Look at the cornucopia in the pool. Look at the Red Pirate and the cloth he is holding. Look at the compass right of the divan and the oil lamp under glass at bottom right. This is the lamp Nate and the bounty hunter want. Try to take lamp but the monkey bartender screeches an alert. Take old peanuts from the bartender's counter. Look at the book on the counter. Click on a recipe and Critter will sound the name out: Turn the pages by clicking the edge of the pages. The last page has a hangover cure. Tear out the page. The ingredients are milk, salt and peppermint. The shake moves are 1.
Order the different drinks and then watch the Monkey wearing a fez bartender do the moves. Watch the bartender do the shakes to see the first 2 moves: Mangnag and Beep Bop. Drink and then take the glass with peppermint leaves. Order and watch the first 2 moves of Burning Mary Glug brunsala Maaary. Donka Dong and Freak out. Note that Burning Mary has fire and the monkey removes his fez. Go outside and show the hangover cure paper to the bounty hunter. He shoots down the coconut from the tree. Split the coconut on the sword in the stone to get coconut shell with milk. Use the pan from statue on the water pouring out of the cornucopia to get pan with salt water.
Go to the jetty. Look at the bitt stone stand left of the barrel with a strange bird. Place the pan with salt water on the bitt.
Go to the mirror and click on it twice to heat the pan with salty water. Take some salt from the pan. In inventory, pour the coconut milk in the glass with peppermint. Pour salt into the glass. Use the half coconut on the. Shake the hangover healer. Select moves from L-R: Go back to Nate outside the tavern.
Pour the Hangover Healer down Nate's throat.
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Lamp and the bounty hunter: Talk to the bounty hunter. Learn that they are going to split the lamp's 3 wishes: The Mary is chained to dock with a magic padlock. Take care of the monkey bartender: Look around and check the notices, statues, souvenir shop and palm tree. Look at the bounty hunter. Look around The Mary. Look at the burning mirror used to stop airships. Look at the magic padlock and the parrot raises the alert. Take care of the parrot - strange bird: Change to Critter by clicking on the character icon at top left of screen.
Use the old peanuts from the bar on the pirate parrot twice. Go back to the jetty when the bird flies and follows Critter. Take the stained blanket off the barrel. Take the lid off the barrel. Put stained blanket over the open barrel. The parrot flies in and lands on the blanket. It drops inside the barrel. Use the lid on the barrel. Inspect the crate right of the barrel. Go back to town and inside the tavern. Change to Critter and bring him inside to the bar. See the monkey remove his fez.
Replace the monkey's fez with the one from the crate. It is too big and covers his eyes-head. The bounty hunter laser cuts the glass dome of the lamp. Critter hits the bounty hunter and Nate takes the lamp.
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Nate and Critter are by Mary. Nate rubs the lamp to call the djinn. Ah - Benny is not a powerful djinn. Benny opens the barrel instead of the magic padlock and releases the parrot that raises the alarm. Benny is ordered to open or break the magic padlock and he tries.
The bounty hunter and Red Pirate arrive to stop Nate. The rock and jetty starts to show some action. It breaks off and that is the start of the introduction to the game. Seastone - As Wilbur: Wilbur sees Cybil Van Buren give an interview to Mr. Fox the newspaper editor about the monthly lottery that will give a single lower towner access to upper town. Look at the Mage School, mage tower and lottery barrel. Look at crane, goods and brandy barrel by Bill. Talk to Bill the trader. Learn about the protesters. Bill does not pay taxes. The crane is used to lower his goods without paying bribes.
Go down at exit at right. Look at barred window in the alley. Talk to the prisoner, Mr. He's a political prisoner. Look at the bakery at right. They sell cakes and chocolates. Look at the shield and the posters. Read the notices on the poster board. Look at the statue on the alcove behind the town guard. Negotiate the key to Upper gate: The gate to the town is closed. Shieldhand the town guard. He's the only member of the guards.
