FREJA AND THE SEQUEL WALKTHROUGH The forgotten mansion --------------------- Getting into the mansion 1. Talk to blue bird about everything. 2. Talk to the guard about everything. 3. Look at the coffee machine. 4. Talk to the guard about the coffee machine, and get the special universal tool. 5. Open the mail box with the special universal tool and read blue birds letter. 6. Talk to blue bird again about the chess club. 7. Use your cell phone to search for blue birds mothers maiden name. 8. Talk to guard. Give him blue birds email address and mothers maiden name. 9. Talk to guard again and tell him you've lost your password again, to get the new password. Waking up Freja 1. Search the drawer to get the glass cutter. 2. Use the glass cutter on the bottle bush bottle to get a bottle. 3. Fix the coffee machine with the special universal tool. 4. Use the bottle on the coffee machine. 5. Use the coffee on the dream machine to wake Freja up. The color puzzle 1. Flip the second switch, and the third switch. The TV will turn cyan. You can now enter the cyan door. The office ---------- 1. There are three corridors with doors. Mr Korkdal are in room number 8, but there is no such place. Over each door is a number. Go through the doors so that the combined numbers add up to 8 (eg door 2 + 2 + 4). The labyrinth of death ---------------------- Black iron is not black! 1. Go to the room with the doctor and ask him to write a sick note. 2. Look at the trash can and note the hole in the bottom. 3. Go to the room with the dead knight and use the blood test tube on the dead knight. 4. Go to the goblin and talk to him about the hole in trashcan to get a reason to enter the dungeon. 5. Enter the dungeon and take the broom. 6. Go back to the room with the miner goblin, and use the broom on the radio to get it. 7. Look at the radio in inventory to get the empty battery. 8. Go back to the room with the doctor and use the empty battery on the lose cables to recharge it. 9. Enter the dungeon again and use the charged battery on the empty battery slot. 10. Flip the switch and enter the next room. 11. Use the urine test tube on the spider venom in the room with the giant spider. 12. Go back to the doctor and give him the filled blood test tube and the filled urine test tube to get sick note. 13. Go back to the spider and give him the sick note. He will let you pass. 14. Enter the following code to get past the animal puzzle door: 2, 0, 8, 6, 4. 15. Enter the trash room and look at the paint cans. Note the color code. 16. Go back to the art director and ask him about color codes, and the specific color code on the paint cans. 17. Go back to the miner goblin and confront him: black iron is not black! 18. When the miner goblins asks you for proof, then tell him about the color code. The misty cave it not misty at all! 1. Talk to Herr Korkdal to the the foiled sandwich 2. Look at the foiled sandwich in the inventory to get the foil. 3. Pick up the pink note in the room next to the room where the office crew is. 4. Look at the pink note in the inventory. 5. Use the phone in the room where the miner goblin is sitting on a bench, and call the misty cave. 6. Go back to the room next to the room where the office crew is, and talk to Gryzwald the heavy. 7. Go to the last room in the cave, and pick up the scissors. 8. Go back to the architect and talk to him about the chalk. Tell him that you can split the chalk with the scissors, to get the chalk. 9. Go back to the room where you found the scissors and use the chalk on the meat grinder. 10. Use the ground chalk on the stuck screwdriver to pick it up. 11. Go back to the room with the phone, and use the screwdriver on the phone. 12. Use the foil on the phone. 13. Call the misty cave again and fool them that you are Gryzwald the heavy. The office ---------- To get the game: 1. Speak with the architect, about the quiz and try to take the quiz. 2. Go back to your childhood and tell childhood Freja to learn a lot about Luis Pasteur. 3. Go back to the architect, complete the quiz and get the golden can opener. 4. Go to the Internet and get the commercial glasses from the Internet gnome. 5. Look at the commercial glasses in inventory, and change the mode to "Sunny Sunshine" (note that the zombie is only coming back when the lights are out). 6. Now, when the glasses are in sunshine mode, put them on the lying zombie in the childhood. 7. Tell childhood Freja to eat lots of carrots (giving you the ability to see in the dark). 8. Open the fuse box with the golden can opener. 9. Flip the light switch, to take the game from childhood Freja. To get the console: 1. Look at the flower in the room where the secretary is, and speak to her about the flower, the console and the password. 2. Get the commercial glasses from the Internet gnome. 3. Go back to your childhood and put the commercial glasses on blue bird (make sure the glasses are set to commercial mode). 4. Go back to the office, and take the glasses from blue bird. 5. Go back to the gnome and give him the glasses, and request that he sets up a web service about flowers. 6. Go to the secretary, and give her an (malicious) invite to the flower web service. 7. Go back to the Internet gnome to get her password. 8. Go back to the secretary and claim the console. The forgotten mansion --------------------- Getting into the mansion again 1. Try to open the door to the mansion. Find out that this is a level 999 door, and that you need more EXP to open it. 2. Use the controller in your inventory to go back to the office. 3. Go to the Internet gnome and ask him about power leveling. 4. Use your computer to make contact with the Chinese power leveling gang. Find out that you cannot speak Chinese. 5. Go back to your childhood and tell childhood Freja to learn Chinese. 6. Go back to the office and contact the Chinese power leveling gang again. 7. User your computer to play Crystal Raven Quest again. 8. Talk to blue bird, and tell him to pay his membership fee to the Chinese power leveling gang account. 9. Enter the mansion. The chess room -------------- 1 The answer to the chess riddle is: Queen, King, Rook, Pawn, Bishop, Knight. If you fail five times you may choose to give up. If you give up, the king and the queen will allow you to leave. The city -------- 1 Talk to the architect. The hospital ------------ Getting past the nurse 1. Look at the painting to pick up the nail. 2. Pick up the music player. 3. Pick up the thermostat. 4. Look at the music player in inventory, and select the Finnish electro music (that sounds like a steady heartbeat, to fool the nurse). 5. Make a drink with a nail, and lava (to melt the nail). The first ingredient doesn't matter. Freja will drink the result, and get good iron levels. 6. Make a drink with ice and put the thermostat in it. The first ingredient doesn't matter. Freja will leave the thermostat in the drink mixer, which will change the temperature in the room. 7. Exit the room to approach the nurse. The clock puzzle 1. Look at the clock and set the hands to 3, 12 and 6. 2. Enter the door. Sit back and watch the ending.