Version 1.4 1/4/13
_ _
/ `._ \+O+/ _.' \
( @ : `. //`\\ .' : @ )
\ `. `. ((o o)) .' .' /
\;' `. `.((( - ))).' .' `;/
\`. `. ((()=())) .' .'/
) :-._`/`(("Y"))`\'_.-: (
(`..../ /(_ * _)\ \....')
>---/ / ) ( \ \---<
/ .'.\ \_/\\_//\_/ /.'. \
|o _.-\/_) '*' (_\/-._ o|
|`' ;/ \; `'|
".o_.-/ \-._o."
"._/ \_."
/ \
/ \
/ \
/ \
/ \
`----....._____.....----'
#
# # # # ## # # ###### # # # # # ####
# # # # # # # # # ## # # ## # # #
# # # # # # #### ##### # # # # # # # #
####### # ## # ###### # # # # # # # # # # # ###
# # ## ## # # # # # # ## # # ## # #
# # # # # # # # ###### # # # # # ####
Awakening: The Dreamless Castle HD
A Walkthrough by Michael Gray
AKA The Lost Gamer (
[email protected])
Copyright 2013
For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html
Table of Contents:
001. General information
002. Video Walkthrough
003. Walkthrough
003a. Inside the Tower
003b. The Garden Area
003c. The Kitchen and Goblin Rooms
003d. The Great Hall
004. Credits
001-General Information
---------------------------------------------------------
This is a walkthrough for the game called Awakening: The
Dreamless Castle. As far as I know, this game has been
released on the PC, Mac, iPad and iPhone. This walkthrough
works for all versions of the game that I have played. To
contact me, use my email address,
[email protected].
Thanks to jgs/mk for the fairy princess artwork, seen at
the top of the guide.
002-Video Walkthrough
---------------------------------------------------------
Would you like to see someone play the game, not just read
about how to play the game? You're in luck! I've done a
video walkthrough for this game, which can be seen here:
http://www.youtube.com/playlist?list=PL-
BD_KjCUmdxlA7pfPjDgmxe1vegj--Z4
The video comes complete with my commentary.
003-Walkthrough
---------------------------------------------------------
003a-Inside the Tower
---------------------------------------------------------
Our heroine, a princess who has been sleeping for a hundred
years, wakes up. Can she undo the enchantment on the
castle, even though she can't perform magic herself?
The first thing the Princess hears when she wakes up is a
fairy named Mira. The fairy is trapped inside a jewelry box
on the dresser. Simply tap on the box, and you get a close-
up view of it.
When you're in a close-up view, tap outside of the bounding
box to go back to the previous screen.
In the upper/right corner is a movement compass. Tap on it
to see an arrow (or arrows, depending on where you are),
which lead to another screen. Try it out now to see that
you can go outside, on the balcony.
Go outside. A key is resting on a pillow here. Pick up the
key by tapping on it. Then, go back inside the bedroom.
Zoom in on the box with the fairy inside, then use the key
on the box. It opens, and the fairy is released.
The fairy moves to the bottom/right corner of the screen.
She is a hint fairy. You can tap on her, and she will
reveal the location of an item you can interact with. I
find her to be most useful during hidden object challenges,
or when you're zoomed in on something.
The fairy gives you a note from the fairy queen. The fairy
queen wants to know when the princess has woken up. The
queen's messenger is waiting by the pond, so we should
probably go there and give him or her the message to the
fairy queen.
First, though, let's work on leaving this room. Examine the
chest on the ground, near the archway that leads outside.
It has six grooves, for six golden discs.
Time to find six golden discs! The six of them are spread
all over the room. For example, one is at the bottom of the
dresser on the left, while one is above the door on the
right. You might have to zoom in on the iPod screen to get
a better view of the various discs.
Once you get all six discs, go to the chest again. Use the
discs on the grooves, and a puzzle starts. This is simple:
simply rotate the various discs by tapping on them, until
the lines on the discs are connected. They form a hexagon
when you're finished. It looks something like this:
____
/ \
\____/
You can skip puzzles in this game. If you do, your time
counter gets increased by ten minutes. Other than that,
there is no penalty for skipping puzzles. The time counter
never comes into play during the game, so feel free to skip
puzzles without any negative reprecussions.
Once you solve the puzzle, you get the sun orb. Good!
There's another orb in this room, a moon orb. It's in the
top/right area. It is pretending to be a planet, in order
to escape your notice. Tricky moon!
