Between the hint you gave and FacemeltingSolos comments, I was able to get a lot further though I still wasn't able to finish the game.
I really like the style and humour of this game, and the art grew on me a lot as I played. I like point-and-click adventures, and this is a neat parody of both that genre and fantasy in general. Unfortunately, between game-breaking bugs and (intentional?) dead ends, I've just found it way too frustrating to keep playing. I was able to figure out what I thought was the correct path fairly quickly, but it took me six or seven tries to actually carry it out because I either did stuff in the wrong order or the game softlocked on one interaction or another.
It also puts an absolutely insane GPU load on my system to the point where my laptop started to overheat. I'm not sure if this is a performance issue with the game or just the lack of a frame limit (something I ran into when developing Shattered).
I'm curious about your choice of engine. Unreal Engine 4 seems like a very odd choice for a point-and-click adventure. What led you to that choice? Do you feel it was a good choice in the end or would have gone a different direction if you were to do it again? I'm not trying to be critical hear, I'm just curious as a fellow game developer.