and later regained it). Wicked Witch of the West: The former ruler of Winkie Country, who was killed by Dorothy. William: Petra's long-lost brother. 004-Walkthrough --------------------------------------------------------- The game starts with our heroine, Petra, outside a warehouse. She's got a big file of information on her nemesis, the Lion. She just needs to get inside the warehouse and collect information there, and then she'll have enough proof to finally convict the Lion. This is a pretty simple challenge. Pick up the crowbar on the sidewalk, and it is added to your inventory. Then, use the crowbar on the door to the warehouse. Petra then gets knocked unconscious by poppy gas. Uh oh! Petra wakes up, hanging off a bridge by some rope. At the top of the screen, the possible actions she can take appear. You can try to cut the rope, climb it, or wriggle free. Try whatever options you like. None of them save her. Once you learn this, "Call for help" is added to the list of options. Petra calls out, and who appears? The Lion. Petra has a conversation with the Lion. You can choose her dialogue options here. Click on a line, and Petra will say it. When you want to end the conversation, pick the final line, "Enough Talk!" It seems that Lion burned the warehouse to the ground, destroyed Petra's evidence AND tied her to the bridge. That evil Lion! Masquerading as an innocent lawyer, while secretly committing crimes! Petra unties herself from the bridge and falls down, down to the ground. Before she lands on the ground, she gets caught by the Gump Transit System. She then gets taken home to her office on Plumly Street. Petra says she needs the journal in her cabinet. Pick up the key on the desk, then use it on the cabinet. Petra then gets the notebook. Someone knocks on the door. Open the door to meet Dee, Petra's newest client. Dee wants Petra to find her missing fiancée, Anzel. Before Dee leaves, Petra realizes that Dee is really Dorothy Gale, the little girl who came to Oz many years ago. Click on the door to exit the office. If Anzel entered the city through the North Gate, that's where our investigation should start. Click on the gump stand in the upper/right to go to the map screen, and click on the North Gate location (in the upper/right) to go there. Tik Tok the Clockwork Man is here, standing guard. 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. Interesting... 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. North = Gilikin Country = Purple South = Quadling Country = Red West = Winkie Country = Yellow East = Munchkin Country = Blue Center = Emerald City = Green Use the Gump Stand to get to your new location, Grinetta Lane. 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. Hank also mentions the two places that Betsy likes to visit: Munchkin Country and Quadling Country. 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. One button is on top of a shelf in the lower/right; it shines every now and then so you can see it. 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. Talk to Tik Tok, and he will tell you that Jinjur is at the East Dock. 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! Show the cufflink to Jinjur, and Petra will cast suspicion away from Trot and Captain Bill. 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?" That way, Cutter will arrange for Petra to get pills from the knowledge pill machine, in exchange for her telling him about Anzel. --- Once you've followed both of the leads that Betsy gave you, and you've been to all the locations and basically talked to everyone, you can return to Petra's office to meet Trot. 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. That causes Petra to learn that Jack Pumpkinhead defended Captain Bill duing a trial. Aha! 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. Use the candy from Ruggedo's on the gump, and it will fly close to Cutter and Anzel. Click on Cutter and talk to him about everything. Cutter is really a Phanfasm spy! He takes off with Anzel, but fortunately, Petra recovers the Spirit Rod. Or...maybe Petra isn't fortunate, because she gets arrested and taken before Queen Ozma. No matter which conversation topics you pick, Petra gets thrown in jail for illegal magic usage. Tik Tok puts Petra in the jail cell. Talk to him about everything, but nothing works. He won't let her escape. You then see a scene of Anzel being brought prisoner before the First and Foremost Phanfasm. Later, The Scarecrow comes to visit. Pick whatever dialogue options you want here. He becomes convinced that Petra is a good person, and he decides to help her escape from jail. The Scarecrow doesn't say this out loud, of course, but he leaves a very helpful piece of paper on the ground behind him as he leaves... Pick up the piece of paper. It's a magic spell called "Escapum". Use it to escape from the cell. Tik Tok is standing guard here, so you can't go outside. Take the