Bertram Fiddle Episode 2, Chapter 2 guide: All puzzle solutions

In chapter 2 of Bertram Fiddle Episode 2, A Bleaker Predicklement, Bertram is locked up and his trusty friend, Gavin, must bust him out so they can continue looking for Geoff the Murderer. If you’re looking for Episode 1 help, …

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In chapter 2 of Bertram Fiddle Episode 2, A Bleaker Predicklement, Bertram is locked up and his trusty friend, Gavin, must bust him out so they can continue looking for Geoff the Murderer. If you’re looking for Episode 1 help, we have a full puzzle solutions guide for the whole thing located here. Otherwise, proceed for our full guide to Episode 2, Chapter 2, with future chapters on their way shortly.

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.

For our guide to Chapter 1 of Episode 2, click here.

bertram fiddle

You start Chapter 2 in jail. Take a mirror fragment (top left of the mirror) and the toothbrush on the sink below. Knocking on the door produces a plate you can also take.

bertram fiddle

Use the mirror piece on the wall under the window and aim it at the cockroach. Take the blanket off the bed and the cockroach powder. Talk to the artist on the bed. Now, you’ll be able to swap at will between Bertram and Gavin by tapping on the window.

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Stay as Gavin for now, and exit to the left. You need the quick-drying cement from the hole digger. Start by hanging the trash can on the left from a hook under the lantern. Then head left again and enter the Manporium to collect the cane.

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Return and use the cane on the trash can to make a sound that will coax hole-filler to leave. You can now take his cement.

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The next destination is back to the left, at the Cakery. Take one of the pastries to the far left, then turn up the oven, causing the baker to leave her spot. Use the quick-dry cement on the bowl, which will break the whisk. Looks like that’s yours now, too!

Exit and head left again, collecting the blue flowers on the ground before going left two more times to Mrs. Dulsworth’s front yard. Talk to the guy digging the hole, pick up his rock, and then collect the rock bits left over. Move the statue on the left to the tree hole on the right. Return to the jail.

bertram fiddle

Give the guard the cake, and he’ll leave. Toss the flowers through the window. Now you can swap back to Bertram. Chuck the toothbrush and the pipe through the window to Gavin. If you like, you can add the red, green, and blue items to the plate (you’re making a palette for the artist, if you haven’t figured it out) but it’s not time to use it yet and you can wait until you get the paintbrush first. Either way, switch back to Gavin again when you’re through and return to Mrs. Dulsworth’s yard.

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Put the pipe in the hole on the left-hand tree, then tap the squirrel. Pick up the stuck squirrel, return to the jail, and toss it to Bertram.

bertram fiddle

Time to paint! Finish the palette if you haven’t yet, then give the artist the brush first, then the palette. You’ll get a key in return! Throw it out to Gavin.

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Have you seen that blue-haired man in the town square who is all chained up? That’s what this key is for. Go unlock him for access to the shops in the south. Once there, start by playing with the little girl using the hoola hoop until she leaves. Follow her.

bertram fiddle

Use the rock fragment from before on the fish woman, then collect the cone from the little girl’s head. Exit to the left.

bertram fiddle

The man cleaning the statue has need of your toothbrush. Let him have it and take his ladder as a reward. Then head into the Adventurer’s Club. Time to cause some mayhem here, as we do.

bertram fiddle

Go right and turn the treadmill up repeatedly until the man falls off and knocks the guard over, too. Now, use the ladder on the bar, climb it, and use the ice cream cone on the unicorn horn to swap them. Finally, we can bust Bertram out. Return to the jail.

bertram fiddle

Use the unicorn horn with the broken whisk, then use that machine to break through the cracked wall. Escape as Bertram Fiddle, then head left once more to end the chapter.

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