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Case Information[edit | edit source]

  • Time of crime: Evening
  • Location: The Town Square
  • Accused: Espella Cantabella
  • Charges: Being the Great Witch Bezella; patricide
  • Victim: The Storyteller
  • Defender: Phoenix Wright, assisted by Maya Fey
  • Inquisitor: High Inquisitor Darklaw

Before the Trial[edit | edit source]

The final witch trial is almost about to start. You remain convinced of Espella's innocence, and suspect that the entire trial is under a "bad spell". Sadly, Maya cannot assist you here, as the whole town still believes her to be dead. However, she decides to disguise herself as a Vigilante by donning Barnham's helmet, so she can attend the trial regardless. Without further ado, it's time to break Bezella's spell and bring an end to the witch trials! You have the Case Outline, the Flour-Covered Robe, the Contraption, the Bell Tower Plan, and the Vigilantes' Report in the Court Record, as well as Granwyrm bookmarked in the Grand Grimoire.

Predictably, you are facing Darklaw as your opposition. She delivers her opening statement: this evening, a great big dragon of fire descended into the town square and devoured the Storyteller at the hands of the Great Witch Bezella, as foretold in the mural underneath the Great Archive. This trial shall serve as an offering to the Storyteller. Immediately, Darklaw attempts to dismiss the notion of a formal interrogation, as everyone in the entire town was a witness to the crime. Instead, she demands Espella confess to her crime, which the court grants. Of course, you already know she didn't do it, so her testimony is bound to contain some clue as to the truth.

On the stand, Espella immediately confesses to being Bezella. As a result, Darklaw claims an interrogation isn't necessary, but is immediately silenced by, predictably, Maya Fey in disguise. She brings up the possibility of Espella being under a spell. The court is briefly confused as to who she is, but agrees to let Espella testify.

Espella's Testimony: About the Incident[edit | edit source]

Espella
Espella
Espella's Testimony
"About the Incident"
  1. I finally realised that Bezella has been lying dormant within me.
  2. Once evening fell and the rain ceased... I climbed up the wooden stairs of that bell tower and awaited the parade.
  3. I waited for my father's speech to end. ...And then, I summoned the fire dragon.
  4. I...I don't know why I killed my father.

After the testimony, the judge asks a question: did the defendant commit the crime as Espella, or as the Great Witch Bezella? Darklaw, however, is not convinced of the relevance of that query. If you don't find any contradictions, the trial is over!

About the Incident : Cross Examination[edit | edit source]

Present the Vigilantes' Report on the 2nd statement. The bell tower was being guarded all day, so how could Espella possibly have snuck in? She says that she used Dimere, the invisibility spell, but of course, a witch needs to hold a Talea Magica to cast a spell... or does she? Darklaw explains that the Great Witch can cast any spell without needing a Talea Magica. She also presents a sketch showing footprints on the bell tower steps, proving that Espella did, in fact, climb up the bell tower after the rain began. The Footprints Sketch is added to the Court Record. This is bad... You need to find a flaw, and fast!

Press the rest of Espella's statements. The testimony appears flawless, but you definitely know that something's up with Espella, almost as if she's acting as a puppet for someone... but who? Just then, Espella's cat, Eve, arrives and sits right next to her. The Judge finds this odd, but orders Espella to continue her testimony anyway. Press the 1st statement again, and Question Eve on "Yes... I've always had a feeling, but..." Obviously, you can't speak to animals, but your outburst reminds Darklaw of a detail about the Great Witch: she is always accompanied by a black cat. Espella confirms that Eve was with her at the tower, and appends that statement to her testimony.

  • "My cat, Eve, followed me...as always."

Present the Footprints Sketch on this new statement. As you can see, the sketch only has Espella's footprints, with no sign of Eve's paw prints to be found! Espella claims that Eve climbed on her shoulders, but why didn't she mention that before? You make the case that Espella's testimony is unreliable, and that either she has been entirely led on by Darklaw, or she has no clear memory of the incident. She admits that she has no clue as to tonight's events, and therefore, the confession is not admissible. Espella collapses from the stress, and is carried away for emergency care.