pills from the cupboard here, and take Petra's belongings from the box on the ground. Then, read the Prisoner's Rights, written on the wall near the door to the jail cell. It says that prisoners can't have health hazards inside their cells. Use Escapum again, to get back inside the cell. Click on the little window on the door, and Petra calls out to Tik Tok. Ask him for some food. It ends up being disgusting food, and Petra throws it against the wall. Use the Green Potion on the food. That makes it look moldy and unhealthy. Call to Tik Tok again and tell him that the food poses a health hazard. Then, use Escapum again and walk out the door. The exit to the palace is to the right, but Jinjur is on guard. Darn! Instead, go left to the throne room. There's not much to do here besides look at Ozma's magic picture. It won't show Petra where her brother William is, but it does show where Dee is. Dee is in her room, with Toto. Wait a minute...Toto! He's friends with Petra, because Petra gave him a knowledge pill from the university! Maybe Toto and Dee can help! Use the dog whistle that you got from Toto. He shows up and takes you to go see Dee. Go through the conversation with Dee, and by the time the conversation is over, Dee is very upset with Petra. Dee is so upset that she uses her magic belt to silence Petra. Petra goes back to the palace. Now that Petra is magically silent, she can sneak past General Jinjur. Go through the exit that Jinjur is guarding. All right, Petra is almost home free! Unfortunately, the Scarecrow and Ozma enter the room and find her. They then talk to Petra at length and explain the Spirit Rod. The Spirit Rod holds the spirits of the four witches of Oz. There are four keystones in Oz, and each one frees a particular witch. Two witches have been freed, and Petra is given the job of freeing the two remaining witches. That is, Petra has to go to both Quadling Country and Winkie Country, and solve the puzzles there. You can visit the two countries in either order. 004b-Quadling Country --------------------------------------------------------- In Quadling Country, Petra lands near Woot's Arena. There's a copper rod in the lower/right part of the screen here. Pick it up, then go left to the tower. This is Glinda's Tower. The keystone is at the top of it, but it's locked, so Petra can't get inside. On the ground, to the right of the tower, is a Tonk Rock, which as magical properties. Pick it up. Go right, to the arena. Go inside and talk to Woot the Wanderer, who owns it. This arena is a magic arena, where people duel with magic. The reigning champion is Mombi, and she has access to the tower. Go inside the little café here, where Mombi is. There are several things to do here. 1. Go up the stairs and talk to Mombi about everything. She refuses to let you in the tower unless you beat her in a magic battle. 2. Buy food from the barista. There's one piece of food that makes you float, and one piece of food that weighs you down. 3. Go up the stairs and talk to the rope. It is being held captive by Kiki Aru. Only unbinding magic can free it. Leave the café, then talk to Woot. He will let you fight in the magical arena, if you get a coach. Go inside the arena, where a coach is training a magician. Talk to the coach, who is the former Wizard of Oz. He had his magic license revoked, after he attacked Mombi outside of the ring. Ask the Wizard if he will be your coach. He likes the idea of getting into the tower and getting revenge on Mombi, but he wants to see how good Petra is with magic first. He sets up a brief match between Petra and Ugu. Ugu makes a small prison over Petra. Use the escapum spell to escape from the prison. The Wizard becomes happy with this, and he agrees to be Petra's new coach. He also teachers her a new spell, called Sap. Before leaving the arena, take note of the broken rod on the outside of the ring. That's actually part of a trick Mombi uses to defeat her enemies. Use the steel rod you got outside on the broken rod. Petra switches the two rods, thus rendering Mombi's trick ineffective. Once the Wizard is Petra's coach, talk to him about the Tonk Rock. He says it's used for unbinding magic, which is the same kind of magic that the magic rope needs. Go to the café. Go to the top of the stairs, then use the Tonk Rock on the rope. The rope becomes free, and it agrees to help Petra in the fight against Mombi, in thanks. Leave the café, then talk to Woot. Now that you have a coach, you can fight Mombi. All right! The fight begins. On Mombi's first turn, she conjures a magic shield. Then, it's Petra's turn. Use sap on the magic shield. On Mombi's second turn, she conjures up some wind. Mombi then conjures up some wind. Use the heavy cake on Petra, and she will stand in place during the wind. Then, on Petra's second turn, use the sap on the magic shield. On Mombi's third turn, she puts Petra in a hole. Use the magic rope on the hole, and