Examine the mirror on the left to see that it needs
cleaning. You can now go inside the closet, for a hidden
objects screen. Find all of the hidden objects. The most
important of the objects is the handkerchief, which is
added to your inventory.
Use the handkerchief on the dusty mirror in order to clean
it. Something odd happens. The princess' reflection is
holding something. Tap on the blue item to learn that it is
a magic rune.
There are six blue magic runes in this game. At the end of
the game, you have to use all six runes in order to leave
the castle. The first rune is the one here, which you get
from your reflection.
Once you get the rune, symbols appear on the mirror. That's
not all! The exit door, on the right, suddenly comes to
life.
Examine the exit doorway. There are two slots on the door,
one for a moon and one for a sun. Put the moon orb in the
moon slot, and put the sun orb in the sun slot.
Symbols appear at the top of the door. Tap on them, until
the match the three symbols on the mirror in this room. You
can open up the journal in the lower/left to see a picture
of the mirror, if you want.
Once you have all three symbols in place, use the handle to
open the door. You can now leave the bedroom. Do so.
It looks like you're not out of the tower yet! There are
three more rooms here: the guest room (to the left), the
tower landing (the room you're in now) and the lobby, which
is behind that purple doorway.
Examine the panel on the wall. Take the glass disc--there
are five in total, in this game--and press the switch to
make it light up.
Examine the angel near the ceiling, above the purple door.
Those flowers are color-coded. Also, examine the vines on
the purple door to get a clue about ballerinas.
Examine the door the left. It's a color-coded lock. Open it
with the same four colors that are on the angel. From left
to right, it's orange, green, blue, purple, red. Once the
colors are in place, touch the doorknob, and you'll be able
to go to the guestroom.
Inside the guest room, you have a display stand on the
dresser. It needs three bears. The three bears are located
inside this room: one on the bed, one under the bed, and
one on a shelf above the dresser.
Use the bears on the display stand to start a puzzle. You
want to change the bears' outfits around, so they match the
picture on the wall to the right. Is that a picture of the
princess and her parents?
The bear on the right needs to be in all blue, the bear in
the middle wears purplish clothing, and the bear on the
left wears red and black. Don't forget that the shoes and
sleeves need to match, as well.
Solving the puzzle gets you a ballerina. There is a second
ballerina in this room, near a bedpost. The ballerinas go
inside the music box, on a small table left of the dresser.
Putting the ballerinas in place will start a "repeat the
pattern" puzzle. Get used to these, because you'll see many
of them in this game. Simply repeat the pattern by tapping
on the keys, in the exact same order the keys light up in.
If you guess incorrectly, you get a new sequence to follow.
You can do this as many times as you want. When you get
three sequences correct, you get a wreath.
Examine the wreath. It's a clue for a puzzle in the other
room.
Before leaving the guest room for good, make sure to read
the book on a stand, near the corner. It has a clue for a
puzzle, later on.
Go right, back to the other room. Flowers are blooming here
now! Find all nine flowers, and use them on the vines above
the purple door. Now, zoom in on the vines for a puzzle.
Just switch the flowers around until they match the
ballerina's wreath. Solving this puzzle opens the doorway.
Leave through the doorway. We're at the base of the tower!
Of course, we have some puzzles to solve before we can exit
the door.
Talk to the goblin here. He gives you a minigame called
Goblinjong, which is just like mahjong. In this game, you
want to make matches by tapping on two tiles that have the
same picture on them. If you make a match, the tiles
disappear from the board. Only the highlighted tiles can be
matched.
You can reset a certain puzzle, if you're stuck. Make
matches until you find the two tiles with pictures of keys
on them. Match those two tiles, and the minigame ends.
Win three rounds of Goblinjong, and the goblin gives you a
key to the shed in the garden. He then leaves.
Once the goblin leaves, you can look inside his lunchbox
for a chunk of stone. There are three more chunks of stone,
lying around this room. In total, there are four in all.
Examine the stones near the base of the fountain. This
starts a puzzle. You want to put all the pieces of the
statue together, to form a statue of a fairy, walking on a
leaf, holding something in her arms.
If a piece is put in the right place, it will snap into
place, and you'll be unable to move it again. Snap all the
pieces into place, and you get the fairy figurine.
Now, use the four chunks of stone on the fountain, and it
gets fully rebuilt. Place the fairy figurine on top of the
fountain, and it starts working again.
