Bertram Fiddle Episode 2, Chapter 4, is not the end of the episode! This one’s longer than the previous episode, so we still have to navigate our mystery-solving, adventurous friend Bertram and his cyclops sidekick Gavin while on the run for a murder they did not commit. In Uncommon Encounters, the pair have finally escaped from the police by train, but still must track down the actual Geoff the Murderer from their safe spot in the country.
Remember, if you’re ever stuck, you can press and hold to see all interactable things. You can also double tap an exit to make your controlled character run to it instead of their usual slow plod.
If you’re stuck on one of the previous chapters, click below for our guides:
From the train station, exit right (not all the way right, it’s around the side of the platform). Once in the village, you can talk to the blacksmith and his young son, then speak to the woman and her horse for a little more information about what’s going on here. When you’re ready, enter the tavern.
Take the tin cup from the bar, then speak to the shady looking figure on the left to learn about a message in the toilet. Don’t go get it yet, though. Speak to the man with goggles on the left and take his cheese. On the left, talk to the blond man with the claw hand twice and use the cheese to make a mold of the key he shows you. Now you can enter the lavatory.
Close the window, then turn on the faucet to read the message on the mirror. You need to actually examine it to progress. That’s all that’s in here, so you can leave. Take the bucket off the table where the shady person was before you leave the tavern. Once outside, exit to the right past the old woman and the horse.
Outside the village, head left to the apple tree to meet the shady person, Emmalina. Get the photos from her and then collect the wooden plank off the ground, then go back to town.
Let’s get to work. Use the plank on the barrel near Wacksmith to make a see-saw, then talk to him to get him to use it. The flames in the furnace will heat up. Place the tin cup in the melting pan above the flames, put the cheese mold below the pan, then tap the pan again to send the molten metal into the mold. You can now collect your skeleton key and be on your way. Where is your way? Outside of town, but this time to the right toward a cave.
Examine the cave entrance to reveal a convict, Magwidge. He wants you to remove his shackles, and we have just the tool for that. Do so, pick up the shackles, then speak to him again for a look at his map tattoo:
Return to town for now and use the shackles with the bucket in your inventory, then use the contraption on the horse to make a bridle. Follow the pony out of town and to the right, where the poor pony has sunk in the swamp…unfortunately enabling you to cross. it. Time to refer back to the map! Or just travel according to this order:
- Mermaid Tree
- Flowers (Mums?)
To the right is Wretchedly Hall, your destination! Enter, speak to Lord Wretchedly, and head to your room. The chapter ends when you sleep.