Petra will climb out. On Petra's third turn, use sap to completely destroy Mombi's magic shield. On Mombi's fourth turn, she casts a lightning spell. This spell is supposed to bounce off of the broken copper rod and hit Petra from behind. Since Petra replaced the broken rod with one that isn't broken, the trick fails. Use Sap on Mombi during Petra's fourth turn, and she wins the battle! The Wizard and Petra go to Glinda's Tower. The Wizard unlocks it and goes ahead of Petra. Follow after him, then use the Spirit Rod on the keystone to free Glinda, the witch of Quadling Country. It seems like there will be a happy reunion between the Wizard and Glinda, when Mombi appears and attempts to kill the Wizard. While Mombi and Glinda fight, use the light cake on the Wizard. He floats up, out of harm's way. All right! You're finished with Quadling Country! 004c-Winkie Country --------------------------------------------------------- Petra arrives in the Town of Flow, in Winkie Country. On the left is Cayke's Diner, and on the right is Shaggy's Gump Shop. On the far right side of the screen in the Tin Man and the Sawhorse. Talk to the Tin Man about everything. He says that he knows where the keystone is, but the Sawhorse is too afraid to take Petra there. If you go inside Shaggy's, you see that the Frogman is blackmailing Shaggy. If you go inside Cayke's, you see that the Frogman is blackmailing Cayke. Go to both locations, then talk to the Tin Man. The Tin Man makes a deal with Petra. If she can stop the Frogman, the Tin Man will let her go to the area with the keystone. I guess that means Petra has to take down the Frogman. Talk to the Sawhorse and ask to go to the Frogman's villa. Knock on the front door and ask to see the Frogman. Talk with him, and he gives Petra a job: obtain an illegal magical artifact from the city. Return to the Emerald City, using the Gump Stand. Go to Scraps' store, next to Petra's office on Plumly Street. Tell her about the Frogman, then pick up the magic paintbrush. Return to the Frogman's Villa and show him the paintbrush. He is impressed, and he hires Petra. He then lets Petra leave, and on the way out, Petra speaks with Nimee Aimee, the Frogman's secretary. She has a locket for the Tin Man. Go back to town and give the locket to the Tin Man. He is not too happy that Nimee returned his present. And speaking of people who are unlucky when it comes to love, the Shaggy Man has some big problems. Once you talk to Miss Cayke, you can talk to the Shaggy Man about her. He has a crush on Miss Cayke, but he's embarrassed by the fact that he is bad at talking. Return to the Emerald City and go to the university. Get an elocution pill to help Shaggy out. Eat one of the pieces of candy to fool the Wogglebug, just like you did when you snuck out a pill to Toto, earlier. Go to Shaggy and give him the pill. It works! He now has a large vocabulary, and what's more, he teaches you a spell: Woodsia. That makes wooden things float. Go over to the diner and watch as Shaggy speaks with Miss Cayke. It doesn't work very well. She is mad that he is trying to impress her with his fancy words. Return to Shaggy's. Shaggy is very upset about what happened, and he wishes that he never took the vocabulary pill. Petra has some oblivion pills--which she took from shelf in the jail area--so give a pill to Shaggy. He turns back to normal. Return to the diner and see that Shaggy and Miss Cayke have patched things up between the two of them. Hooray! Talk to Miss Cayke now, and she reveals half of the top secret spell that the Frogman uses. Return to the Frogman's villa. The Sawhorse is right underneath the Frogman's window, right? Use the Woodsia spell on the Sawhorse, and it floats up. This lets Petra hear the other half of the Frogman's spell. Petra puts the two halves together and figures out the spell: Teleportrait. Go inside the Frogman's Villa. You can talk with Nimee Aimee if you want to. Ask to see the Frogman and talk to him about anything you want. Eventually, the Frogman will leave with Nimee, and Petra will be alone in the room. Time to use the Teleportrait spell. However, it only works on a painting of yourself. Use the magic paintbrush on the picture on the wall, then use teleportrait. Grab the files from the drawer, then use teleportrait again. Use the paintbrush on the painting to return it to normal. Leave the villa and go to the Tin Man. Use the files on him, and he agrees that this is enough information to stop the Frogman. Hooray! You can now use the Sawhorse to get to the location of the keystone: Winkie Ravine. Go there now. Use the Spirit Rod on the keystone, and you free the Wicked Witch of the West. Talk to her about everything. The Frogman then appears, bent on getting revenge on Petra. The Frogman and the Wicked Witch then fight each other. While they're fighting, use the Woodsia spell on the Sawhorse. It will kick the Frogman from behind, knocking the criminal off the cliff. Then, click on the Sawhorse to go back to the village. All right! You're finished with Winkie Country! 