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Book Travelers 1: A Victorian Story - Full Walkthrough with Tips and Puzzles

Book Wanderers 1: A Victorian History. A certain villain changes the plots in the books, which creates chaos and confusion in the stories. The ghost of author Charlotte Bronte seeks the help of librarian Megan Webser and asks her to travel to the book worlds to restore proper narrative to her novels. So Megan moves to the pages of her favorite books and begins her adventures. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 The Library
  3. Chapter 2 Adele’s Room
  4. Chapter 3 Edward’s Bedroom
  5. Chapter 4 Dungeon
  6. Bonus Chapter
  7. Collectibles
  8. Game Achievements

Book Wanderers 1: General Tips

The worlds of books are in danger due to the antics of a mysterious villain who changes the plots of well-known novels. If this continues, beloved characters and stories will finally disappear from people’s hearts. To prevent trouble, librarian Megan Webser moves to the pages of books and begins searching for the pest. The girl will have to not only prevent the villain from making new changes to the books, but also to restore what he has already spoiled, as well as meet literary characters.

Throughout the game you will need to collect useful inventory. Without it, you will not be able to solve the tasks and advance to new locations. To get some items, you will have to complete puzzles and play mini-games. The game has several types of difficulty, you can choose any for a comfortable passage. If necessary, you can use the hint.

This walkthrough will not mention the need to zoom in each time. Screenshots will show an already enlarged image. Hidden object scenes will use the acronym "SEARCH" throughout the playthrough. Items marked with a different color are hidden or require additional steps to find them.

This walkthrough will show a step-by-step solution to mini-games that have a single solution. For other mini-games, carefully read the instructions in the game. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move to the desired location.

Book Wanderers 1: Chapter 1 The Library

  1. Examine the badge at the front desk; take the FLOWER KEY (A).
  2. Use the FLOWER KEY on the lock of the cabinet shelf; take HANDBOOK 1/3, ANTIQUE COIN, and ROUND BASE (B).
  3. Place the OLD COIN in the coin collection; take FLAG, HANDBOOK 2/3, and LATCH PIN (C).

  1. Place the FLAG on the stand; take BOOK TOKEN and LATCH RING (D).
  2. Use the LATCH RING and LATCH PIN on the chest latch (E).
  3. Play the HOP to get a RARE IMPRESSION (F).
  4. Place the RARE PRINT in the frame on the plinth; take CATALOG CARD and WOODEN SHELF (G).
  5. Use the WOODEN SHELF on the fallen cabinet (H).

  1. Place the BOOK TOKEN on the box; take GLUE and HANDBOOK 3/3 (I).
  2. Place the CATALOG CARD and REFERENCES 3/3 on the Reception Shelf (J).
  3. See screenshot for solution (K).
  4. Take CODE (L).
  5. Place the CODE on the plinth; select buttons in sequence 1-4 and take LETTER B (M).
  6. Combine the ROUND BASE, GLUE and LETTER B in Inventory; take MONOGRAM AMULET.

  1. Place the MONOGRAM AMULET on the chest; take the GEAR and HANDLE (N).
  2. Place the HANDLE on the front desk drawer; take the GOLDEN FEATHER (O).
  3. Place the GOLDEN FEATHER in the inkpot on the plinth (P).
  4. Talk to Charlotte to get the MANUSCRIPTS.

  1. Take the SNAKE AMULET (A).
  2. Talk to Tom to receive the BIRD AMULET (B).
  3. Take OLD FRAME; place the BIRD AMULET and SNAKE AMULET on the stand on the left (C).

Solution: 1-13 (DEF).

  1. Take GEAR KEY; read the note and take the first PICTURE PIECE (G).
  2. Use the GEAR and GEAR KEY on the astrolabe mechanism; select key three times (H).
  3. Walk forward.

  1. Take the DECORATED HANDLE (I).
  2. Place the DECORATED HANDLE on the chest; take TIGER EYE and NUT (J).
  3. Walk back.

