Dudley and the Mysterious Tower is a short freeware puzzle-adventure game
by Sen (Miscreant's Room) made in WOLF RPG Editor.
A courier and a dog arrive at a tower
with an important delivery for the tower's master.
(Content Severity: Generally Very Mild)
Click here for content warnings.
|One brief scene with killing and a little bit of blood.|
Download Dudley and the Mysterious Tower 1.07 | (Mirror)
Videos and streams are allowed, but cannot be monetized.
A complete guide through the game.
1F and 2F|
Talk to the guard dog, then return to 1F to meet the fortune-teller.
Follow and talk to her to get the ability to switch perspectives.
Talk to the guard dog as the dog, then return to the previous room.
As the dog, you can see ghosts which will cause game overs if you touch them as a human.
Walk over to the dog food and switch to human to pick it up.
Remember where the ghosts are and walk back avoiding them.
(The easiest way is to get to the bottom wall, then just walk along it.)
Give Referee the dog food to gain passage.
There's a Letter to Ann on the floor. You can go give it to her, or hold onto it.
In the room to the right, push the boxes to make a path to the Torch.
To get to the next floor, you must three flowers on the three pedestals.
They're found in the sections next to each pedestal.
Take the paths that have lit candles along them.
One of the candelabras is unlit, so when you encounter the large flame, use the Torch, then go light it.
Match the colors of the buttons with the color of the door.
First is a blue door, so make them blue and blue (step one each once).
Second is a purple door, so make them red and blue (step on either once).
Third is a green door, so make them blue and yellow (step on one once, step on the other twice).
Fourth is an orange door, but the buttons cycle automatically. Aim for red and yellow.
Use the dog perspective to see the ghosts, and follow the sign's hints.
First take the rightmost door, which has no ghost.
Second, enter the second door from the left, where no ghost ever appears.
Since "only one ghost wears a ribbon," you know said ghost has moved from the previous room.
Thus, backtrack and enter where it used to be: the second door from the right.
Place each of the flowers on the proper pedestals to make the stairs appear.
In the scene after picking up the letter, switch to the dog to dig up the item left of the tree.
Go up and push the animal statues down onto the matching buttons.
From left to right: cat, horse, dog, chicken.
Since there's no dog statue, place the other three and finish by stepping on the switch as the dog.
Use dog perspective to see and avoid the ghosts running around.
(If you touch them, it just sends you back a little bit.)
Press the yellow switches along the way to open up walls and doors.
Talk to the soldier and agree to find his coworker.
In the previous room, go into human perspective to find the one ghost still visible.
Talk to him as a human to get him to return.
Try to open the blue door left of the office.
On your way back, the statue will shake. Guide it into charging at the door.
(When it shakes, it prepares to charge in your direction, so move away after that.)
After coming upstairs, try to go back down.
Work with Ann to press the switches simultaneously.
The order is always blue, red, green (top, left, right).
You can only press the switches as a human, but must briefly use the dog to cross the weak floor.
It's safer to be late than early, so wait for Ann to start moving onto each switch before you go.
If you get it right, it makes a sound. Ann pauses in front of the last switch, so don't go early.
Talk to the Guard Pretender as a human, then as a dog to get the Pass.
Use the Pass on the guard to enter the town.
Using the Gift Coupon, make purchases from each shop: Clover Bouquet, Plain Tart, Pear, and Paint Kit.
Go left to the pub and use the Pear in front of the bartender to get the Pear Tart.
Give the Guard Pretender the Pear Tart to lessen his requirements.
In the pub storehouse, get the Cloth.
Push the green boxes into the top-left spaces.
(Solution. When the first box is at the red X, move the other box down and right out of the way.)
You'll get one silver coin as a reward.
Go right to the church.
Place the Clover Bouquet in the empty right vase.
Use the Paint Kit to repaint the spot on the wall.
Clean up the stains with the Cloth.
Talk to the sheep as the dog.
Check under the candles in the prison to get another silver coin.
With two silver and the tart discount, the Guard Pretender will let you through.
In dog perspective, dig in the spot with no flowers, and as a human, pick up the Clock Hands.
Put the Clock Hands on the clock in the next room. Changing the hour changes which door is open.
Put the correct statues in each room.
3:00 room: Retainer. 6:00 room: Harp. 9:00 room: Jester. 12:00 room: Devil.
Take the path with the appropriate title for each painting.
Go into dog form to get hints from Porin.
The order is "Mother," "Starve," "Family," "Tea Time," "Overflowing Desire," "Sin," "Unease," "Redemption."
There's no special content on repeat playthroughs, but after beating the game once, you can skip messages by holding X, and skip some other things.
Keep the Letter to Ann and show it to the soldier on 8F to enter the study.
On the Stairs to the Top Floor, use the Important Delivery in front of the door with the butler ghost.
There's a short storybook-style "novelization" that was released slightly before the game.
They're basically the same story, but the game actually provides more information, so I would play it first.
You can't leave until you make the delivery.