The Adventures of Bertram Fiddle Episode 2The Adventures of Bertram Fiddle Episode 2

A Bleaker Predicklement

Game Details:  Comedy, 2017

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  11/1/2023

Suggested Listening:  Where There's Smoke (Ash 25)

The Adventures of Bertram Fiddle Episode 2: A Bleaker Predicklement is the second game to feature self-proclaimed leading explorator Bertram Fiddle. In this sequel to The Adventures of Bertram Fiddle Episode 1: A Dreadly Business, you take a job as a telegrammatical salesman for a soap factory, but end up uncovering another mystery to investigate. There are 10 Steam Achievements, all documented in the walkthrough below.

Chapter 1

An Unexpected Occurrence

You will automatically talk to Mr Dulsworth (1/60). Stand up, then answer the phone on the left to talk to Mr Dulsworth's mother (2/60). Pick up the fuse capacitator from the floor, then use the tea machine (1/5) until you start repeating yourself.

Look at the second telegram machine from the left. Insert your fuse capacitator into the empty slot. Now you need to make a series of phone calls. Plug the cords into the appropriate sockets (A.i - C.iii), then use the phone receiver on the right to make a call to Mr Alfred Grumpston (3/60). Flip through the pages on the right to find more customers to call:

  1. Mr Horatio Spatter (B.ii - C.ii)
  2. Mrs Ruth Fondling (B.i - C.iv)
  3. Mr Bob Gollibles (B.iii - C.ii)
  4. Mr Peedle Quinge (A.iii - D.i)
  5. Mr Guy Hardwood (B.iii - C.i)
  6. Mr Keith De Bauchery (B.iv - D.iv)
  7. Mr Oliver Grottle (A.iv - D.i)
  8. Lady Marigold Glumsfield (A.ii - C.i)
  9. Mrs Victoria Baldersnatch (A.i - D.ii)
  10. Mr Ralph Spongewell (B.i - D.iii)
  11. Miss Agatha Muttonlegs (A.iii - D.ii)

There is an achievement for calling all 12 customers Exceptional Soap Selling. You will also receive a completed work ticket. Back out, then head up the stairs to the right. Knock on the nearby door, then go inside. Remove the motivational poster from the wall to reveal a locked safe. Look at the notebook on the desk and flip the page to see "hELL" and a clue to turn it upside down. Back out, then unlock the safe with the code 7734. Take out the red ink and the perfumed letter.

Look at the desk again, and use the red ink in the stamper on the right. Use your work ticket on the stamper. Leave the office and go through the door on the left. Talk to Mr Tibbs (4/60), then show him your stamped work ticket so you can head out through the gate.

Talk to the paper boy (5/60) and the construction worker (6/60). Now head left to reach the market place. Look at the map on the wall here, then talk to Emmelina (7/60) just to the left - you will also automatically talk to a flower seller (8/60). Next talk to the orange cart pusher (9/60) on the right, and Oscar (10/60) at the bottom left. Make sure you scare away the pigeons (1/4). Head into the Manporium and talk to the Manporium shop owner (11/60). Return outside, then enter the cakery to talk to Aunt Fanny (12/60) and Wortha (13/60). Go back outside again, then leave by going to the left.

Speak to the sour lady (14/60) in the high window with the flowers, then continue further to the left. Talk to the speaker outside the gate, but it doesn't work correctly. Examine the posters on the left and drag words from the smaller posters onto the blank one to create this message: "Eye Ham Bird Tram Fig Dull". Go through the opened gate.

Talk to the gardener (15/60), and examine the purple flowers in the background, then head into the house. Talk to Mrs Dulsworth, then use the tea pot (2/5) on the left. Go back outside, then head right twice. After automatically talking to Geoff (16/60), examine the body and you will be apprehended. You will automatically speak with Holmes (17/60), Watson (18/60) and a police officer (19/60).

Chapter 2

A Wrongful Confinement

Talk to your cellmate Walter (20/60), then pick up the blanket next to him. Knock on the door and talk to the jailer (21/60), then pick up the plate he pushes under the door. Break off part of the mirror on the wall, and also pick up the toothbrush from here. Back out, then take the gold pipe from beneath the basin, and then pick up the green sludge that appears.

Examine the crack in the wall. Use your broken mirror on the wall beneath the window, and rotate it so the light shines on the red bug. Pick up the red powder. Put the green sludge and red powder on the plate, and hang the blanket from the shackles. Now click on the window to switch to Gavin.