  1. Place the EYE OF THE TIGER on the box (K); find the objects by their silhouettes to get BECKY’S RIBBON.
  2. Give BECKY’S RIBBON to Tom to get the second PICTURE PIECE (L).
  3. Combine the ANTIQUE FRAME and the two PICTURE PARTS in Inventory; take the RESTORED PICTURE.
  4. Place the BOXED PICTURE on the hooks on the wall on the right; take the LENS and BROKEN GRINDER (M).

  1. Place the LENS on the astrolabe mechanism; take the SPRING (N).
  2. Place the SPRING into the cabinet mechanism; take CLOCK CRANK and HANDS (O).
  3. Place the CLOCK HANDS and NUT on the grandfather clock; select arrows three times and take BIRD TOKEN 1/3 and HEART HALF (P).
  4. Walk forward.

  1. Place the HEART HALF on the compartment (Q).
  2. Play the HOP to receive the ROD (R).
  3. Use the ROD on the well; take BIRD TOKEN 2/3 and MUSICAL NOTE (S).
  4. Combine the BROKEN HURRY-GROUND, MUSICAL NOTE and CRANK in Inventory; take BIRD TOKEN 3/3 and MATCHES.
  5. Place the BIRD TOKENS 3/3; take YELLOW LIGHT and TORN PAGE (T).

  1. Place the TORN PAGE on the book (A).
  2. Solution: JGDCFILKHEFGDCFILKHEB-CFILKH.
  3. B-CFILMJGFILKHEFIJMLKHI-LM.
  4. Take the RED LIGHT (N).
  5. Place the RED LIGHT and YELLOW LIGHT in their respective bowls; take the MAGIC PAINT (O).
  6. Walk back.

  1. Give the MAGIC PAINT to Tom to get the Wanderer’s AMULET (P).
  2. Walk forward.
  3. Place the Wanderer’s AMULET on the book stand (Q).

  1. Give the MANUSCRIPTS to Jane to receive the CAMEOS and UNFINISHED OUTFIT (A).
  2. Take the first PORCELAIN FIGURINE; place the CAMEOS on the box (B).
  3. See screenshot for solution (C); take APRON and SCISSORS.

  1. Use the SCISSORS on the cabinet rope; take CODE PIECE 1/2 and SHOE (D).
  2. Combine the UNFINISHED OUTFIT, APRON and SHOES in Inventory.
  3. Talk to Jane to receive the second PORCELAIN FIGURINE.
  4. Place the 2 PORCELAIN FIGURINES on the lid of the box (E); find the objects by their silhouettes to get the HAIRPIN.
  5. Use the HAIRPIN on the door lock (F).
  6. Walk forward.

Book Wanderers 1: Chapter 2 Adele’s Room

  1. Take the DOLL GLOVES (G).
  2. Use the DOLL GLOVES on the doll; take PE3 FIGURINE 1/4, CANDLE, and LOCK BUTTON (H).
  3. Use the CANDLE and MATCHES on the painting above the bed; take the DOLL HAND and CHISEL (I).
  4. Use the CHISEL on the window frame; take the CARVING FIGURINE 2/4 and FEATHER BRUSH (J).
  5. Walk back.

  1. Use the FEATHER BRUSH on the cobwebs in the closet (K).
  2. Play the HOP to receive CODE PART 2/2 (L).
  3. Place the LOCK BUTTON and CODE PARTS 2/2 on the lock near the mirror.
  4. Select the buttons in sequence 1-3 and take the DOLL LEG and WOODEN PANEL (M).
  5. Walk forward.

  1. Place the WOOD PANEL on the headboard; take CARVED FIGURINE 3/4 and NET (N).
  2. Use the NET on the window; take the DOLL HAT (O).
  3. Place the DOLL HAT, DOLL LEG, and DOLL ARM on the doll; take the CARVAGE and CARVED FIGURINE 4/4 (P).
  4. Place the CARVED FIGURES 4/4 on the painting (Q).
  5. Walk left.