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Permit is needed to exit upper town after curfew. The statue is that of Black Guard. Talk to him about Bill's bribe. The guard has no need to be bribed if the crane lowers the goods straight to lower town. To check the "smuggling"; mark a barrel, order the barrel and see if it goes to lower town without a bribe - tax being paid. In return, ask for a pony. Reverse psychology makes Shieldhand promise to give the key to the gate to Wilbur.
Shieldhand gives a chalk to mark the barrel. Go back to the right to Main Square and use the chalk on the barrel beside Bill. Go down and talk to the town guard. Order the brandy barrel: Look at Bill's padlocked privy, Bill's stall and loading platform. Talk to Bill by clicking on his stall. Learn that you need a password and that the inn owner knows it.
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Open the tool box under the "do not touch" sign and get a hammer. Go further down at left. Look around outside the inn. Look at cart, drain, fireplace at left, bucket with water and the barricade. Knock on the hatch and meet the protesters that build the barricade to the lower town.
Look at the jacket on the chair at bottom center. Take the small glass marked 2 cl. Talk to Blout and Zloff. Learn about Bill's monopoly. They agree to try to get one over Bill. The password is "gold won't make you happy". Zloff gives a bag of silver to pay for the brandy. The jacket is the jailed protester's. Take the battered pin badge on the jacket. Learn that he is Van Buren's election treasurer. The gold that he is counting are donations for her election campaign. Look at the converted role-playing machine and stairs.
Look at the notice right of the fireplace. Read the licensing laws. Look at the postcard right of fireplace. It is a map of Seastone that can be used as a "jump to" map. Click on a location and be there. Use the postcard to jump to the Upper gate. Go to Upper town gate. Talk to the young boy playing by the gate.
He is not the young boy at Mage School. The boy is reenacting the battle at Black Tower. He doesn't have a place to sleep. Wilbur invites him to sleep in his room but he can't go to upper town. Maybe the young boy will win the lottery. Wilbur places the bag of silver on platform and the marked barrel is lowered. Get back at Shieldhand and Bill: Knock on the gate.
Wilbur tells Shieldhand through the gate about the delivered mark barrel. Shieldhand left to talk to Bill but did not let Wilbur through the gate. Go back to the inn. Talk to Zloff and then Blout. Talk to the reporter drinking at the table at left. Learn that Van Buren asked the reported to look for dirt on Wilbur. Fox about Bill and Shieldhand. At the crane area, overhear the discussion between Bill and Shieldhand.
Fox negotiated to get his drinks at regular prices and arranged the distribution of the corruption. Shieldhand gives Wilbur the key to the gate. Use the magic slate to learn how to build a golem. They are made of clay or stone. Commands written in magic ink are inserted in their mouth. The golem's body needs torso and strong arms and strong legs.
The head with mouth is made of clay. Magic ink is made up of 2 cl crocodile tears, twelveteen drops of dragon sweat and one Seastone ounce of soot. Talk to Bill about twelveteen. Learn that it means "it doesn't really matter". Get the door code: Enter the Mage School. Look at the mop and bucket. Take the mop with troll spit. Look at and talk to staff room door. A code is needed to enter the staff room. Timmy the young rat: Go to the inn. Outside the inn see Timmy the little rat on the railing.
He will go to the office and get the door code. Go to the inn-pub. He doesn't want t talk about golems. Blout whispers to Wilbur. Zloff doesn't like whispering. Learn that Zloff likes the chocolates from the uptown bakery. Talk to Blout again. This time learn that Zloff has alcohol intolerance. Talk to to Timmy again on the railing. He found a note about door: Wilbur takes Timmy with him to help. Go to the bakery by the town guard. Look at shop window and see there are 2 kinds of chocolates - with or without alcohol.