As a reward, a treasure chest appears in the fountain. Open
the treasure chest to get a sun disc. Use the sun disc on
the door, and you'll finally be able to exit the tower.
003b-The Garden Area
---------------------------------------------------------
A magic field blocks the exit here, and only the pure of
heart can pass through it. Apparently, the princess isn't
pure of heart, because she can't go through. She'll have to
make a pure of heart potion, made up of three ingredients.
On the right side of this screen is the shed that is opened
by the goblin's key. Use the key on the shed to start a
hidden objects scene. Find all the hidden objects, and you
will get a rake.
Do you see the leaves on the ground, near the statue? Use
the rake on the leaves to find a hidden trapdoor. It can't
be opened yet. You need to get the crowbar first.
Go right, to the carriage house. There is a hay trough in
the lower/right. Go through the hay, and you'll find a
crowbar.
Go back left and use the crowbar on the trap door. There is
a shield blocking the trapdoor, and four symbols go on the
shield: a star, the sun, the moon and wind. Find all four
symbols on this screen, and place them on the shield.
Colored buttons now appear. This is where you use the four
color pictures that you saw in the book in the bedroom. A
picture of this is inside your journal, and it's very
simple. From left to right, the colors are yellow, purple,
blue and red. Set the four buttons here to those colors,
and you get a shield. Use the shield on the angel, and you
get a vial of angel tears.
The angel tears is one of the three ingredients needed to
make the pure of heart potion, that leads to the next part
of the castle.
The other two ingredients are a heart and a butterfly. Oh,
and we need to get into the lab to make this potion, so
let's get working on that.
Go left, to the pond area. Take a look at the goblin heads,
above the water fountain of a fairy. The princess writes
this down in the journal, because it's needed for a puzzle.
Go right twice, back to the carriage house area. Someone
took the swing seat, and split it up into six different
pieces. Find all six pieces in this screen, and use the
pieces on the chains.
The swing is put together again. Look at the seat, and take
the puzzle pieces. Use the puzzle pieces on the door of the
house here to start a puzzle. It's not that bad; just move
the pieces around until you have a picture of a goblin on a
horse.
Solving the puzzle lets you go inside the carriage house.
Go inside there now. There are some things here to interact
with, but most of them are covered in dust! That's not
good.
Examine the barrel. It's locked with a puzzle. Switch all
five of the starred numbers around, so each section of the
target makes 15. For example, the top section is 1, 5 and
9. Those three numbers add up to 15.
Moving clockwise from the top section, the numbers are 7,
3, 1, 5 and 9. Opening the barrel gets you a feather duster
and a bottle of rapid growth potion.
The feather duster works on three objects here. One is the
shelf in the back, another is the trunk in the lower/left,
and the other is a compartment, on the front of the
carriage. As you probably guessed, each of these three
things is a puzzle.
Examine the trunk in the lower/left for a hidden objects
scene. This scene gives you a watering can.
Examine the front of the carriage for another puzzle, where
you recreate a picture. This time, you're making a picture
of a unicorn. When a piece is put in the right position, it
snaps into place. Solving this puzzle gives you a heart,
one of the ingredients for the pure of heart potion.
Examine the shelf. This puzzle requires you to put the
goblin heads in order, according to the picture near the
pond. This picture is in your journal.
A second puzzle follows. Pick the two beans that are
identical. Just tap on the first bean, then on the second
bean, which looks just like it. You get as many guesses as
you want, and find five matching pairs to get some magic
beans.
That's all for here! Leave left, and then leave left again.
Grab the shovel which is leaning against the angel statue,
then go left one more time to reach the pond.
Hey, wasn't the queen's messenger supposed to be near the
pond? Right, I almost forgot about that. He's on the right
part of the screen. In fact, he's a pigeon.
Use the note from the fairy queen on the pigeon, who has a
letter pouch on his back. He flies off, and you can see a
patch of dirt underneath him.
Use the shovel on the dirt to dig a hole. Then, use the
magic beans on the hole. Use the watering can on the
fountain to fill it with water, then use the watering can
on the seeds. Finally, use the rapid growth potion on the
plant to make a huge vine which leads to the window.
Go through the window. You're in the alchemy lab! Talk to
the alchemist, to learn that a stone with your name on it
is near the pond. He wants to examine this stone.
Examine the panel against the wall. Take the glass disc,
then press the switch. That makes two of five. Nice!