  1. Take the LATCH (A).
  2. Combine the CARRYCASE and the LATCH in the Inventory; take GLOBE FRAGMENT and CROWBAR.
  3. Use the CROWBAR on the wall on the left; take BOARDS and RIPPER (B).
  4. Walk back.
  5. Use the PULLER on the pillow; take the CAMEL SLIDER (C).
  6. Walk left.

  1. Place the GLOBE FRAGMENT and CAMEL SLIDER on the globe.
  2. Move the slider to the right and take the PLAN and SAFE BUTTON (D).
  3. Place the SAFE BUTTON on the safe (E).
  4. See screenshot for solution (F); take the HAMMER.
  5. Use the BOARDS and HAMMER on the breach (G).

  1. Talk to Berta to get the FLOWER KEY.
  2. Take DIARY; put the FLOWER KEY on the box and take the WOODEN PETAL 1/4 and VELVET CORD (H).
  3. Use the VELVET CORD on the curtain; take KNIFE HANDLE, RING, and WOODEN PETAL 2/4 (I).
  4. Use the RING on the box; take CODE and EARRINGS (J).

  1. Use the CODE on the chest; take the NECKLACE (K).
  2. Place the EARRINGS and NECKLACE on the bust (L).
  3. Play the HOP to receive the CROCODILE AMULET (M).
  4. Combine the DIARY and CROCODILE AMULET in Inventory; take WOODEN PETAL 3/4 and DECORATED KEY.
  5. Use the DECORATED KEY (N).
  6. Walk right.

  1. Use the KNIFE HANDLE on the knife blade to get the KNIFE; take the PENCIL (O).
  2. Use the KNIFE on the purse; take the first FRAME PIECE, GLUE and LOCKED CASE (P).
  3. Combine the DIARY, GLUE and PLAN in Inventory; select diary and take RULER.
  4. Walk back.

  1. Use the RULER on the bookshelf; take the MOSAIC TILE 1/3 and the GOLDEN ANGEL (Q).
  2. Place the GOLDEN ANGEL on the cabinet door (R).
  3. Solution: USU-Tx2-US-Vx2-UTV-Wx2-UW-Ux2-S-Wx2-Ux2.
  4. Take WOODEN PETAL 4/4.
  5. Walk right.

  1. Place the WOODEN PETALS 4/4 on the lock (A).
  2. Walk left.
  3. Take the second FRAME PIECE; use the PENCIL on the diary and take the COMBINATION (B).
  4. Place the two FRAME PARTS on the picture frame; take the MAGNET (C).
  5. Walk back.

  1. Use the MAGNET on the pins in the jewelry box (D); find the pairs of indicated patches to get the CODE ROLLER.
  2. Combine the LOCKED CASE, CODE ROLLER and COMBINATION in Inventory.
  3. Set the correct code on the lock (E) and take the HOOK and KEY AND ENVELOPE 1/2.
  4. Examine the lift; use the HOOK on the door and take the SILVER HANDLE (F).
  5. Place the SILVER HANDLE on the dish lid; take MOSAIC TILE 2/3 and OIL (G).
  6. Walk left.

  1. Use the OIL on the bike model; take MOSAIC TILE 3/3 (H).
  2. Place MOSAIC TILES 3/3 on the safe (I).
  3. Play the HOP to receive the KEY AND ENVELOPE 2/2 (J).
  4. Return to Bertha’s Bedroom.

  1. Give KEY AND ENVELOPE 2/2 to Berta (K).
  2. Open envelope; take ADELE’S PHOTO and INHERITANCE DOCUMENTS (L).
  3. Return to Edward’s Study.

  1. Place ADELE’S PHOTO in the frame on the fireplace; take the BAT AMULET (M).
  2. Place the BAT AMULET on the drawer; take DOOR HANDLE and BUTTON (N).
  3. Place the DOOR HANDLE on the door lock on the right (O).
  4. Walk right.

