- 1 Waiting Hall
- 2 Inquisitors' Hall
- 3 Court Entrance
- 4 Road to the Court
- 5 E. Shopping Area
- 6 North Parade Avenue
- 7 W. Shopping Area
- 8 Town Centre
- 9 Main Street
- 10 Town Square
- 11 Great Archive Entrance
- 12 E. Shopping Area (2)
- 13 Court Entrance
- 14 Waiting Hall (2)
- 15 Deathknell Dungeon
- 16 Great Archive Entrance (2)
- 17 Main Street (2)
- 18 Guarded Gate
- 19 Knights' Garrison
- 20 Audience Rm. Entrance
- 21 Deathknell Dungeon (2)
- 22 Inquisitors' Hall (2)
- 23 Great Archive
- 24 W. Shopping Area (2)
- 25 Town Square Outskirts
- 26 Town Square (2)
- 27 Alchemist's House
- 28 Butler's Room
- 29 Alchemist's Study
- 30 Basement Study
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Audience Rm. Entrance
The area is totally empty, with not a sound to be heard, save for the wind. This area has one hidden puzzle available; you should complete that first before advancing. Examine the rear-left turret to find it.
Examine the door to the tower. There's a puzzle here that you must solve in order to gain entry.
The door opens, granting Luke and the Professor access to visit the Storyteller, the creator of Labyrinthia. Inside, the Storyteller finishes writing another page to his story - it seems he's been expecting them to arrive. He asks how Luke and the Professor found their way to Labyrinthia, since they were not written into the Story. He also mentions "another man" who found his way into Labyrinthia unexpectedly, namely Carmine. He's planning the "grand finale" of his Story, in which the identity of Bezella is revealed, and she is tried and killed in the Witches' Court. As Luke and the Professor ask him what Bezella's true identity is, the action skips back to the Deathknell Dungeon.
Deathknell Dungeon (2)
Espella reveals her true identity to Phoenix and Maya - she is really the Storyteller's daughter! She says that when she first moved to the town, the people were friendly towards her, hoping to garner favour with the Storyteller. Then, one day, someone knocked her over, and that person was killed by a witch later that night. Since then, the townsfolk have avoided Espella, fearing that the same fate would befall them.
Talk to Espella:
- The Storyteller: Espella used to live with her father in the Storyteller's Tower. As she grew older, her father became more and more distant towards her, and so she eventually decided to leave the tower.
- Patty Eclaire: Patty knows that Espella is the Storyteller's daughter. She was the only one who didn't abandon Espella. Espella doesn't remember her real mother, who died in an "accident" when Espella was a child.
- The Great Witch Bezella: All incidents involving magic are investigated by the Knights of the Inquisition, so they would have found any clues pointing to Bezella's identity. Espella says that there are no unsolved incidents, but Maya says that Darklaw told her otherwise - there is one outstanding incident from about three months ago.
Just as Espella is about to tell you what she knows about this incident, your visiting time runs out, and you're kicked out of the dungeon. Before you leave, Espella tells you to ask an inquisitor about it, since she doesn't know much about it.
Outside, Maya says that the unsolved incident involved the apparent murder of an alchemist by a witch. Move to the Inquisitors' Hall.
Inquisitors' Hall (2)
Inside, Phoenix is given a "warm" welcome by Barnham's dog, Constantine. Barnham insists that all cases involving magic have been solved, but is shocked to learn that you know different. He agrees to tell you what he knows.
Three months ago, an alchemist was murdered. He was respected by the townspeople, but the people also kept their distance from him. He used his skills as an alchemist to create medicines for the people. He became famous among the townsfolk, who called him "Dr." Belduke. He died three months ago in what Barnham calls irrational circumstances: his body was found in a room locked from inside, and his death was not foretold by the Story. Barnham allows you to investigate, and tells you to ask around the Town Square to find Belduke's house.
There are a few optional puzzles available now. Move to the Great Archive if you want to solve those; otherwise, go to the Town Square.
Here, talk to Dewey, who has a problem with a noisy neighbour. He gives you a puzzle to show you what he's talking about.
After solving the puzzle (but failing to find a solution to Dewey's troubles), move to the W. Shopping Area.