The other items here are the butterfly net in the
lower/left, and the shears on the right end of the table.
Leave the lab, and you're at the pond. Use the butterfly
net on the butterflies about the pond. Get rid of all the
butterflies by matching pairs. One butterfly will be left
over; click on it to get a butterfly, the final ingredient
for the pure of heart potion.
Use the shears on the vines, at the top of the stairs to
the left. This leads to a puzzle, where you have to
recreate a picture by swapping tiles. The picture is of the
princess, holding a glass orb. Her name, Sophia, is on the
top of the wall.
Once you solve the puzzle, the glass orb turns into a magic
stone. Go back to the alchemy lab, and use this stone in
the magnifier on the alchemist's desk.
Now the alchemist wants you to make a potion. Examine the
vials in the corner. Here, you want to match colors. For
example, the two vials on the left mix together to form the
color green. What colors make green? That's yellow and
blue.
The other two sets are red and blue to make purple, and red
and yellow to make orange. Fixing all three sets gives you
the potion. Use the potion on the stone under the magnifier
to get the second magic rune.
The alchemist leaves. Look in his book to find a recipe for
Pure of Heart potion, made up of a butterfly, a heart, and
angel tears. You should have all these items by now. Put
them on the scales on the wall, and you get Pure of Heart
potion.
There's only one more thing to do here in the alchemy lab.
Examine the torch stand and take the fire salamander.
You'll need him in the kitchen.
Leave the alchemy lab and then leave the pond. You can now
use the Pure of Heart potion on the doorway here, so the
princess can get through. On the other side of the doorway
is the kitchen.
003c-The Kitchen and Goblin Rooms
---------------------------------------------------------
In the kitchen, you'll have to cook something, obviously.
First, let's take care of the panel against the wall. Take
the glass disc and press the switch.
Go left to the pantry. The goblin here wants you to make
him some food. Oh well, if we must. First, let's get
everything from this room.
Take the bottle in the lower/left, the bucket on the floor
on the right, and the cane near the exit door. Use the cane
on the cauldron, and it falls down. It turns out the
cauldron was full of firewood. Take the firewood and the
cauldron.
Return to the kitchen. The meal needs ten vegetables, so
search the room and find all the vegetables.
Now to start the stew. Put the fire in the fireplace, then
put the fire salamander on the firewood to start a fire. A
key then appears.
Our hero decides that the cauldron is too dirty to use for
cooking, so you need to clean it with soap and water. To
get the water, you have to go backwards and left, to the
pond. Use the bucket on the water here, and you've got
water.
Return to the pantry, with the hungry goblin. Use the key
from the fire on the cupboard to the right. Inside the
cupboard, take the soap on the right and the rag on the
left.
Go right twice, to a new area. This is the hallway. Once
you get all five glass discs, you'll use them on the door
here and exit the hallway. That's later, though. For now,
take the food bowl which is on the right.
Return to the kitchen. The washbasin on the floor on the
left will be perfect for cleaning the cauldron! Use the
water on the washbasin, then use the cauldron on it. Use
the soap and the rag on the cauldron to clean it.
Then, put the now-clean cauldron on the fire. Put the
vegetables inside to start another "follow the pattern"
minigame. Tap on the ingredients, in the same order they
light up in. You have to do this six times in a row to win.
Once you win the minigame, the stew is cooked. Use the
empty bowl on the stew to get some. Then, go left to the
pantry and give the stew to the hungry goblin. He
disappears, leaving behind a candle.
Take the candle and go back to the kitchen. Use the candle
on the fire to light it. Then, return to the pantry and go
forward through the open door to the wine cellar. If you
don't have a lit candle, you can't go through the door.
It's still kind of dark here. Grab the can of oil in the
lower/right, and use it on the lamp in the upper/left. The
room then gets lit up, so you can see everything.
There's a curtain on the ground. Tap on it, and the
princess pulls it aside. There's a drunk goblin underneath.
I think he's had enough to drink already, but he wants some
more wine.
Grab the tap in the lower/right area, then use it on the
bottom of the wine barrel on the left. Use the wine bottle
(from the lower/left part of the room with the hungry
goblin) on the wine barrel, and it's filled with wine. Use
the full wine bottle on the drunk goblin, and he leaves,
revealing a trapdoor.
There should be a poster in the upper/right. Find all eight
pieces in this room, and use them on the poster area. You
get another puzzle, where you have to put all the pieces
together to form a picture. The picture has "100" written
on the top, a picture of Sophia on a horse in the middle,
and the bottom has 3.1.2.4, with goblin writing underneath.