Bookstriders 1: Chapter 3 Edward’s Bedroom

  1. Take the NEEDLE AND THREAD (P).
  2. Take the MINT; use the BUTTON and NEEDLE AND THREAD on the plush bat (Q).
  3. Find the indicated objects to get the SOLVENT.
  4. Walk back.
  5. Use the SOLVENT on the spilled glue; take the MAP FRAGMENT and POCKET (R).
  6. Use the TOKEN on the cauldron in the fireplace to get the BELL and BOILING WATER (S).
  7. Walk back.

  1. Place the BELL on the lift hanger; take the CHISEL and TEA INFLOWER (T).
  2. Place the MINT, BOILING WATER, and TEA INFLOWER on the table (U).

  1. Open the teapot (A).
  2. Do the steps in the following sequence: (D-C) - (BC) - (CE).
  3. Use the spoon on the boiling water (FG); select the bottle (E) and use it on the teapot (E-A).
  4. Do the steps in the following sequence: (HI)-(IA).
  5. Do the steps in the following sequence: F-Jx3.
  6. Open the box (K); use the spoon on the casket (FK).
  7. Do the steps in the following sequence: (L-C) - (MC) - (C-Ax2).
  8. Do the steps in the following sequence: NG.
  9. Take the MINT TEA (O).
  10. Return to Edward’s Bedroom.

  1. Give the MINT TEA and INHERITANCE DOCUMENTS to Edward (P); talk to Edward to get the PENDULUM.
  2. Place the PENDULUM on the pedestal on the windowsill; take BLACK BUTTON and MAP PIECE (Q).
  3. Place the BLACK BUTTON on the dog figurine; take ADHESIVE TAPE and STAMP AMULET (R).
  4. Combine the MAP PIECE, MAP PIECE and ADHESIVE TAPE in Inventory; take the MAP.

  1. Place the STAMP AMULET on the album clasp; take PEARL 1/3 and WINDING KEY (S).
  2. Use the WINDING KEY on the music box; take the LATCH HANDLE (T).
  3. Return to the Foyer.
  4. Use the LATCH HANDLE and MAP on the door right (U).
  5. Play the HOP (V).

  1. Take the COIN (A).
  2. Use the COIN on the piggy bank; take METAL CLAMP, PLIERS, and CANDLE (B).
  3. Use the PLIERS on the barn boards; take the HANDLE, BROKEN RAKE, and BRICK (C).

  1. Place the CRANK on the well gate; take the RAKE TEETH and PEARL 2/3 (D).
  2. Combine the BROKEN RAKE, RAKE TEETH and METAL BRACKET in Inventory; take RAKE.
  3. Use the RAKE on the ground; take the PLANKS and KEROSENE (E).
  4. Use the PLANKS on the damaged ladder (F).
  5. Take MIRRORS; use the CHISEL on the roof tiles and take the FLINT AND FEATHER (G).

  1. Place the CANDLE on the candlestick in the shed (H); use the FLINT AND FEATHER on the candle.
  2. See screenshot for solution; take the WRENCH (I).
  3. Use the WRENCH on the well gate bolts; take the ROPE (J).
  4. Use the ROPE on the roof beam (K).

  1. Talk to Adele to get PEARL 3/3.
  2. Take the HANDKERCHIEF; put the PEARLS 3/3 on the chest panel (L).
  3. See screenshot for final solution (M).
  4. Take the TRIANGULAR AMULET (N).

  1. Use the HANDKERCHIEF on the bucket of water; take the WET HANDKERCHIEF (O).
  2. Use the WET HANDKERCHIEF and MIRRORS on the window; take the GOLDEN HERALD LILY (P).
  3. Place the BRICK on the wall (Q).
  4. Take ROUND AMULET (R).

  1. Place the ROUND AMULET and TRIANGULAR AMULET on the bread box (S).
  2. See screenshot for solution (T).
  3. Take the CHEESE and RING WITHOUT STONE (U).

  1. Use the CHEESE on the mouse; take the WICK (V).
  2. Use the KEROSENE, WICK, and FLINT AND FEATHER on the lamp in the passage (W).

