Professor Layton vs. Phoenix Wright: Ace Attorney/The Great Witch

Waiting Hall
The chapter begins with Professor Layton, who explains who exactly the "Great Witch Bezella" is. It is believed by the citizens of Labyrinthia that Bezella is the source of all witches, and that if she is killed, there would be no more witches. Maya wants to ask Espella what she knows, but unfortunately no-one is allowed to see her during her questioning. The Professor is curious about something Barnham said at the end of the trial, and decides that he must speak to Barnham's superior. Move to the Inquisitors' Hall.

Inquisitors' Hall
Inside, Barnham is talking to the "High Inquisitor", Darklaw. After he leaves, talk to Darklaw:


 * Espella: Darklaw says that just because you defended Espella in the last trial, that doesn't mean you will get to defend her in her next trial. Since Espella is charged with the gravest offence known in Labyrinthia, her defenders would endanger themselves should Espella be found guilty - and Espella, being Espella, would probably not want to put you in danger for her sake.
 * The Great Witch Bezella: Bezella's existence is accepted as fact by all of Labyrinthia. If Bezella were to return, it is feared she would burn the town again, as seen in the mural the Professor found earlier.
 * Why Espella is a suspect: Darklaw tells you that you must investigate for yourselves the reason why the townsfolk believe Espella is the Great Witch. She tells you to come back tomorrow if you want to see Espella.

Afterwards, the Professor suggests to return to the Bakery. High Inquisitor Darklaw is added to your Mysteries. You now move automatically to the Court Entrance.

Court Entrance
Outside, you are greeted by a small dog, who takes to Maya quickly - and takes to Phoenix quite literally, before running off towards the Inquisitors' Hall. Luke mentions that "what he was saying wasn't cute at all". Apparently the dog sounded very similar to Inquisitor Barnham, making it likely that he is Barnham's dog. Move to the Road to the Court for an optional puzzle; otherwise, move back to the E. Shopping Area.

Road to the Court
Search the top of the right-most tree to find Muffet again. She has another puzzle for you.

Muffet seems happy now. Move to the E. Shopping Area.

E. Shopping Area
Patty is waiting for you outside the bakery. She was really impressed with your performance at the trial. Enter the Bakery, where everyone heads to bed for the night.

Later that night, Maya and Luke are still awake, unable to stop worrying about Espella. Maya still doesn't know how she and Phoenix ended up in Labyrinthia, or where their fake memories of having lived there for five years came from. Luke manages to cheer her up, but they then notice someone talking outside. Patty seems to be searching for Eve, Espella's pet cat, who has gone missing. Luke decides that he and Maya should find Eve for her. She isn't anywhere around here, so move to North Parade Avenue.

North Parade Avenue
Mailer is standing in the middle of the road. Talk to her. She thinks she saw Eve, but will only tell you if you help solve her puzzle.

Mailer is satisifed, and tells you that she didn't actually see the cat, but just heard Bardly singing about it in the Town Centre. But before you go there, move to W. Shopping Area to see if you can't get any more details.

W. Shopping Area
Talk to Price, who is standing outside his shop. He might be able to remember where he saw Eve if you can take this puzzle off his mind.

Zvarri! Price is happy to be over his mousy problem, and also tells you to speak to the bard by the fountain. Move to the Town Centre.

Town Centre
Talk to Bardly. He's worried about a rival bard who has recently arrived on the scene, and wants you to help bring some colour into his life.

That's certainly cheered up Bardly. Now you can ask him about Eve. He sings about a black cat who was chased to the main street by three knights.

Move to the Main Street.

Main Street
Three knights are standing in the middle of the street. Sound familiar? Talk to them. They're deliberating whether or not to continue searching for Eve. Unfortunately, they don't particularly want to help you, and give you some less-than-useful clues. Looks like you'll need to put the information together yourself.

It seems Eve ran off toward the town square. Move to the Town Square.

Town Square
What is Darklaw doing here? Talk to her. She's investigating an incident involving the bell tower. Three months ago, an alchemist living nearby was murdered. Does the bell tower have some connection to this incident? Either way, Darklaw hasn't seen Eve, but while she talks to Maya, Luke manages to find her. The Mystery of High Inquisitor Darklaw is marked as solved. You can now move to the E. Shopping Area, or to the Great Archive Entrance for an optional puzzle.

Great Archive Entrance
Talk to Constantine, who seems none too pleased to see Eve. Luke manages to calm them down with a puzzle.

Constantine seems to have warmed up to Eve a little. Now, move to the E. Shopping Area.

E. Shopping Area (2)
Inside the bakery, everyone is already awake, and worried sick about where Maya and Luke are. They calm down when they hear that Maya and Luke were looking for Eve. After breakfast, it's time to go and visit Espella. But first, speak to Mary, who is standing outside the bakery with a puzzle for you.

Move to the Court Entrance.

Court Entrance
Outside, a knight arrives, and says that "Dark Hat" has been summoned by none other than the Storyteller himself. The Professor doesn't have any choice in the matter, leaving you and Maya to speak to Espella without him and Luke.

Waiting Hall (2)
Not much to do here, so move straight to Deathknell Dungeon.

Deathknell Dungeon
Talk to Espella. She says she's fine, but asks if you're sure you really want to help her. Since she's accused of being the Great Witch, anyone helping her will probably be seen as suspicious as well... but you reassure her that you'll defend her to the end. You mention that Darklaw said there's a "reason" why the people of Labyrinthia keep their distance from Espella, but just as she prepares to explain, the action cuts to the Professor and Luke at the Great Archive Entrance.

Great Archive Entrance (2)
There is an optional puzzle available all the way back at the Main Street, so you can go there if you wish. Otherwise, move to the Guarded Gate.

Main Street (2)
Talk to Old Rootie, the lady carrying the basket of turnips. She asks if you want to hear a "rumour", but won't tell you until you solve a puzzle.

It looks like nothing is going to come of that rumour... Move to the Guarded Gate.

Guarded Gate
Talk to the knights at the gate. They've been waiting for you, but can't fathom why the Storyteller wants to meet you, since one does not simply visit the Storyteller. Unfortunately, the gate won't open. One of the knights knows how to fix it, though, and it's up to you to find him.

The knight fixes the gate straight away, and you're free to continue. Move to the Knights' Garrison.

Knights' Garrison
The knights are all busy training. You're supposed to meet with the Storyteller in the Audience Room, but you have no idea where that is. The Professor does, however, notice a large flight of stairs, with a stately-looking building at the top. This seems like it might be your destination... but there's a bit of a commotion there. Maybe you can lend a hand. Talk to the group of knights arguing with the civilian first. The knight captain is accusing the citizen, Cutter, of theft and assault, but Cutter claims he is innocent. Maybe you can settle the dispute, with the help of a puzzle.

Your solution satisfies the knights of Cutter's innocence, and he is allowed to go free. The captain tells you that the Audience Room is indeed at the top of the stairs. You can go there now, or take on the two optional puzzles located here.

For the first optional puzzle, talk to the lone knight here. He's been contemplating this puzzle for several days, and still doesn't get it.

There's one more optional puzzle in this area. Examine the turret to the upper-left. There are some mice hiding here, and, naturally, a puzzle.

When you're done, move to the '''Audience Rm. Entrance'''.