004d-Phanfasm Island --------------------------------------------------------- Once you finish with Winkie and Quadling Country, Petra returns to her office. Cutter appears suddenly. Pick whatever dialogue options you like, and Cutter will steal the Spirit Rod. He also uses a handkerchief, to show that he is the one who took Petra's brother William during the first war. Petra wakes up hours later and hurries to the palace. Cutter kidnapped Ozma, and the Scarecrow is now the interim ruler of Oz. Go through the conversation with him and Petra. Petra wants to talk to Cutter about her brother, but due to the fact that Oz has just declared war on the Phanfasms, this seems unlikely. Unfortunately, Petra gets paid 10,000 emeralds for her work with the keystones, and that's it. She's not allowed to do anything concerning the war or Cutter. Leave to the courtyard. The Lion is here. Talk to him if you want. Then, go to the entrance hall, where Tik Tok is. Talk to Tik Tok about everything. He says that the only civilian who can go to Phanfasm Island now, ahead of Oz's army, is the ambassador. There is currently no ambassador. Go back to the throne room and ask the Scarecrow for the job. Jinjur interferes, and she refuses to let Petra become ambassador, because Petra deserted the army in the previous war. Go to the courtyard again and speak to the Lion. He can become Petra's lawyer and make it so she is the ambassador...if she gives him 10,000 emeralds. Give him the money, and the Lion uses his excellent legal skills to help Petra. The Scarecrow gives her a transportation vial and wishes her luck in preventing the war, saving Queen Ozma, and talking to Cutter. Use the transportation vial on Petra, and she arrives at Phanfasm Island. Sadly, she is captured almost immediately, and she gets sent to the same cell as Ozma. Talk to the First and Foremost Phanfasm. He tells you the truth about your brother, William. Ozma gave William to the Phanfasms, during the first war. The Phanfasms leave, and Ozma tries to defend her actions. The furious Petra doesn't want to hear it, however. Use Sap on Ozma to get her to be quiet. Then, use Escapum to escape from jail. Ozma teaches Petra a spell: reversia. This will reverse the effects of her spells. For example, Woodsia makes wood float. The reversed Woodsia makes wood sink. Use Reversia on Petra to switch between normal spells and reversed spells. Go left to a chasm. Petra needs to cross, and there's nothing here by a small sapling. Use the biguuf spell on the sapling, and it grows tall. Then, use the Reverse Woodsia spell on the tree to make it fall. Petra walks across it to the other side of the chasm. Petra walks to the Phanfasm Fortress, where she hears from Anzel. He's in jail right now. Use Reverse Escapum on Petra, and she appears in the jail. Talk to Anzel about everything and give him the transportation vial. Anzel, being the selfish fellow he is, drinks the entire vial, thus leaving Petra trapped here. Leave through the door, which is unlocked. The guard outside is a phanfasm with a wolf's head. Use the dog whistle here. The phanfasm grabs his ears in pain, thus allowing Petra to escape up the stairs. When she does so, she sees that Ozma is being taken prisoner. You can go inside the room on the right, which is the library. Talk with Petra's brother William about everything. He agrees to help her. Leave the library, then go up the stairs, where Ozma is about to be killed. Use Woodsia on the plank, and it will float, along with Ozma. The Phanfasms get angry now, as Petra and her brother attempt to escape. There's a chase sequence, and the First and Foremost Phanfasm uses a spell to make vines which prevent your exit. Use the Reverse Biguuf spell to make the vines go away, then leave the room. Petra and her brother go to the hall, with the First and Foremost Phanfasm in close pursuit. Here, use Teleportrait on the First and Foremost. He will be sent inside the portrait of himself. While he's stuck there, grab a torch and use it on the portrait. The First and Foremost is burnt up into ashes. The game skips to several days later. Petra managed to stop the war with the Phanfams, but William is arrested. Petra goes to visit him in jail. Talk to William about everything. Petra gives him a picture of his younger self, taken before he disappeared. Use the teleportrait spell on William, and he goes into the picture. Then, Petra walks out of the jail, with the picture in her pocket, thereby breaking him out of jail. After this, you see the ending cutscene, where Petra uses the Teleportrait spell again, in order to get William out of the picture. 005-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2012. If you want to use any part of this FAQ, ask me first (instructions under general information).