  1. Take the MARBLE KEY (A).
  2. Take CHAIN ​​1/3; use the MARBLE KEY on the statue’s lock.
  3. Take the SAPPHIRE and SILVER HERALD LILY (B).
  4. Take CHAIN ​​2/3; place the GOLD HERALD LILY and the SILVER HERALD LILY on the rotunda lattice panel.
  5. Take the PRECIOUS DUST (C).

  1. Place the MANUSCRIPTS on the table in the rotunda (D).
  2. See screenshot for solution (E); take CHAIN ​​3/3.
  3. Use CHAINS 3/3 on the candlestick; take the BURNING CANDLE and STICK (F).
  4. Use the STICK on the cloaked man (G).
  5. Talk to the Librarian to get the SPELL INSTRUCTIONS.
  6. Walk left.

Book Wanderers 1: Chapter 4 Dungeon

  1. Take the WEIGHT (I).
  2. Put the WEIGHT on the chain; balance the chains (J) and take the WILD HERBS (K).
  3. Combine the SPELL INSTRUCTIONS, WILD HERBS, PRECIOUS DUST and BURNING CANDLE in Inventory; take GRAVITY SPELL.
  4. Walk back.

  1. Use the GRAVITY SPELL on the floating Initial; take the INITIAL (L).
  2. Give the INITIAL to the Librarian (M).
  3. Take the BOWL (N).

  1. Use the BOWL on the window; collect the water drops and take the BOWL OF WATER (O).
  2. Use the BOWL OF WATER on the Renegade (P); talk to the Renegade to get the RUBY.
  3. Combine the NO-STONE RING, SAPPHIRE, and RUBY in Inventory; take the GEM RING.
  4. Use the GEM RING on the cell grate padlock (Q).
  5. Play the HOP to receive the MARBLE FACE (R).
  6. Walk back.

  1. Place the MARBLE FACE on the statue’s head; take the SCREWDRIVER and HOOK (A).
  2. Use the SCREWDRIVER on the cabinet panel screws; take the KNIFE (B).
  3. Return to the Dungeon.
  4. Use the KNIFE on the crystal rope; take the first GLOWING CRYSTAL and ROPE (C).
  5. Use the ROPE and HOOK on the gears on the mechanism on the left (D).
  6. Walk left.

  1. Use the STICK on the rags under the stairs (E); find the indicated objects to get the FEATHER BRUSH.
  2. Use the FEATHER DASH on the cobwebs; take HAMMER and GEAR 1/4 (F).
  3. Use the HAMMER on the plaster; take PALETTE and MOSAIC PIECE (G).

  1. Place the MOSAIC PIECE on the floor; take the second GLOWING CRYSTAL and GEAR 2/4 (H).
  2. Place the 2 GLOWING CRYSTALS on the mechanism supports (I).
  3. See screenshot for solution (J).

  1. Take the MATCHES (A).
  2. Use the MATCHES on the candle on the shelf; take GEAR 3/4 and CUCKOO (B).
  3. Place the CUCKOO on the grandfather clock; take the VALVE, SUITCASE KEY, and Magnifier (C).

  1. Use the SUITCASE KEY on the suitcase lock; take the OIL CAN and PIN (D).
  2. Use the PIN on the stained glass window; take GEAR 4/4 (E).
  3. Use the OIL CAN on the grandfather clock door; place the GEARS 4/4 on the clockwork (F).
  4. See screenshot for solution (G).
  5. Walk left.

  1. Take the CATALOG CARD (H).
  2. Place the CATALOG CARD on the front desk drawer; take the CLIP, PAINTS, and BROKEN DEVICE (I).
  3. Take AMULET PIECE 1/3 (J).
  4. Walk back.

  1. Use the CLIP on the zipper of the suitcase compartment; take the BRUSH (K).
  2. Combine the PALETTE, PAINTS and BRUSH; take PALETTE WITH PAINTS.
  3. Use the PALETTE WITH PAINTS on the stained glass window (L).
  4. Play the HOP to receive the CADUCEUS (M).
  5. Walk left.