This event has made your strategy for victory in this trial: keep stalling for time until the Professor can find decisive evidence! You attempt to adjourn the court so you can investigate further, and Darklaw concedes... but you get interrupted by the captain of the Vigilantes! He accuses you of silencing him, and requests to have his entire squad testify! The witness stand then proceeds to get rather crowded. They introduce themselves one by one: Captain Boistrum, Lottalance, Balmung, Lyewood, Shakey, Servius, Foxy, Treddon, Dzibilchaltunchunchucmil (talk about a mouthful), and the tenth goes unintroduced, but you can easily recognize him as Wordsmith. The Vigilantes proceed with their testimony, henceforth referred to only by their numbers.

The Vigilantes' Testimony: Guarding the Bell Tower[edit | edit source]

The Vigilantes
The Vigilantes
The Vigilantes's Testimony
"Guarding the Bell Tower"
  • Boistrum: We have been guarding the bell tower ever since it appeared! No one's ever said a bad word about us!
  • Lottalance: The defender tried to hide decisive proof that the girl is the Great Witch! But he couldn't fool us!
  • Balmung: Before the rain, after the rain... At no point did a single suspicious person approach the bell tower!
  • Lyewood: But then, suddenly, footprints appeared on the bell tower stairs. When I saw them I thought "it's that witch"!
  • Shakey: M...m...my eyes...went h-hazy... It...it... made me sh-shake and I...got d-dizzy...
  • Servius: The rain stopped and a beautiful butterfly appeared at our side.
  • Foxy: Rain is so loathsome. My steel stilettos get dirty from the mud, and my lovely hair loses its texture.
  • Treddon: You have no idea how delightful it is when Foxy steps on us in her dirty stilettos, imprinting the mud on our backs...
  • Dzibilchaltunchunchucmil: Ah didne rin awa'! Ah did mah duty when Ah doscovered th' intruder, Ah teel ye!
  • Wordsmith: I have been mulling over this incident... and just now, the realisation dawned on me. I...remember nothing.

Well... they tried. The Vigilantes then accuse you of concealing important evidence of the defendant's guilt, that being Espella's pendant! The audience seems convinced of Espella's guilt, but you note two things: that Darklaw seemed uncomfortable when the pendant was brought up, and that it has some kind of blackish stains on the strap. The Pendant is added to the Court Record, and the cross-examination begins shortly.

Guarding the Bell Tower: Cross-Examination[edit | edit source]

Press on the Vigilantes' ninth statement. Dzibilchaltunchunchucmil says that he saw Espella's footprints appearing on the stairs, and after discovering the intruder, the captain told him to report on her. Question Boistrum on "Th' chief tauld me tae report onie intruder Ah saw, right?". Apparently, the report was not passed on to the Inquisition, as Boistrum's hands were full, so instead, he ordered a "reliable Vigilante" to investigate the footprints, but he has trouble remembering which one. Question Shakey on "Well...I'm having a bit of trouble remembering just who it was. But I'm sure it was a young and high-spirited Vigilante!" He confirms that he was the one the captain gave the orders to, and that he carried out his duty. But it appears Dzibilchaltunchunchucmil's report didn't reach anybody, and Lyewood is lost in thought as a result. It looks as if you have to find more about the footprints.

Press on the fourth statement. Lyewood noticed the footprints after the rain stopped, but well before the incident occurred. The captain is confused, however, as it was never reported. Lyewood apparently "doesn't recall" the reason why he never reported this information, so you'll have to find some clue to jog his memory. Press on the seventh statement. Foxy didn't notice anything, as she was busy having tea. But her testimony is enough to jog Lyewood's memory. He claims that he didn't report the footprints because he assumed they were Foxy's high heels, and adds that statement to his testimony.

  • "When I saw those muddy footprints, at first I figured they were Foxy's..."