Talk to the police officer, then head left. Talk to the paper boy and the construction worker. Pick up the large metal bucket from the left and hang it on the hook beneath the wall lantern. Continue left to the market place and talk to Oscar. Next enter the Manporium. Pick up the cane from the left, and talk to the shop owner. Go back outside, then head along the alley on the right. Use your cane in the hanging bucket. After the worker leaves, pick up the bag of cement. Head left again and enter the cakery. Talk to Aunt Fanny and Wortha. Pick up a cake from the left. Turn up the heat on the stove to the right, then while Aunt Fanny is distracted put some cement in her mixing bowl. Take the broken whisk, then return outside the prison. Give the cake to the police officer.

Switch back to Bertram and pass both the gold pipe and toothbrush out through the window.

As Gavin again, go left 3 times and pick up the blue flowers from the murder scene. Continue left and up into the yard. Talk to the gardener, then pick up the massive stone next to the hole. Pick up one of the smaller stones. Grab the pan statue on the left, and put it into the bottom hole of the right tree. Put your gold pipe in the bottom hole of the left tree. Click on the squirrel and it will get stuck in the gold pipe - pick it up. Return to the prison and give both the squirrel and blue flowers to Bertram (through the window).

Playing as Bertram, add the blue flowers to your plate, then give both the plate and the squirrel to Walter. Once the painting is finished, throw your key out the window to Gavin.

With Gavin once more, go left twice and give the key to Oscar. Continue down and right and talk to the hula hoop girl (22/60). Click on her twice more, then follow her right. Talk to the fish woman (23/60), then use your stone on her. Talk to the ice cream vendor (24/60), the dirty rag seller (25/60) and the manure seller (26/60). Grab the ice cream cone from the girl's head. Now head to the left.

Scare away the pigeons (2/4) - if they aren't here, go to the right and return to the left to make them appear. Talk to the statue cleaner (27/60), then give him your toothbrush and take the ladder. Also talk to Henry Earlswhump (28/60) on the left. Go through the blue doors into the Adventurers Club.

Talk to Sir Grouchly (29/60) and then the doorman (30/60). Try to lean the ladder against the bar, but the doorman will not let you. Talk to the treadmill man (31/60), and the Professor (32/60) on the right. Adjust the treadmill speed 4 times. Now set up the ladder and climb up it. Exchange your ice cream cone for the unicorn horn, then climb back down. Go back outside and return to the prison. Combine your unicorn horn and broken whisk. Use your drilling machine on the exposed bricks here.

Switch back to Bertram and climb out through the hole. Go left and you will automatically head down into the sewers No Walls Can Hold Me.

Chapter 3

Fleeing Treachery

Walk over towards the gate on the right, and you will fall down. Take the steam valve from the right side of the boiler, and use it on the left side of the boiler. Count the steam jets around the room:

  • Top-Left: 2
  • Top-Right: 5
  • Bottom-Right: 1
  • Bottom-Left: 3

Examine the code panel to the left of the gate and enter the code 2513, then turn the handle. Now go up the stairs. In the next area, try to turn the wheel just to the right, but it is stuck. Go through the top-left door, then the top-right door. Pick up the snail slime, then go back through the previous doors and use the snail slime on the wheel. Now use Gavin to turn the wheel.

Next head through the top-left door, then keep going through the doors just to the left of where you appear, until you can go through the previously blocked archway to the green stairs. Talk to Count Fulchmuckle (33/60) until he turns away again. Climb up the ladder to reach Lord Arthwipe (34/60). After you receive your disguises, pick up the monkey paw and drink some of the purple liquid at the bottom left. Leave by heading left.

Head left and use your monkey paw on the bicycle wheel. Continue left and head into the Manporium. Talk to Sir Bruce (35/60), then use your wheel to fix the sewing machine. Go back outside, and follow Sir Bruce to the right. Enter the butcher's shop and talk to Mr Lawrence (36/60). Examine the meat mound at the bottom right. Drag the pieces of meat around, then click on the camera Inexplicable Meat Making. Still in the butcher's shop, go to the left and use the sausage machine to make a sausage, then pick up the donkey bladder. Leave the shop by heading right.

Go down the alley to reach Puddingham Station. Talk to the lady with the dog (37/60). Give the sausage to the dog, then take the lady's hat pin while she is distracted. Talk to the officer (38/60), who won't let anyone through. Return to the left and enter the sweet shop.

Talk to Walter (39/60), then go right to see the twins. Talk to their mother (40/60). Use the hat pin to pop the balloon. Pick up the 3 gobstoppers from the floor. Head back outside and go slightly to the right. Pick up a gear from the container here, then enter the toy store. Talk to the toy maker (41/60). Get Gavin to pick up the robot arm and attach it to the robot. Now look inside the robot's chest, and insert the donkey bladder, gear and gobstoppers.