  1. Place the CADUCE in the statue’s hand; take the STAR MEDALLION and LEATHER CASE (N).
  2. Walk back.
  3. Place the STAR MEDALLION on the box on the shelf; take the HANDKERCHIEF and FAUCET (O).
  4. Use the HANDKERCHIEF on the broken glass in the suitcase; take the EMPTY VIAL (P).
  5. Walk left.

  1. Use the FAUCET, VALVE and EMPTY BOTTLE bowl on the table to get the MAGICAL INK (A).
  2. Use the MAGICAL INK on the statue’s inkwell; take CODE (B).
  3. Use the CODE on the reception desk; take the FLAT CRYSTAL (C).
  4. Use the FLAT CRYSTAL on the box; take the first GOLDEN WING and MAGIC FILTER (D).
  5. Combine the BROKEN DEVICE, MAGNIFIER, and MAGIC FILTER in Inventory; take the MAGIC Magnifier.

  1. Use the MAGIC LOUPE on the signature (E).
  2. Play the HOP to get the LIBRARY’S SIGNATURE (F).
  3. Use the LIBRARY’S SIGNATURE on the magic barrier (G).
  4. Walk right.

  1. Take the COLUMN FRAGMENT (H).
  2. Place the COLUMN FRAGMENT on the column; take the MAGIC ACORN and AMULET PIECE 2/3 (I).
  3. Give the MAGIC ACORN to the squirrel (J); find the indicated objects to get the second GOLDEN WING.
  4. Combine the LEATHER CASE and the 2 GOLDEN WINGS in your Inventory; take the BRONZE SYMBOL.

  1. Place the BRONZE SYMBOL on the pillar; take the YODINE (K).
  2. Use the YOD on the book; take AMULET PIECE 3/3 and CRYSTAL NET (L).

  1. Place the AMULET PARTS 3/3 on the plank on the tree; take GEAR PART (M).
  2. Place the GEAR PIECE on the crystal mechanism.
  3. Use the CRYSTAL NET on the crystal and take the MAGIC ORB (N).
  4. Use the MAGIC BALL on the Librarian (O).

  1. The solution to the mini-game is random. Match at least three balls of the same color (P) in chains (Q).
  2. Knock out 18 balls for the first stage, 20 balls for the second stage and 11 balls for the third stage.

Book Wanderers 1: Bonus Chapter

  1. Take the TIN CAN (A).
  2. Take the FLOWER DECORATION (B).
  3. Take SCOOP; place the FLOWER DECORATION on the book and take the FLAMMABLE POWDER RECIPE and WRITING ACCESSORIES 1/2 (C).

  1. Take the wormwood; use the SCOOP on the ground of the flower garden and take the GOLDEN STAR and HOOK (D).
  2. Use the HOOK on the water drain plug in the fountain; take the GREEN GEM and LIME (E).
  3. Combine the COMBUSTIBLE POWDER RECIPE, CAN, wormwood and LIME in Inventory; take FLAMMABLE POWDER.
  4. Use the FLAMMABLE POWDER on the vines (F).
  5. Walk forward.

  1. Talk to Tom (G) to receive the HAIRPIN and WRITING ACCESSORIES 2/2.
  2. Use the WRITING ACCESSORIES 2/2 on Tom to activate a HOP.
  3. Take the STICK; use the HAIRPIN on the lock of the saddlebag and take the HORSEMAN’S MANUAL (H).
  4. Take MUSICAL NOTE 1/5 (I).
  5. Use the STICK and HOOK on the crew sofa; take the REINS and TWEEZERS (J).
  6. Walk back.

  1. Use the TWEEZERS on the fountain drain; take CORKSCREW and PIG FIGURINE 1/3 (K).
  2. Use the CORKSCREW on the cork of the container in the flower bed; take LATCH HANDLE and RIBBONS (L).
  3. Place the LATCH HANDLE on the metal box; take APPLE and SILVER STAR (M).
  4. Walk forward.