Present the Footprints Sketch on this new statement. The Vigilante claims he saw footprints belonging to stiletto heels, but the footprints in the sketch have rounded tips! Darklaw insists the sketch is accurate to the Inquisition's findings, but Lyewood insists that they were stiletto footprints, so which version of events is accurate? Well, as it turns out, they're both correct. There were actually two trails of footprints left on the stairs! The first person to arrive at the tower left the stiletto footprints, and the second person walked on the footprints that had already been left, leaving the second trail and covering up the first. Because this second intruder was never noticed, you conclude that they are also a witch with access to an invisibility spell! When asked to present proof to support your theory that there was another person at the bell tower, Present the Flour-Covered Robe. The robe does not fit Espella, so clearly, it must belong to a second witch. The Vigilantes disagree with this supposition, however, and testify once more.

The Vigilantes' Testimony: The Time of the Crime[edit | edit source]

The Vigilantes
The Vigilantes
The Vigilantes's Testimony
"The Time of the Crime"
  • Boistrum: The Storyteller finished speaking to the crowds at the town square in the evening. That's when the Great Witch appeared.
  • Lottalance: I still cannot forget the sound of that terrible incantation! It was undoubtedly that girl's voice!
  • Balmung: We ran towards the tower as soon as we saw her, keeping our eyes on her to make sure she didn't escape!
  • Lyewood: We split into two groups at the entrance... One group to guard it, the other to chase down the witch. I was in the first group.
  • Shakey: I...I was...one of the the p-pursuers. I ran into the t-tower...and caught the w-witch.
  • Servius: There was no one but us at the crime scene.
  • Foxy: We captured the girl. There was nowhere for anyone to hide there.
  • Treddon: There was no other witch. I'm sure of it.
  • Dzibilchaltunchunchucmil: Ah was guardin' th' entrance. Ah hud th' duir locked!
  • Wordsmith: That's right, young one. The fateful bell tower. The fateful incident. We saw them with our own fateful eyes.

The Time of the Crime: Cross-Examination[edit | edit source]

Present the Bell Tower Plan on the seventh statement. You argue that there was, in fact, a hiding spot for the witch to use. Present the belfry at the top of the tower. Darklaw reminds you that the belfry is inaccessible to most people, but surely, a witch could have gotten up there? Unfortunately, you don't have any proof yet, either of the use of magic or a more plausible means of entering the belfry. Press the eighth statement. Treddon is certain that no other magic was used, as no incantation or otherwise suspicious noise was heard. Question Wordsmith on "And we heard no incantations. Nor any other suspicious noises." As it turns out, he heard a woman's voice from the bell tower! He revises his testimony:

  • "I recall... hearing a woman's voice. A faint, delicate sobbing, no less."

Press this new statement. He says that the woman's voice sounded like hinges squeaking, and also recalls the sounds of moving cogs and creaking chains, which a few other Vigilantes corroborate. But what was making those sounds? Present the Contraption on the new statement. Could this mechanism have been the actual source of the sounds that the Vigilantes heard? The captain starts the contraption up, and sure enough, it's the same sound that the Vigilantes heard. Darklaw doesn't believe it has any relevance, but you argue that the mechanism allows entrance up to the belfry. She then argues that the mechanism's demonstration didn't show a method of accessing the belfry, but you already know that the mechanism requires a certain "key" to function properly. Present the Pendant. Espella's pendant appears to be a perfect match for the depression in the control panel. Now you must prove your point by operating it...

Picarats
70
Puzzle 64: The Bell Tower
Rotate the gears to align the blue gems and redirect the light.

The pendant's light is reflected by the blue gems on the machine's gears, each of which rotates 90 degrees when turned. The large gem in the middle only works when in a vertical position. Rotate the gears to align the gems and redirect the light so it hits both red gems at the same time.

Solution: ""
You can't actually solve this puzzle the first time around, unfortunately. All you can do is rotate the upper left large gear and the lower right small gear 90 degrees to the right, which only lights up the gem on the right. (IMAGE TO BE ADDED)

You only had one chance to prove your claim, and you blew it. It seems impossible to light up both gems at once. And furthermore, while you were trying to prove your theory, Espella regained consciousness! Because the trial was only prolonged in Espella's absence, it appears her fate has been sealed... Espella confesses fully to the crime, but you notice something odd in Darklaw's behavior, almost like she's... encouraging you? Could she be waiting for something to happen? You obviously can't sit back and let your client be declared guilty, so you must raise an objection. You must present evidence that the court has not yet seen, but where? Well, on Espella's person, that's where. Did you notice something that she shouldn't have had yet? Present the bracelet on Espella's left arm. It turns out to be another pendant! She doesn't remember when it broke or why she tied it around her arm, so the second pendant must have been dropped by another person. And lest you forget, now that you have two pendants, you can try working the contraption again! You have one more go at solving this puzzle, so you'd better not mess up.

