In Bertram Fiddle Episode 2, Chapter 5, things have gotten very, very sidetracked. Bertram and Gavin finally have evidence to clear Bertram’s name to seek Geoff the Murderer once again, but now they have to get back to town and escape a very sketchy manor to do so.
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:
Mercifully, despite the mysteriousness of the mansion, you have not died in the middle of the night, even though your host has some interesting choice words for you. Gavin brings you tea, which you can drink or not, but the more pressing issue are the missing photos that were your ticket to freedom. You’d better track them down. Exit the room, to start.
Ask Gavin to operate the pulley on the left-hand side of the hall to lower the giant dolphin. Enter the right-most door and collect the empty jar, the glow maggot, and remove the sheet off the birdcage to release a large Bee. That’s all here for now.
Head downstairs to find the fallen dolphin, and give Gavin orders to pick up the dolphin and then carry it upstairs to Bertram’s room. Then, instruct Gavin again to throw the dolphin out the window onto the balcony. Finally, visit it on the balcony and have Gavin throw it up to the roof. We’ll get back to this guy later. Head back inside and into the hallway, then downstairs and through the door to the left.
Pick up the handkerchief, then use the book on the pedestal to find your photos. Head back out and exit to the left, just behind the stairs.
You’ll find yourself in the kitchen with a very suspicious-acting Lord Wretchedly. You can’t poke around with him here, so try to leave, and he’ll leave instead. Flip the switches on the oven so everything is as hot as possible. Now, open the cabinet and select the middle champagne bottle to take its cork. Finally, climb into the dumbwaiter and ask Gavin to send you up.
Hi, Lady Wretchedly. Talk to her and then try to open the door to learn that you need to track down a red vase. There are many of those, and unfortunately, the key will be located in whichever one you look in last after you’ve seen them all, so we really need to find every red vase. Return to Gavin. Let’s track down those vases. You can interact with one in the following places:
- Next to the front door in the main hall
- In the upstairs hall
- In the upstairs room on the right
- In the downstairs room on the right
The last one is the only room we haven’t visited yet, so there are a few other things to do while we’re there.
First, remove the beetle sitting on the left-hand side of the table. Then, talk to the professor until he rings for Lord Wretchedly. A quick scene will play, and you’ll regain control while Lord Wretchedly stands there momentarily before leaving. You want to use the glow beetle on his hands before he decides to leave. If you mess up, just talk to the Professor again to have him call Lord Wretchedly back.
Return to the hallway and back through the door on the left, where you found your photos. Touch the handprints in the following order: Left pedestal, right pedestal, left candelabra, right statue. Check it and enter the secret passage.
Before you pass through the spooky hallway, dip your handkerchief in the, uh, blood river. If you like, you can leave the manor right now, but if you continue on you’ll meet Lord Wretchedly doing some weird ritual. There’s nothing we can do for him right now, so exit the manor when you’re ready.
Outside, collect one of the toads by the creek using the empty jar from earlier. Then, ask Gavin to build a barrier out of the black tangle near the middle of the screen. Make sure you’re standing below the barrier, on the outcropping of land over the water. Use the rag with blood on it on the ram. After it charges, collect its wool from the brambles. Leave the manor, heading back toward town.
Gavin can make a shortcut out of the tree at the top so you don’t have to repeat the swamp journey from last time. Keep walking until you’re back in town.
Give the wool to the spinning woman and use the beetle to cut down the fan by the blacksmith shop. Now, remember where the apple tree was? Head back there–out of the village and to the left.
See the little penny-farthing in the swamp? Use the rope to remove its pedals and crank. And…that’s it. Time to trek back to Wretchedly Manor. With the key in hand now, you need to backtrack a bit. Send Bertram Fiddle back up through the dumbwaiter and use the key to unlock Lady Wretchedly. But before you can reap rewards, head to the roof through the crack in the top left. Hey, it’s our friend the dolphin!
Plug its blowhole with the cork and have Gavin interact with the pipe on the left to inflate the dolphin. Attach the fan to the basket, then attach the pulley and pedals. You’ll create a really…interesting…blimp, but as it starts to literally rain blood, you won’t be getting very far. For now, head back down into the house.
Enter the trophy room (ground floor, right-hand door) and pick up the underwear lying on the floor. Exit back into the hall.
Enter the door to the left this time and follow the path you took before to get to Wretchedly’s secret chamber. Watch the scene, and when it’s over, collect his creepy staff thing off the ground. Combine it with the underwear you grabbed to make a slingshot, then use the slingshot on the hole in the floor on the left. Insert the screaming toad. Finally, ask Gavin to fire it to take down the monster Wretchedly summoned.
Now we can backtrack to get to the balloon and head home, ending the chapter.