Look at the drainage grate beside the window. Use Timmy on the drainage grate. Ask for chocolate wrapped in red. Timmy gives a chocolate wrapped in red. Give the chocolate wrapped in red to Zloff. He says it has alcohol. Go back to bakery and get Timmy to get chocolate wrapped in blue. Timmy gives a chocolate wrapped in blue. In inventory, click one chocolate unto the other to swap the wrappings. Go back to the inn and give the chocolate wrapped in blue contains the red wrapped chocolate to Zloff. They missed catching the chocolate and Zloff hits his head on the counter.
Learn all about Zloff's experience with golem. Blout shows Wilbur the golem parts. Wilbur agrees to build one and give it to them after he uses the golem to clean the school and guard the Arch Mage. Look at the golem parts and see that it is a torso. Look again and read the old commands in the box. Jump to Bill the trader. See a hopping box beside Bill. Open the hopping crate. A pisspot jumps out the crate. Read the paper to learn the company that makes them. Talk to Bill again. Learn about the Better Works factory. They recycle the helmets, swords, etc.. Go down to Upper gate.
See the pisspot hiding behind the rubbish. Talk to the helmet with legs. The pisspot agrees to be the legs of the golem. Get clay and make golem head: Knock on the hatch of the protester's barricade. Wilbur can use the clay to strengthen the barricade with clay.
Wilbur shows the jacket badge to prove that he is one of them. They want the hand signal now. Go to X the prisoner in the jail by the town guard. Ask about the hand signal - you first! Go back to the barricade by the inn. Knock on hatch and do the secret sign. From left to right: They give posters to hang around town. Wilbur used some clay to seal the barricade. Sculpt a golem head from the clay in inventory. Select any shape you want and it will be correct.
Look at the fireplace left of the railing. Use the magic wand on fireplace to make fire. Place the soft golem head on the fireplace to get fired golem head. Remember the Black Guard statue by the town guard. The hammer was already taken from the tool box at Bill's stall. Go back to X the prisoner. Ask about the chisel. Learn that he got a chisel in the cake. It can help the prisoner escape. I'd have to know exactly what kind of hammer you want. The whole building could cave in.
Wilbur after all those "talk" gets the chisel. Distract the town guard: If you haven't taken the mop from the bucket in the school, do so. Use the mop with troll spit on the poster board to paste up the board.
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Use a flaming poster on the board with paste. Talk to Shieldhand about the protester's poster. Use the chisel or hammer on the Black Guard statue. Combine the golem parts: Use the head, arms and pisspot on the torso of the golem. Enter the staff room: Go to the school. Talk to the door. The door code is: The door doesn't know Wilbur and would still not let him in. The code should be said by Bloch.
Use the magic slate. It can imitate voices. It can also record and play back certain recorded parts. We need to record Bloch saying 4 60 9 Search the shelves left of the blackboard. Get an old photograph. Look at the photo in inventory and see that it is the class of Go to the inn and talk to Bloch. Can you say 9? Then ask about dwarven ale after reading the licensing law on the wall left of fireplace. Ask about the old photo.
Ask about treasurer, then math champion and problem. He drinks warm water. He drinks 2 glasses a day. Use magic slate to verify that you got all 4 numbers recorded. Go to Mage School. Talk to magic door. Let Bloch and Wilbur in. Find ingredients for and prepare magic ink: Enter the staff room. Look at the desk. Read the note in the drawer. By banning poster campaign in schools, it seems that Bloch is more concerned about law and order.
Look at the small red flask. It is dragon sweat. Take the quill from the desk. Examine the oven left of the alchemy corner. Look at the alchemy corner. It is the perfect spot to make the magic ink. See a bottle of dried crocodile tears in the flask. We need 2 cl of tears. Exit and see a bucket of water melted by the heat beside the fireplace. Get 2 cl glass with water. Go to the alchemy corner in the classroom.
Use the flask of dragon sweat on the pot. Use the 2 cl glass with water on the dried up crocodile tears in the flask at bottom of screen. Add crocodile tears to the pot. Look at the weight in the slot of the scale at left. Set the 3 Seastone ounces weight on the left pan. Right click the chocolate in inventory to see that it is 2 Seastone ounces.
