Memoria: Find something to eat
Sadja is hungry and needs something to eat, so she must set a trap for a creature, which is living in the hole.

Take all wooden logs, a pelt and a rope. Pick some of the flowers of dandelion. Put the plants on the flat stone near the tree's roots.

On the flowery meadow put the pelt. In the inventory use the dagger with logs and then use them with the pelt. Take them and use the line with the pelt.
Pick up a stick and use it with the pelt. Pick up again the dandelion and put it near the small hole. Click on the end of the rope (in the bushes). Go near the bushes (click on them).

When the rabbit comes and eats flowers (near the hole), click on bushes. When the rabbit eats flowers from the flat stone and goes to the trap, pull the rope again. Take the closed trap. You will gain the eleventh achievement.
Go to the fireplace and put there wooden stakes. From Rachwan take two flints and try to use them with the wooden stakes...
When Sadja wakes up, go to the hill. For ending the second chapter you will gain the twelfth achievement.
- Memoria Game Guide
- Memoria: Game Guide
- Memoria: Chapter 2
- Memoria: Find a way to the clearing
- Memoria: Remove the mask from the statue
- Memoria: Search for a witness at the inn
- Memoria: Prove you have mastered your new spell
- Memoria: Complete a detailed drawing of the attacker part 1
- Memoria: Find the magical power accumulator in the Academy and something that will attract the suspect
- Memoria: Complete a detailed drawing of the attacker part 2
- Memoria: Find something to eat
- Memoria: Chapter 2
- Memoria: Game Guide
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