  1. Place the SILVER STAR and GOLD STAR on the box; take BLINDERS, BALLOON, and PIG FIGURINE 2/3 (N).
  2. Combine the HORSEMAN’S HANDBOOK, REINS, APPLE, BLINDERS and RIBBONS in Inventory; take HORSE EQUIPMENT.
  3. Use the HORSE EQUIPMENT on the horses (O).
  4. See screenshot for solution (P).

  1. Take the MYSTERIOUS BOX (A).
  2. Take the WINDOW HANDLE (B).
  3. Place the WINDOW HANDLE on the window frame; take PIG FIGURINE 3/3 and HARDENER (C).
  4. Place the PIG FIGURES 3/3 on the supports near the houses; take the WHITE BALL and PURPLE GEM (D).
  5. Combine the MYSTERIOUS BOX, GREEN GEM and PURPLE GEM in Inventory.
  6. Take PORTAL SPELL and BOOK COVER PIECE.
  7. Walk back.

  1. Place the BOOK COVER PIECE on the book (E).
  2. Restore images in book: (FGHI); turn the page.
  3. Take LIQUID METAL (J).

  1. Use the LIQUID METAL and HARDENER on the mold in the carriage (K); take BOOK KEY.
  2. Walk forward.
  3. Use the BOOK KEY on the book; take BRILLIANT THOUGHT and WRITER’S AUTOGRAPH (L).

  1. Place the WRITER’S AUTOGRAPH on the box in the window; take WRITER’S MIND and MUSICAL NOTE 2/5 (M).
  2. Combine the PORTAL SPELL, BRILLIANT THOUGHT, WRITER’S MIND and BALLOON in Inventory; take ONE-TIME PORTAL.
  3. Use the ONE-TIME PORTAL on the floor in the center of the reading room (N).
  4. Examine the portal (O).

Find the differences between the images (P).

  1. Take the GOLDEN THREAD (Q).
  2. Use the GOLDEN THREAD on the tapestry; take the GOLDEN JEWEL, FLINT AND FINGER, and MUSICAL NOTE 3/5 (R).
  3. Place the GOLD DECORATION on the stairs; take SPRAYER and CANDLE (S).

  1. Use the CANDLE and FLINT AND FEATHER on the stone fragments; take the TAPESTRY FRAGMENT and MUSICAL NOTE 4/5 (T).
  2. Place the TAPESTRY FRAGMENT on the tapestry (U).
  3. Walk right.

  1. Read the note; take MUSICAL NOTE 5/5 (A).
  2. Place the MUSICAL NOTES 5/5 on the piano; take the PINK BALL (B).
  3. Use the WHITE BALL and PINK BALL on the stone table (C).

  1. Choose the correct cup three times: (DEF).
  2. Take CANE and EMPTY GLASS (G).
  3. Walk back.

  1. Use the CANE on the stair tile; take STAINED GLASS FRAGMENT 1/4 and PIANO KEY (H).
  2. Walk right.
  3. Place the PIANO KEY on the piano; take WINDCLOCK MOUSE and GLASS COVER (I).

  1. Place the EMPTY GLASS and GLASS LID on the table on the right; take COLORED SMOKE (J).
  2. Use the COLORED SMOKE on the book to get the BOOK IMAGES (K).
  3. Use the PICTURES FROM THE BOOK on the ghost book (L).

  1. Solution for the first stage (A); go forward.
  2. Solution for the second stage (B); go left.
  3. Solution for the third stage (C); go right.

  1. Solution for the fourth stage (D); go right.
  2. Decision for the fifth stage (E); go left.
  3. Solution for the sixth stage (F); go forward.