Place the chocolate on the right pan.
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Add soot on right pan until the scale balances and get one ounce of soot. Place the soot into the pot. Mix the magic ink. Bring the golem to life: Combine the quill and the magic ink. Wilbur writes down the spell dictated by the magic slate on the notepad. Wake up the golem: Go to the inn to look at the golem.
Use the golem spell on the golem. The ogres are impressed. The golem follows Wilbur to the Mage School. The dark force's intrigue: Wilbur wakes up hanging in the classroom beside the cage with the skeleton. See another Wilbur with the golem. He has the magic wand. Learn that Munkus is the dark force sensed around here. The golem has additional order from his true master other than live. The slate is from him. Munkus cannot break the magic wand and throws it. Look at the skeleton in the cage. Swing over to the cage. Get heavy skull and hook shaped bone.
Wear the white hat given by the Time Travel book. See the shackles key on the podium-desk. Look at the bedroom curtain and have Timmy pull out a thread. Throw the hook shaped bone down to Timmy. Get Timmy to make a grappling hook. Have Timmy climb the desk-podium. Have Timmy move the ruler. Let Timmy take the key. Throw the skull to the ruler. Timmy stands at the end of the ruler. Timmy unlocks the shackles. Take the magic wand from the floor. T he Arch Mage: Go to the office to warn the Arch Mage.
Wilbur zaps Shieldhand guarding the door. Munkus-Wilbur is already in the office with the golem. The golem attacks the Arch Mage. The Arch Mage zaps the golem. Munkus changes back after being hit by the Arch Mage. Cybil Van Buren and daughter Chantal arrive. Chantal picks up the magic wand. You can set up your iPad so that it functions as a second screen for you laptop or desktop computer. Third-party apps such as Duet Display and Air Display, for instance, allow you to use your iPad as a second monitor.
After installing the app on your iPad and desktop, connect the iPad to your computer to get started. When using any app, just tap the bar at the top of the screen where the time is display to scroll back up to the top. A member of the media displays an Apple Inc. Bloomberg—Bloomberg via Getty Images. By Lisa Eadicicco November 11, The Brief Newsletter Sign up to receive the top stories you need to know right now. Open a new app in a sidebar without leaving the app you're using. Run more than one app at the same time on the home screen.
Play a video on screen while using other apps. Use the keyboard as a touchpad. Zoom in on certain parts of the screen. Triple press the home button to access certain features. Turn on "Find My iPad" in case you misplace it. Copy and paste text. Show the battery percentage to see exactly how much juice you have left. However, you can drill deeper into storage options for many Apple apps in Settings.
The TV and Music apps, as an example, list all the media stored locally on your device, making it easy to delete large movies, whole TV show seasons, entire music albums or just individual songs with a tap or two.
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On the other hand, App Thinning is no magic bullet that would erase this problem because mobile screens are becoming larger and getting more pixels than ever before. As a result, user interface assets and other high-resolution resources created to support all form factor iOS devices are also growing larger, increasing the total size of an App Store download.
To remove app data and settings after an app has been offloaded from your iOS device, go ahead and delete an app like you normally would: As most Apple customers have realized by now, deleting an iPhone or iPad app completely via the Home screen method removes both the app itself and its associated user data and settings. How to manually offload unused apps to regain storage space on your iPhone and iPad Christian Zibreg on May 29, 0.
New in iOS Offloading —Offloading an app reduces the storage burden of its binary, but holds to the documents and data within it. The icon stays on your Home screen so you can reinstall the app with a tap. Offloading frees up less space than deleting, but retains user data associated with your offloaded apps. Deleting —Deleting an app completely removes its binary, data and documents from your device, resulting in greater space savings than offloading.
How to manually offload unused apps on iOS Offloading differs from deleting.