Send the robot outside, then go out after it. Next send the robot along the alley to the station, and follow it again. Now use the robot on the treacle barrel near the officer. Head through the archway and you will board the train.

Chapter 4

Uncommon Encounterings

Try to talk to the dusty old lady (42/60), then head to the village in the background. Talk to the blacksmith (43/60), the blacksmith's son (44/60), and the old woman (45/60) on the right. Examine the swamp pony, then enter the tavern.

Talk to the mysterious stranger (46/60) to learn he has left a message for you. Talk to the barkeeper (47/60) three times, and pick up the tin cup from the bar. Talk to Edwin Gray (48/60) on the right, then take his mouldy cheese. Now talk to Doug (49/60) on the left. Speak to him again, and use your mouldy cheese on his key to make a mold. Now head left into the bathroom.

Turn on the tap, then close the window. Go back and look at the message on the mirror. Leave the bathroom and take the bucket from the table, then leave the tavern. Go through the gap in the buildings to the right to head to the moors.

Go left and talk to the mysterious stranger, who turns out to be Emmelina. After she gives you the photos and leaves, pick up the wooden plank from the left. Continue left, then head into the village again. Put your wooden plank on the barrel behind the blacksmith's son. Talk to him, and he will fire up the forge. Put your tin cup into the pan over the fire, then put your cheese mold in front of it. Tilt the pan, then pick up your new key. Return to the moors by heading right between the buildings again.

This time go right and approach the cave to talk to Magwidge (50/60). Use your key to free him, then pick up his shackles. Talk to him again to see a map of the swamp. Return to the village. Combine the shackles with the bucket, then use this on the pony. Follow the pony to the moors. Go to the far right to reach the swamp. Now click on these objects (based on the map on Magwidge's chest):

  1. Pony
  2. Crooked tree
  3. Black bird
  4. Spider web
  5. Purple flower
  6. Three tulips

Now you can go to the right bank. Exit further to the right. Cross the bridge and enter Wretchedly Hall Something Strange About This Place. You will automatically talk to Lord Wretchedly (51/60). Head up the stairs and go through the middle doorway, then get into bed.

Chapter 5

A Perilsome Thought

After you wake up, use the tea pot (3/5) until you start repeating yourself. Leave to the right. Use Gavin on the small lever on the left wall. Now head through the door on the right. Pick up the blue Mongolian glow maggot from the right, and one of the empty jars on the chest. Remove the sheet from the cage on the right. Leave this room and go downstairs. Use Gavin on the dolphin, then use him on the stairs, and you will end up back in your room. Use Gavin on the dolphin, then on the doors heading out to the balcony. Now use Gavin on the dolphin one more time, and you will automatically scatter the pigeons (3/4).

Go inside, through your room, and downstairs once more. Continue left into the kitchen. Try to leave the kitchen, but Lord Wretchedly will leave first. Open the high cupboards and take a cork from one of the bottles. Adjust the switches on the stove so the flames are flickering (both switches on the left should point to the left; both switches on the right should point to the right). Now climb into the dumbwaiter, and get Gavin to pull the rope.

Talk to Lady Wretchedly (52/60) twice, then try to open the door on the right. Leave by using the dumbwaiter again, then exit the kitchen. Go through the door next to the suit of armor to find the dining room. Talk to Professor Scuttleworth (53/60) several times, then talk to Lord Wretchedly again so he leaves. Talk to the Professor again. This time when Lord Wretchedly is in the room, use your Mongolian glow maggot on him. Search the red vase here, and take the bolt-cutter beetle from the table. Now you need to search red vases everywhere until you find the key. There are vases in these rooms:

  • Main lobby
  • Dining room
  • Upstairs landing
  • Right door upstairs

Now go through the door near the base of the stairs into a library. You need to touch the hand prints in order from brightest to dullest:

  1. Left pedestal
  2. Right pedestal
  3. Beneath the left candles
  4. Statue on the right

The door will now open. While you are here, pick up the handkerchief from the floor, and search the red book on the right to retrieve your photographs. Now go through the secret passage. Dip your handkerchief in the blood at the bottom of the screen, then continue left. Talk to Lord Wretchedly here, then go all the way outside the house.

Use your jar to collect the screaming toad. Cross the bridge and stand near the water, then use Gavin on the black brambles to create a barrier. From behind the barrier, use your bloody handkerchief on the ram. Now grab the wool that was caught in the brambles. Head left to return to the swamp.

Have Gavin push over the large tree at the top. Now you can head over this and return to the village. Give the wool to the old lady and she will make you some rope. Use your bolt-cutter beetle to get the windmill hanging next to the blacksmith's son. Now go up behind him to reach the train station, then go right to the apple tree. Use your rope to retrieve the pedaling mechanism from the bicycle in the water. Now head all the way to the right to return to Wretchedly Hall.

