The Prism des Guide
Last update: 11 May 2016
After conversation with Jarre, examine nearby rubbish and pick up broken mirror. Go to the right. Next to the pier you'll notice a boat with a tarp over it. Use the knife on the tarp and take the grappling hook. Then use the reassemble spell on the slitted tarp.
At the end of the pier you'll meet drunkard. Try to talk to him and take a spirit bottle lying next to him. Enter the baths while Nuri will try to have conversation with a drunkard.
Talk to bath woman there. Ask her about Goswin and his House and you'll learn that it was bought by merchant Harm. Ask further and remember that she called Harm with name Honest Merchant. After that start conversation with injured woman and you'll learn that she was sent with a message to Harm. Guest, a boy in the tub, is her boyfriend. Talk to him and remember that he called Aarauken with name King of the Ghost Light Hill. Talk again to injured woman selecting dialog options: (Take the job to delivering message) and (Make messenger jealous).
Take the tap from the barrel and bucket from the bench on the right. Take also a towel from the tub next to the entrance door. Go outside and send Nuri to bathhouse. Enter it again. Use the reassemble spell on the previously found broken mirror. Use the towel on the mirror and give polished mirror to injured woman. Next to her you'll find a backpack on the ground. Try to pick it up and you'll obtain message to Harm.
Exit the bathhouse and talk to Jarre. Then go up the screen, to another part of the bay. On the boat you'll see the ferryman catching fishes, who can transport both of you to swamps. Try to talk to him and Geron will realize that the ferryman wants some alcohol in exchange. Move further to the right and take smoking hook from the wooden bench. Go to the ship ramp and start conversation with a guard. During talking select options: (Message from Aarauken) and (Honest Merchant). You do not know answers for the rest of questions, so Geron will be sent away. Go to Jarre again and ask him more questions: (More about Harm), (Best Liked Animals). The answer is Money. Go to the guard again and select dialog options: (Honest Merchant) and (Money). Hmm, that doesn't work. Once again go to Jarre and ask him about smugglers' bannter. Before he can teach Geron smugglers' bannter, he would like to have little something and carving of Kraken-Newt.
There is a beam on the house standing left to the ferryman. Throw a grappling hook on it and jump to the other side.
Geron has found site of the smugglers. Take a hammock hanging between poles. Take a look at petrified cat, carving of kraken-newt and water pipe on the top of the cabinet. Try to get any of these items. They are too high. Take off the cupboard bolt and use the destruction spell on the water pipe. Pick up the kraken from the floor.
Now examine the barrel. Use the tap on it (you took it from the bathhouse). Take the petrified rabbit and hammer the tap with it. Use the empty spirit bottle and fill it with the contents of the barrel. As a result you'll get alcohol needed for exchange with ferryman - Bottle full of Fever-Dream-Spirit. Return to Jarre.
Give him carving of kraken-newt. In exchange you'll get crib notes from smugglers' banter, which will help you in conversation with the guard. Examine the note. You're interested in two words: one which means money and the other one which stands for alcohol. Both are marked above. Now you can go to the ship guard. When he will ask you questions select following answers: (Honest Merchant), (Moths), (Frog's wine). You'll be able to get into captain's cabin.
After conversation with Harm look around the cabin, but do not take anything - just go outside and head to the bathhouse. Hear complains of wounded woman and talk to the woman who takes care of her, asking for wound powder and then ask for used bandages. Also send Nuri to the ferryman. Exit the bathhouse. On the left, next to the bathhouse, you'll see iron ring. Place smoking hook on it and then hang the bucket on the hook. After a while a bandage will pop into the bucket. Take it.
Go to the ferryman. Ask Nuri about fish from ferryman and then send Nuri onto the lifeboat. Go to the Harm's cabin. Look into the sideboard and take bottles of cod-liver oil. Use the bandage on the medicine and Geron will "upgrade" it a little, getting cod-liver oil with itching powder. Give that medicine to Harm, who will take off the key from his neck and hang it on the side. Take a closer look at the key and also a hole in the window, above Harm.
Go outside and head to the ship's deck. There is a crank which is used to lower the lifeboat. Use the crank twice and Geron will lower the lifeboat to the very bottom. Go to Nuri. Use the knife on the herring and then use the fishbone on the miniature anchor obtained from Harm. Now give the miniature anchor with fishbone to Nuri and again go to the captain's deck. Use the crank once to get the lifeboat higher (in the middle).
Go to Harm's cabin. Start conversation with him to distract Harm from Nuri and you'll see the fairy swaps keys. Exit the cabin, go to the captain's deck, lower the lifeboat to the bottom (use the crank three times) and take Harm's key from Nuri. Tell her that she can get out of lifeboat.
Return to Harm's cabin. Open the window. From the armoire take the candle and the wooden box. Light the candle in the inventory using Flintstone and tinder. Take a closer look at the whale statue and notice that there is a strange light coming from it. Use the wax from the burning candle on mechanisms on jingle bells on the top of the whale. Now open the whale chest using the fishbone key. Take the prism out of it. Put the prism into a wooden box and throw it out the window. Leave the cabin and head to the ship's stern. You'll see prism in wooden box floating on the water. Use hammock to get it. Go to the ferryman and give him bottle full of fever-dream-spirit.