W. Shopping Area (2)
Talk to Petal. She's upset about a boy of her , Cecil, who has run off on his own. Move to the Town Square Outskirts to find him.
Town Square Outskirts
Talk to Cecil. He'll only agree to go with you if you can solve a puzzle for him.
Now that Cecil and Petal have been reunited, you can get back to solving the mystery of Belduke's death. Move to the Town Square.
Town Square (2)
Maya spots a small street leading away from the square. Maybe Belduke's house is down there? The Alchemist's House is added to the map. You can move there right away, or talk to Petter for an optional puzzle.
Petter doesn't know anything about Belduke's death, but says it was a shame that someone like him was killed. Move to the Alchemist's House.
The garden is still well-kept, three months after Belduke's death, so someone is probably still living here. Talk to the person standing by the wall. He's Jean Greyerl, Belduke's former butler. He invites you inside to allow you to continue your investigation. You automatically move to the Butler's Room.
Belduke was in the room next to this when he was killed. The room has been preserved since the incident, and none are allowed to enter, by order of the Knights of the Inquisition. The Knights also decided to allow Greyerl to stay on and maintain the house. Talk to Greyerl. He says that, a short while before Belduke's murder, he and Belduke were out collecting specimens for research, when a thunderstorm occurred. As they passed the area where the bell tower now stands, a lightning bolt struck, and the bell tower appeared from nowhere. Belduke seemed unsettled, even afraid, by the incident. Belduke apparently became a "different man" after. You ask Greyerl if he will allow you to look around the house. He agrees, but only if he is allowed to accompany you.
The Bell Tower and Alchemist is added to your Mysteries. Maya wonders how Luke and the Professor are getting on with the Storyteller. Back at the Storyteller's Tower, the Storyteller tells Luke and the Professor that his "final chapter" has already begun, and they cannot stop it. He decides to write a story especially for the "outsiders" - one of witches, witchcraft... and death. "A man from afar falls to a golden curse, and a woman from afar cries out in grief"... Is he writing about Phoenix and Maya? "A Friend's Death" is added to your Items.
Outside, the Storyteller's owl comes, and delivers a letter to the Professor. The letter was originally sent to the Storyteller three months ago by Belduke, but it's completely blank. Luke and the Professor figure out that the incident in the Story is lilely to happen in Belduke's house, and rush over as quickly as possible. The Blank Letter is added to your Items.
Back at Belduke's house, Maya points out how one of the walls in Greyerl's room is a different colour to the others. Greyerl says that there was a small fire in the room a while ago, and he painted the wall shortly after. Move to the Alchemist's Study.
Examine the white powder on the floor. It's been here since the incident, and hasn't been touched since. Examine the painting on the wall behind the desk. The wall behind it is painted green. The Wall Behind the Painting is added to your Items. Talk to Greyerl, who asks Maya about the pendant she's wearing. It's a Magatama, which you may recognise from Phoenix's past cases. Maya asks about Greyerl's pendant. It's an amethyst, which is purple in colour. He was asked to wear it by Belduke.
You've investigated everything in this room, but you didn't find any leads on Bezella. You ask Greyerl if there is anywhere else in the house where you could look. He offers to show you the cellar, where Belduke kept his research materials. It's too small for two people, so Maya convinces Phoenix to go down and look by himself.
Examine the solid gold goat. It seems everything in the room is covered in dust, except for the goat. Examine the well. It's still in use. Finally, examine the desk. There's a lot of equipment here, but nothing that seems like it's used for medicinal purposes. The crate here is full of junk, including a doll. That seems to be everything of interest here, so Phoenix decides to go back and check up on Maya.
Outside, Professor Layton and Luke have just arrived. They run in and find Maya alone in the study. She is shocked to learn about what the Story seems to have in store for her and Phoenix. Suddenly, the alchemist's circle glows, and a witch appears from it. Luke is still outside, but rushes inside with a group of onlookers. Inside he finds Professor Layton, who has been transformed into a solid gold statue, and a Talea Magica, which drops to the ground at Maya's feet, as she swears that she isn't responsible... What on earth just happened here? The Story really did come true after all, but not as you expected.
The Golden Layton is added to your Mysteries. It's up to Phoenix to save Maya once again...