Now examine the locker at the left side. Use the
combination 3124 to open it. Inside, you get a sledgehammer
and a rope. Use the rope on the pulley on the ceiling,
which partially opens the trapdoor. Use the sledgehammer on
the very bottom on the wine barrel to prop it up, which
opens the trapdoor fully.
Go through the trapdoor to reach a new area: the hidden
passageways. This area consists of the room you're in now,
the gambling room, and a secret library.
Examine the door which is the exit to the room. A goblin
appears and tells you to find all ten coins in this room.
Once you find them, use them on the steel door.
You then have to play another "repeat the pattern"
challenge. This time, select the tiles on the door that the
goblin turns around. Successfully complete five rounds to
get access to the gambling den.
Go to the gambling den. The gambler won't talk to you, so
talk to the thug instead. He wants you to find the coins
that are inside the chest.
You can examine various things in this room. First, examine
the panel in the upper/left. It's another one of the five
panels you have to activate in this game. Take the glass
disc, then press the switch.
Now for getting the coins in the chest. There's a picture
on the left wall, under the panel. Examine it, and it's
another puzzle where you put the picture pieces back in
their places.
It's a picture of Sophia and three goblins, looking at a
mirror. Goblins are short, so they are all in the lower
three-fifths of the painting. The upper fifth of the
painting contains nothing but the mirror.
If you want a better idea of what the picture looks like,
back away from the puzzle and look at it from there. Then,
retry the puzzle.
Getting the picture correct results in you getting a key,
at the top of the picture. Pick it up, then use it on the
coin chest. This leads to a puzzle, similar to an earlier
one. Pick out the two matching coins. Do this four times in
a row to get the coins.
Use the coins on the thug, and you can talk to the other
goblin. He challenges you to a round a Goblinjong. Win
three rounds, and you get a piece of paper with a clue for
the statue puzzle.
Examine the statue in the right part of the screen. You
want to color its face, so it matches the picture the
goblin left behind. That's an orange face, green mouth,
yellow nose and eyebrows and purple eyes. Use the four
colors to paint the statue correctly, and it opens up.
Before we leave this room, let's get items for puzzles in
other rooms. First, pick up the mace from the weapons rack,
in the left corner. Then, pick up the broom near the right-
hand side of the screen. Lift up the right side of the
carpet to find dust. Use the broom to sweep the dust, and
you get an iron key.
Good, that's it for here. Now, go right to the library.
There's not much to do here at first. Pick up the book from
the shelves and use it on the table, under the cocoons.
Read the book to see that it has six symbols. Back away
from the book. All six symbols are hidden on this screen.
Find them all. Then, zoom in on the book and match the six
symbols with the pictures in the book.
Matching all the symbols will make four of the six pictures
light up. Does this look familiar to you? It should! It's a
clue for the cocoons in this room. Zoom in on them, and
light up the proper four cocoons, according to the book.
Top Row: Lit Dark Lit Lit
Bottom Row: Lit Dark
A map appears on the back wall. Look at the map to start a
hidden objects scene. Find all the items, and you get the
cross in the lower/right. This cross will become important
very soon.
Solving the hidden objects puzzles lets you find a
dumbwaiter on the back wall. Examine it, and press the
button. The dumbwaiter goes down, taking a magic rune along
with it. Hey, we need those runes!
Time to leave this area, and return to the hallway near the
kitchen. That's the one with two locked doors. Do this by
going back right times, then right to the hallway.
The dumbwaiter is here, in the hallway. Use the iron key
(from the gambler's room) to open it and get the fourth
magic rune. Grab the fairy carving, too.
Use the cross (from the hidden objects scene in the
library) on the door to the left. Puzzle time! Rotate the
four tiles, so they match the pattern set by the cross.
Basically, make sure all the lines connect perfectly; this
is not so easy because most of the lines are curved.
Once you've got the right pattern, select the door handle.
You can now go inside the room.
We're now in the mirror room! You'll find out why it's
called that in just a moment. You have a few puzzles here
first.
Examine the harp. You get another "repeat the pattern"
puzzle, this time with harp strings. Repeat four patterns
to find the mirror. Yep, that's why this is the mirror
room!
Grab the axe underneath the mirror, then examine the gem
box, right of the mirror. This starts a gem puzzle. Get rid
of all the gems by tapping them, but there's a catch. You
can only get rid of a gem if it is touching another gem of
the same color.
