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"Reflection" and "quickness" spells[edit]

Map of Springdale Valley

Visit Oscar's shop to the west, and examine everything.

"Strength" spell[edit]

You need company to get past Theresa the bridge troll. Juggle with the "Recall" spell, and you can recover your party member.

The strength spell is inside the underground passageway.

"Depoison" spell[edit]

Map of Springdale Glacier

Puzzles:

  1. Slippery ice: purchase an item that allows to move gracefully on ice.
  2. Edward's kayak: one spell makes the fish easier to catch; pay careful attention to Edward's words.
  3. The penguin: Franklin the penguin needs an item you can purchase in the previous valley. To thank you, he allows you to create a magical snowman, but you need three items: one from the rabbits, one from the previous chapter, and one from Frank the goat (if you listen to Billy).
    • You can obtain the rabbit's item by stepping in three rabbit traps in the green valley.
  4. The yeti: your new companion loves snowball fights.
  5. The hourglass: listen to Snookie's suggestion, and use the appropriate item.

The depoison spell is in the same cave as the giant hourglass.

"Unparalyze" spell[edit]

Talk to Azersun, and let him transport you all to another age. The geography of Springdale Valley is almost the same, that is you can use the map above.

Explore the north-west corner of the valley for this spell.

"Sleep" and "strengthen portal" spells[edit]

Lifting the curse[edit]

Puzzles:

  1. Alfonso wants his diploma; Malcolm stole it, but then Lucy stole it from Malcolm. Listen to Lucy's request, and go to the pyramid.
  2. The devourer: invincible; use a spell to avoid it.
  3. The lightning: you need to carry an item found in a previous dungeon in this same valley.
  4. The shadow: Azersun gives you a hint; you need to avoid using a spell in this case.

With the pot of gold, the next steps are easy: give it to Lucy, then give the diploma to Alfonso, then go back to the present and talk to Charles.

PLOT FLAW!
Given the comedic tone of the game, this plot flaw can be forgiven, the same way similar plot flaws are forgiven in the Back to the Future trilogy, a classic time-travel comedy.


Events in chronological order
  1. Malcolm gets cursed and becomes a werewolf.
  2. At this point, an event DOES and DOES NOT happen at the same time. Continuity splits into two independent timelines:
Eldritch's apprentice
DOES NOT
arrive from the future
(FALSE)
Eldritch's apprentice
DOES
arrive from the future
(TRUE)
  • Malcolm lives his life as a werewolf. His children and descendants are werewolves, too.
  • Alfonso's curse is averted, and Malcolm becomes a normal human again. His children and descendants are normal humans, too.
100 years later:
  • Charles is born as a werewolf.
  • Eldritch's apprentice and Azersun, the Time Lord, leave this timeline and move to the parallel one.
100 years later:
  • Charles is born a normal human, without any werewolf curse. He needs no help from Eldritch's apprentice.
  • Eldritch's apprentice and Azersun, the Time Lord, travel to the past just because they can.
  • If Azersun and the apprentice ever come back from the alternate, parallel timeline, Charles is still a werewolf. Nothing along this timeline lifted the werewolf curse.
  • Charles' "quest for human nature" is unsolvable.
  • When Azersun and the apprentice come back from the past (along this timeline), Charles is still a normal human, obviously.
  • Charles' "quest for human nature" is non-existant.

So: either Charles is born a werewolf and remains such all his life, or he was born a normal human, thus he needs no help from Eldritch's apprentice. His "quest for human nature" is either unsolvable or non-existant.

The wizards enclave[edit]

  1. The wizard-made maze: automatically solved if you hold the "amazing map" from Charles.
  2. The bouncers: for the third time, a puzzle is solved by using the same spell; this time, though, you might need to wait the good time, and even cast it more than once.
  3. The wizard Alizarin: you can pass if you learned the spells he requires.
  4. The wizard Victor: you can pass if you learned the spells he requires.
  5. The wizardess Sinth: she asks three questions; to find the first answer, just spell it backwards; second, check your spell points before and after casting that spell; for the third one, check the Text transcript.

Once you solve all the puzzles, you can learn the last spell, along with any spell you might have missed. Ask Eldritch how to use that spell, then do it.

Ending[edit]

Bug alert!
The MS-DOS port of Tangled Tales has a strong copy protection that prevents the ending from running. In order to see it, you can still play the Apple II or the Commodore 64 ports, or simply read Pix's Origin Adventures.
Apple II ending

TangledTales APL2 ending1.png

TangledTales APL2 ending2.png

TangledTales APL2 ending3.png

Commodore 64 ending

TangledTales C64 ending1.png
TangledTales C64 ending2.png
TangledTales C64 ending3.png