Head inside, upstairs and into the room on the left. Move the tapestry on the left, then use your key on the door that is revealed and go through. After Lady Wretchedly leaves, climb up through the hole in the roof. Put your cork in the dolphin's blowhole, then get Gavin to bend the pipe on the left and the dolphin will inflate. Add the windmill and pedaling mechanism, but then a nasty storm will appear.

Go back inside, then downstairs and into the dining room. Pick up the undergarments. Go back out and then into the library and through the secret passage. Continue up the left staircase to meet a Demon (54/60). After Lord Wretchedly leaves, pick up the staff and combine it with the undergarments. Use this on the hole in the floor to the left. Use your captured toad on the slingshot, then have Gavin fire the slingshot.

Return up to the roof and use the dolphin balloon to fly back to London.

Chapter 6

Return to Glory

You will start in front of a church. Scatter the pigeons (4/4) Diligent Pigeon Botherer. Enter Dr Jekyll's surgery on the right and you will automatically talk to Dr Jekyll (55/60). Pick up a currant bun, then use the tea pot (4/5) until you start repeating yourself. Now go over to the work bench on the right. Read the notebook on the right to see a total of 5 recipes (turn the page to see the last one). You can make each of the first 4 recipes:

  1. Grabulation Elixir (Blue)
    Turn all of the flames off.
    Turn the tap over the green flask.
    Turn the tap over the red flask.

  2. Embiggening Potion (Green)
    Turn only the green flame on.
    Turn the tap over the yellow flask.
    Turn the tap over the green flask twice.

  3. Cranius Shrinkation Potion (Yellow)
    Turn all of the flames off.
    Turn the tap over the yellow flask.
    Turn all of the flames on.
    Turn the tap over the green flask.
    Turn the tap over the red flask.
    Turn the tap over the yellow flask.

  4. Facium Vegetabilibus Medicine (Purple)
    Turn only the yellow flame on.
    Turn the tap over the yellow flask twice.
    Turn the tap over the red flask.
    Turn the tap over the green flask.

Leave here, and enter the curiosity shop to the left. Talk to Bob (56/60), then use the tea pot (5/5) Tea Connoisseur Beyond Compare. Use your green potion on the lemon tree to the left, then take a lemon. Also read the blue book on the shelf behind Bob to learn Kung Fu. Leave the shop and head into the alley just to the right.

If you haven't already bothered enough pigeons, there are some more here. Talk to the pink man (57/60) on the left, the gray woman (58/60), the green man (59/60) and the snitch (60/60) on the right Superior Gossipmonger. Use your lemon in the mangle on the left, then use it on the bulldog. Now you can continue to the right and into the tunnel.

Talk to the fisherman, then try to use his boat. Continue right and pick up the fishing spool. Talk to the urchin. Try to enter the bar, but only villains are allowed. Go all the way back to the church, then head right over the bridge. Talk to the photographer and examine the gorilla. Over on the right, click on the clown, then enter the caravan. Talk to the bearded lady twice and you will receive a locket. Talk to the elephant man and give him your currant bun, then take the red hoop on the wall.

Return outside to the gorilla. Combine your red hoop with your fishing spool, then use this on the gorilla. Now have Gavin pull the string. Pick up the gorilla tooth and the magnesium powder. Go back over the bridge.

Return to where you talked to the urchin. Put the locket on the mound of dirt in the water, and the urchin will go over to get it. Use the mechanical device on the left to pick up the urchin, then click on the bottle in the water. Back out from the device and you will end up getting the bottle. Return left and give the gorilla tooth to the fisherman, then use his boat.

Enter the soap factory, then climb up the ladder. Leave the office, then go left. Use your bottle on the shampoo barrel here. Now head right, into the office, through the secret passage in the cupboard, then out to the right. Use the boat to return to the fisherman. Go back to the church, then enter Dr Jekyll's surgery again. You can now make the final recipe:

  1. Transmogrification Remedy (Pink)
    Put your magnesium in the potion flask.
    Turn all of the flames off.
    Turn the tap over the red flask.
    Turn the red flame on.
    Turn the tap over the red flask.
    Turn the tap over the yellow flask twice.
    Turn the green flame on.
    Turn the tap over the green flask.

Now head through the door. Talk to Dr Jekyll. Use your blue, purple and yellow potions on him first, then use the pink potion Peerless Scientific Experimentation. Lift up the blanket, then examine the wooden panel on the back wall and go through the chute. Talk to the bartender, then head right. Click on Mr Dulsworth to see he is in a trance, then click on the cat More Than One Way To Wash A Cat. Watch the final scenes of the game World's Leading Adventurerer.