For round one, get rid of the gems in this order: red,
gray, blue, brown and green.
For round two, get rid of the purple ones on top, then the
purple ones on the bottom. Then get rid of the gray
marbles. Get rid of the blue marbles on the bottom, which
makes other blue marbles fall. Get rid of all the blue
marbles again, then get rid of the black ones.
For round three, get rid of the blue marbles on top, then
the blue marbles on bottom. Get rid of all the red marbles,
the green marbles, the gray marbles, then the purple
marbles.
Solving the gem box puzzles opens the drawer below the gem
box. Look inside to find a riddle, about legs, from many to
few.
Examine the mirror now. It has pictures on it. Arrange them
in clockwise fashion, in order of their legs (the green
things), from many to few. So that's six green things
first, then five, then four, then three, then two, then
one.
You can now go through the mirror to reach the mirror
world. Woah! Everything...is reversed!
First off, grab the short sword, which is near the left
plant. In case you haven't noticed, we're collecting
weapons now for a puzzle later on.
There's the final panel on the left wall here. Examine it.
Grab the glass disc, then press the switch. Then, exit it.
Now, you'll want to play the harp in this room, but six
strings are missing. Find the strings in this room, then
use them on the harp. Play the "repeat the pattern"
challenge again, in order to get a crystal.
Now for the reversed gem box. Examine it to get another
round of three puzzles. These ones are much tougher than
the previous three.
For round one, get rid of the three brown groups, in the
very middle of the board. Then get rid of all the red gems
in the top half of the board. Get rid of all the purple
gems, then all the brown gems. Get rid of the blue gems on
the bottom, all the red gems, then the remaining blue gems.
For Round Two, get rid of all the brown groups in the four
corners, then the brown group in the middle. Get rid of the
gray gems, working from top to bottom. Then, get rid of the
red gems, the purple gems, and the green gems.
For Round Three, get rid of all the purple gems, working
from top to bottom. Get rid of both the blue groups that
are touching the bottom. Get rid of both gray groups that
are touching the bottom, and get rid of the black group
which takes up the entire bottom row.
Now, get rid of the four gray groups, from top to bottom.
The only colors left are black and blue. Get rid of the
top/left and top/right black groups. Those are the group of
two black marbles, and the group of four black marbles.
Then, get rid of all the blue marbles, and get rid of the
black ones.
You get a riddle. This riddle talks about eyes from few to
many.
The last thing to examine in this room are the bells, on
the cabinet to the left. They are numbered according to a
code.
Use the crystal (from the harp) on the slot above the
mirror. Examine the mirror. The clue talks about eyes, from
few to many. That refers to the red things. Arrange them in
clockwise order, starting with one, then two, then three,
then four, then five, then six.
You can now go through the mirror again. Do so. Examine the
chimes here, which are right of the gem box. You want to
play them in the order seen on the bells in the reversed
room.
The order was 13452, which means you play the first one,
then then third, then the fourth, then the fifth, then the
second. This makes a red button appear. Press it to get a
prism.
Leave the room now, and you're back in the hallway. Okay,
we are ALMOST done with this section. We just have to get
through this gate here.
The gate doesn't open, unless you examined all five panels
in the game. In every panel, you take a glass disc and
press a switch, to get the panel to light up. The five
panels can be found in the room outside the bedroom, the
alchemy lab, the kitchen, the gambling den and the reversed
mirror room.
Use all five glass discs on the gate here. Then, use the
fairy carving (from the dumbwaiter in this room) on the
gate. The gate will open, and you can reach the final area
of the game.
003d-The Great Hall
---------------------------------------------------------
Hey, that's the door leading outside of the castle! Too bad
that the huge statue of the Princess Sophia is blocking our
access to the door.
It's a nice statue, and you can take two things off of it:
the bow and the chain. The chain is on the horse's neck,
and the bow is in the hands of the princess.
Go left to an area that is pretty much blocked off right
now. Grab the spear near the door on the right, then go
right twice.
Take the dagger from the table here. All right, now we have
enough weapons to solve the weapons puzzle! But first,
check out that stained glass window.
This is another puzzle where you swap pieces to form a
picture. This is a picture of the princess, in her bed,
sleeping. The bed and princess are in the lower/middle. A
fairy is floating above, in a window. Goblin soldiers are
on the left and right.