Picarats
70
Puzzle 64: The Bell Tower
Rotate the gears to align the blue gems and redirect the light.

The pendant's light is reflected by the blue gems on the machine's gears, each of which rotates 90 degrees when turned. The large gem in the middle only works when in a vertical position. Rotate the gears to align the gems and redirect the light so it hits both red gems at the same time. Now you have two beams of light to work with, so the puzzle is solvable this time around. The pink beam of light should hit the right gem, and vice versa for the blue beam. You also need to use the large gem to solve the puzzle.

Solution: "No further objections!"

The fastest method is: (IMAGE TO BE ADDED)

  1. Rotate the upper left large gear 90 degrees clockwise
  2. Rotate the lower right small gear 90 degrees clockwise
  3. Rotate the lower right large gear 90 degrees counter-clockwise
  4. Rotate the upper right large gear 90 degrees clockwise
  5. Rotate the upper right small gear 90 degrees clockwise
  6. Rotate the middle gem to a vertical position

After you solve the puzzle, a beam of light shoots into the bell tower ceiling, revealing a staircase to the belfry! It appears that the bell up here was taken from the underground ruins... in other words, it's the Bell of Ruin! You find Kira, of all people, hiding behind the bell... but what is she doing here? That question will have to remain unanswered for now, as we switch the action over to Layton and Luke in the Storyteller's tower...

Tower Ground Floor[edit | edit source]

Hint coins
  1. The left torch
  2. The middle torch
  3. The circle pattern on the floor

It's time to find whatever clues you can from inside the tower. Examine the cage. It appears to function as a lift, but it seems quite anachronistic with the rest of this world's technology. You take the lift up, but it suddenly stops partway up. Four paths extend towards the cage...

Picarats
30
Puzzle 65: Tower of 'teller
Move the panels by touching the arrows that connect them, and rearrange the pieces so that the crest is correctly displayed.

Touch the arrows connecting the tiles to swap them around, in order to recreate the crest in the top left corner. You have a limited amount of moves, so be careful! Your first step should be swapping the middle and right pieces.

Solution: "That was, indeed, an intriguing puzzle."

Perform the following swaps:

  1. Middle - right
  2. Middle - left
  3. Middle - bottom
  4. Middle - right

You start moving again, but you're not in the clear just yet. The puzzle does, in fact, have more stages.

Picarats
40
Puzzle 66: Tower of 'teller 2
Move the panels by touching the arrows that connect them, and rearrange the pieces so that the crest is correctly displayed.

Touch the arrows connecting the tiles to swap them around, in order to recreate the crest in the top left corner. You have a limited amount of moves, so be careful! You will not have to move any pieces more than once.

Solution: "That was, indeed, an intriguing puzzle."

Perform the following swaps:

  1. Top - piece below top
  2. Bottom - piece above bottom
  3. Leftmost - piece to the right
  4. Rightmost - piece to the left

Whoever put these puzzles in place apparently really didn't want you to find out the secrets of this tower. But, be honest - do you really think they'll stop you?

Picarats
50
Puzzle 67: Tower of 'teller 3
Move the panels by touching the arrows that connect them, and rearrange the pieces so that the crest is correctly displayed.

Touch the arrows connecting the tiles to swap them around, in order to recreate the crest in the top left corner. You have a limited amount of moves, so be careful! Do not move the middle piece until you can swap it with the blank piece.

Solution: "That was, indeed, an intriguing puzzle."

Perform the following swaps:

  1. Top middle - top right
  2. Bottom right - middle right
  3. Middle - middle right
  4. Middle right - top right
  5. Bottom left - bottom middle
  6. Bottom left - middle left

That was a difficult puzzle, but you've arrived at your destination now...