  1. Talk to the merchant (G). to receive the BROKEN LOUPE.
  2. Take the PURPLE AMULET (H).
  3. Place the PURPLE AMULET on the box in the cart; take STAINED GLASS FRAGMENT 2/4 and ROPE (I).
  4. Take LEMON SEEDS; use the CLOCKUP MOUSE and the ROPE on the window to get the ANTISTAPLER and GLUE (J).

  1. Use the ANTISTAPLER on the bag staples; take the OPENER and STAINED GLASS FRAGMENT 3/4 (K).
  2. Use the OPENER and SPRAYER on the bottle; take BERTA’S TRAIL (L).
  3. Give BERTA’S TRAIL to the merchant (M) to get STAINED GLASS FRAGMENT 4/4.

  1. Place the STAINED GLASS FRAGMENTS 4/4 on the mailbox; take GATE KEY and NOVEL PAGE (N).
  2. Use the GATE KEY (O).
  3. See screenshot for solution; select key (P).

  1. Take the VALVE (A).
  2. Take the RUBY CLASP (B).
  3. Use the VALVE and LEMON SEEDS on the oil press; select the press three times and take the LEMON OIL (C).
  4. Use the LEMON OIL on the insects; take the LENS and HAMMER (D).
  5. Combine the BROKEN LENS, LENS and GLUE in Inventory; take the loupe.

  1. Use the Magnifier on the candle; take the CLIP and COIN (E).
  2. Use the CLIP on the mattress zipper (F).
  3. Play the HOP to get the FREEZING OINTMENT (G).

  1. Use the FREEZING OINTMENT and HAMMER on the chain and grate padlock (H).
  2. Talk to the Renegade (I) to receive the LEATHER STRAPS.
  3. Give the ROMAN PAGE to the Renegade.

  1. Take the GLOVES (J).
  2. Use the GLOVES on the rose shoots; take UNFINISHED CLIMBING SHOE and NAIL PULLER (K).
  3. Use the NAIL PULLER on the fence boards; take EMERALD CLASP and METAL CLAW (L).

  1. Place the RUBY CLASP and EMERALD CLASP on the bag (M).
  2. Find the indicated objects to receive the SUGAR SYRUP.
  3. Use the SUGAR SYRUP on the bee; take the SCREWS (N).
  4. Combine the UNFINISHED CLIMBING SHOE, LEATHER STRAP, METAL CLAW, SCREWS and COIN; take CLIMBING CLAWS.
  5. Use the CLIMBING CLAW on the brick wall (O).

Mark pairs of matching symbols (PQR).

  1. Talk to the Renegade (A) to receive the SUMMON SPELL.
  2. Take the PULLER (B).
  3. Use the RIPPER on the bed curtain; take the DIAMOND (C).
  4. Use the DIAMOND on the window glass; take the FEATHER BRUSH (D).

  1. Use the FEATHER DASH on the web three times; take the GLASS EYE (E).
  2. Walk back.
  3. Place the GLASS EYE on the teddy bear; take the MAGNET (F).
  4. Use the MAGNET on the glass box; take PALETTE and SCRAPER (G).
  5. Walk forward.

  1. Use the PALETTE and SCRAPER on the painting; take PAINTS (H).
  2. Use the SUMMON SPELL and PAINT on the symbol on the bed curtain; take ESSENCE SPARK 1/3 (I).
  3. Use the SUMMON SPELL and PAINT on the symbol on the window; take ESSENCE SPARK 2/3 (J).

  1. Use the SUMMON SPELL and PAINT on the symbol in the painting; take ESSENCE SPARK 3/3 (K).
  2. Use the SUMMON SPELL and ESSENCE SPARKS 3/3 on the floor in front of the bed (L).
  3. Play the HOP (M). Congratulations! You have successfully completed the Book Wanderers 1: Victorian Story Collector’s Edition walkthrough.

Book Wanderers 1: Collectibles

  1. The location of the exhibits of the Collection is marked with a pink marker.
  2. The location of the Painting Fragments is marked with a green marker. Collection objects (A-E).

Book Wanderers 1: Game Achievements

Types of achievements. Collect all the achievements available in the game. These include:

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