There are six soldiers in the picture, each with a
different weapon. We have six soldiers in this room. Match
the weapons with the soldiers, according to where they're
standing in the stained glass window, and move the heads of
the soldiers according to the window.
The soldiers on the left, from left to right, have a short
sword, a spear, and an axe. Their helmets are facing
forward, left and forward. Putting them in these positions
gives you a brick pattern.
Now for the soldiers on the right. From left to right, the
soldiers have a mace, a bow and a dagger. They are looking
right, forward and forward. Solving the soldiers on the
right gives you some bricks.
Use the brick pattern from the left on the bricks on the
right. Press the button and take your reward: a prism.
The brick pattern is out, in, out, then out, out, in, then
out, in, out.
Before leaving this room, examine the chest in the
lower/left. Use the gold chain (from the statue in the room
next to this one) on the chest to get another prism.
Move left twice. This area WAS blocked earlier, but now we
can open it with the prism. See the three slots under the
mirror? Use the three prisms on those slots. According to
the inscription on the base of the statue in the next room,
you have to push the leftmost prism down, and have the two
other prisms up. Push the red button, and the magic field
disappears, letting you go upstairs.
You have two items in this room: the glove and the bird
feeder. The bird feeder is in the upper/left, and the glove
is in the lower/left. Grab both of them, then examine the
statue for a puzzle.
This isn't too tough. Switch the feathers on the right
wing, so it is a mirror image of the feather pattern on the
left wing. That'd mean the feathers look like this:
red blue
blue red
blue blue
blue red
red blue
The statue moves its claw, giving you access to a vase.
Examine it and you find a potion of true sight, as well as
a scratched coin. Cool!
Now examine the tile pattern on the floor, in the
lower/right. It's another puzzle where you swap tiles to
form a picture. This is a picture of the young princess,
with her parents. Fairies are flying above them, and a rose
decoration (with gold trim) is in all four corners.
Solving the mosaic gives you the net. This net can be used
to catch one of those flying keys which flew out of the
statue's vase. Use the net on the keys, near the exit door.
Just like the butterfly challenge earlier, you want to make
matches until only one key remains. You can use this key on
the door in order to leave.
Before that, go downstairs. Use the glove you just got on
the potted plant here, and our character gets a jar handle.
Go back upstairs, then go through the door.
Hey, we're in the art gallery now. Take the basket on top
of the statue to the left. That basket will let you pick
mushrooms, in front of the carriage house in the garden.
It's been a while since we were last there.
Talk to the goblin here. He made both of the gem boxes you
solved earlier. He has one final gem box puzzle for you to
solve.
For Round One, get rid of all the gray gems, then the red
gems, the big group of black gems on the bottom, then all
the blue gems, then all the green gems, then all the black
gems.
For Round Two, get rid of all the green gems, starting with
the top ones. Then, get rid of the gray line on top. Get
rid of all the blue gems, then the red gems, then the black
gems, then the other grey gems.
For Round Three, get rid of all the gray gems, then the
green gems (working from top to bottom). Get rid of all the
red gems, the blue gems, then the brown gems. This gives
you access to a box. Look inside for a puzzle.
The puzzle comes complete with a picture, and it has four
lines.
1. Black and blue they stood, with heads bowed,
2. as the brown soldiers looked up high.
3. The blue looked up bravely, while the black stayed down.
4. And the browns looked down and sighed."
This is a clue for the chest in the lower/right. You want
to move the handles up and down, according to the poem, and
you want to color them, according to the picture.
First Row: Black Down, Blue Down, Black Down, Blue Down,
Black Down
Second Row: Brown Up, Brown Up, Brown Up, Brown Up, Brown
Up
Third Row: Black Down, Blue Up, Black Down, Blue Up, Black
Down
Fourth Row: Brown Down, Brown Down, Brown Down, Brown Down,
Brown Down
Solving this puzzle gets you a handkerchief.
Examine the mural against the wall. It's a hidden objects
scene! Get through it in order to receive a scratched coin.
Examine the paintings on the wall. This is a puzzle, where
you have five paintings to reproduce, and the pieces do NOT
snap into place. Tricky! The picture on the left is a
flower fairy, as is the one on the bottom. The one on the
right is an angel, and the one left of the angel are some
flowers. The final painting is a fairy with red trim.
Solving this puzzle gets you a starry disc.
Now, examine the jar in the lower/left part of the room.