Roof Garden[edit | edit source]

Hint coins
  1. The vase in the bottom right
  2. The triangular tree in the background
  3. The window on the right-hand tower

This is quite the beautiful place, huh? It's safe to assume that this is the Storyteller's garden, and a well-kept one at that. Examine the tower on the left. This must be the Storyteller's house, and by extension, Espella's family home. The relationship between Espella and her father may well be worth looking into. Luke notices something moving at the top of the tower, but passes it off as his imagination. Move to the Child's Room.

Child's Room[edit | edit source]

Hint coins
  1. The tea table
  2. The yellow and purple pillow
  3. The ceiling ornament on the far left

So this is where Espella used to live... You doubt she'd mind if you poked around here. Zoom in on the bed. You see what looks like a person behind the curtains, but they're just a doll. You also spot a picture book labeled "The First Story". Reading it, it's another tale of a witch, but a much more lighthearted one, with the witches being merely mischievous, and a hopeful ending. You wonder, though - why did this story not simply conclude with Bezella's capture? This is the only book of its kind in the room, so it must hold some significance. The First Story is added to your Items. Examine the door to open it, then Move to the Storyteller's Room.

Storyteller's Room[edit | edit source]

Hint coins
  1. The doll in front of the piano
  2. The illustration on the right
  3. The sculpture to the right of the desk

Rather an unspectacular room for a person such as the Storyteller, but still unmistakably his. You wonder on what Espella thought of the Stories her father wrote - did she look forward to them, or live in fear of them? Either way, you get the sense she lived a lonely childhood. Examine the pictures on the wall behind the desk, and you'll find a photograph, another thing which seems rather unexpected in this setting. It depicts two young girls, one of whom must be Espella, but you don't recognize the other one on first glance. She has the same pendant, though, and does look vaguely familiar... The Picture of Two Girls is added to your Items. It seems this is the last room in the Tower at first glance, but there must be some way of accessing what's beyond. Examine the piano. You'll find a letter on top, and it turns out to be Belduke's suicide note! But what is it doing here now? You notice a puzzle in the piano that merits further examination.

Picarats
50
Puzzle 68: Musical Score
Rearrange the musical notes to create a lovely melody.

Swap the musical notes around to match the clue given on the top screen, which should appear when the harp image lines up with the goddess's hands. The solution only appears for a short while, so you must pay close attention.

Solution: "That was, indeed, an intriguing puzzle."

X

                   X

X-----X-------------
    X           X

--X------------------------

                      X



(IMAGE TO BE ADDED)

After you solve the puzzle, the celestial globe moves aside, revealing a staircase. There's no going back now - the biggest answer you're ever going to get lies just ahead. But before you go ahead, you pocket the Alchemist's Suicide Note in your Items. At the top of the tower, you see none other than the Storyteller himself! He sends his knights after you, so it looks like you're in for a real battle...

Picarats
70
Puzzle 69: Battle of Wits
Memorise the Storyteller's tale and deflect your opponents' predetermined moves!

A section of the Storyteller's tale will appear, telling you what order the knights will use their attacks. Memorize the order, and use their own attacks against them. As this is a memory puzzle, there's not much advice to be given, except that the last knight always finishes with a jump attack.

Solution: "That was, indeed, an intriguing puzzle."

Match these movements to defeat the knights:

First knight: Upper left, upper right, lower right, lower left Second knight: Upper middle, upper right, lower middle, upper left, lower right, lower left

Third knight: Upper left, lower left, upper right, lower middle, lower right, upper middle

After you clear your way through the knights, you confront the Storyteller. He simply tells you to spectate in the final witch trial if you want to lift the veil over the town. You have one final inquiry, though - is the Story really his anymore? Your arrival was not planned, after all, and neither was this confrontation. He confirms that someone else has twisted the Story, and that's why he wrote the Final Story - to end it once and for all. He claims that the truth of Labyrinthia is sealed behind "the final spell", and when it is revoked, the town's true nature will be apparent. All he can confirm is that the secret behind this spell is "concealed at the start". However, the Storyteller is taken aback when you reveal that Espella is the defendant in the final witch trial! Apparently, that was also never his intention. To reveal the truth of the Great Witch Bezella and of Labyrinthia, you must take on the role of inquisitor in the trial...