Use the handkerchief (from the chest puzzle in this room)
on it to find some handle holes. Use the handle (from the
plant, two screens down from this one) on the jar to put
the handle on. Then, remove the lid to find a scratched
coin.
Well, that's it for this tower area! Go down two screens,
to the bottom of this tower. use the starry disc from the
paintings puzzle on the door to the right. You can now go
through it to reach another tower.
A goblin is here, watching the dragon statue. Talk with
him, and you are challenged to more Goblinjong. Win three
rounds, and you get a dragon's egg. The goblin says
something, and you can check his lunchbox to get another
item: bread crumbs.
The dragon's egg goes in the little nest, in the dragon's
arms. Examine this nest, and you find some beetles. Click
on matching beetles until all the pairs are gone. Then,
click on the final beetle for a golden beetle item.
Now, the goblin said you had to hatch the egg and feed it
some mushrooms, in order to get another magic rune. The
mushrooms can be gathered near the carriage house, using
the basket from the art gallery.
Go back five times to reach the garden, then go right to
reach the carriage house. The mushrooms are in the
lower/left. Examine this area, and use the basket on it.
You get another minigame where you have to repeat the
pattern. This time, repeat the pattern the mushrooms appear
in. You have to win this five times to get the mushrooms.
Now, go left, forward to the kitchen, right and forward.
You should be in the room with the statue of the princess
on the horse.
When you were here earlier, you might have noticed that the
pigeon messenger is on the left. Then again, that might
have escaped your notice. In any case, the pigeon is here,
and the princess wants to get its attention.
Use the bird feeder (from the room with the griffin statue)
on the hook in the left window. Put the bread crumbs (from
the lunchbox of the goblin in the dragon statue room) in
the feeder. The pigeon then flies over, and you can take a
golden beetle from its mouth.
Go left, then go through the doorway here. You're in the
dragon room again. Use the dragon egg on the nest in the
dragon's arms. The baby dragon hatches, but it's hungry.
Use the mushrooms on the dragon, and it will eat them. In
return, the dragon gives you a magic rune.
All right, one more rune to go! Talk to the goblin here,
and he leaves. Then, go through the portal to the final
room of the game.
It's...completely dark. All I can see is the sphere on the
ground. Examine it, and use the two gold beetles on it. The
room then lights up, and you learn that it is an astronomy
tower.
Talk to the astronomer. He talks about finding the book of
truth and putting it on the bookstand.
There are two stands on the left: the bookstand and the
gargoyle stand. Examine the gargoyle stand for another
puzzle where you put the pieces together to form a picture.
This time, obviously, the picture is a gargoyle statue.
The gargoyle opens its mouth, expecting some payment. Put
the coins in its mouth, and it gives you the book of truth.
All right! Put the book of truth on the bookstand.
Hey, the book of truth is blank! That's not good. Use the
Potion of True Sight (from the griffin statue) on the book,
and you're able to read it. It just has some symbols on it,
that's all. That's good enough for the astronomer, though.
He leaves and lets you use the telescope.
Examine the engraving in the fair wall. It has a moon, star
and sun. Now examine the panel under the telescope. It's
locked by a moon, star and sun. Put them in the same place
as they are in the engraving, and you can now use the
telescope to see some stars.
Examine the sphere on the ground again. It needs ten stars.
Find the ten stars in this room, then use them on the
sphere. This gives you a star map.
Check the telescope again. You can turn stars on and off by
tapping them. Recreate the picture of the star map on the
ground, and you get the final magic rune. All right!
If you didn't get all the magic runes, they are found...
1. In the mirror in the princess' bedroom.
2. On the door leading to the garden.
3. In the alchemy lab, when you use a potion on the magic
rock.
4. In the dumbwaiter.
5. In the dragon hatching room.
6. In the astronomy room.
Move back twice, and you're in a room with a mirror. Use
the six magic runes on the mirror to get a crown. Take the
crown, then go right to the statue of the princess.
Use the crown on the princess' statue, and the statue
moves. You can now throw open the doors of the castle and
leave. The game ends as the Princess and the goblins
finally leave the castle, after the hundred-year curse.
The narrator warns that this is not the end of the
Princess' adventures. The princess' adventures continue in
another game, called Awakening: Moonfell Wood.
004-Credits
---------------------------------------------------------
This FAQ is copyright of The Lost Gamer, 2013. If you want
to use any part of this FAQ, ask me first (instructions
under general information).