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Awakening: The Skyward Castle
A Walkthrough by Michael Gray
AKA The Lost Gamer (
[email protected])
Copyright 2014
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. Chapter One: Landsong Village
003b. Chapter Two: Cloud Court
003c. Chapter Three: The Skyward Castle
003d. Chapter Four: Ascension
004. Credits
001-General Information
---------------------------------------------------------
This is a walkthrough for the game called "Awakening: The
Skyward Castle". This is the fourth game in the Awakening
series. To contact me about this guide, use my email
address:
[email protected].
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_KjCUmdzCsHr3kpx5cOMHqtqMBCf-
The video comes complete with commentary from myself and
YourGibs.
003-Walkthrough
---------------------------------------------------------
To start the game, select "start". You can play this game
on three different difficulty settings.
003a-Chapter One: Landsong Village
---------------------------------------------------------
The game begins with an optional tutorial.
You need to help the injured unicorn. Take the bandages on
the left side of the road, and zoom in on the fire pit.
Take the pocket dragon and use it on the wood to start the
fire.
Look at the unicorn for a hidden objects challenge. Find
and click on every item on the list. The items in yellow
are not immediately available. For example, to get the
first aid kit, you must find five first aid items and put
them in the box.
When you finish the challenge, you get a splint for the
unicorn. Use it on the unicorn to fix its wing.
Take the flower on the left, then go forward. An evil
magician named Dreadmyre has cursed the town and turned its
residents to stone! You can undo the curse, by giving
things to the stone residents. For example, you can give
the flower to the girl here to rescue her.
Take the branch that is hanging off of the tree, then take
the jewels in the dirt by the base of the tree. Go forward,
and you reach a fork in the road. Look at the tree in the
middle of the fork, and use the pocket dragon to burn the
vines. This gets you a corkscrew.
Both forks are closed to you right now. Look at the device
to the right of the right fork. Use the jewels here for a
puzzle. You want to move the jewels around, so their colors
match the color scheme on the right. That is, you want the
green jewel on top, the red jewel right of it, the yellow
jewel in the bottom/right, etc. Solving the puzzle opens up
both forks in the road.
Go down the left fork. Pick up the gloves from the ground,
and use the branch on the drainpipe to get keys. Look at
the pillar, then click on the poster to remove it. Take the
portcullis fittings and leave this area.
Go down the right fork this time, to the portcullis area.
Take the oil can from the left device, then look at the
gate. Use your portcullis fittings on the gate for a
puzzle. With this puzzle, you want to move the pieces
around until the picture is complete. If a piece is in
place, it changes to a bright color. Finish the puzzle, and
you can go forward to the sky ferry.
Talk to the girl. Oh no! Her grandfather is now a statue!
Look at him, then take the two quilt patches in his
pockets. Click on the stairs for a puzzle. In this puzzle,
you want to click on all the switches! Some of them are
hidden, however. To find them, use the crowbar on the
boards, then use the boards on the ladder, then use the
hammer on the ladder, then use the hammer on the wall. You
also find a switch when you use the key on the lock, then
slide the panel aside.
Solving the puzzle gets you a crowbar and opens up a new
area. Go there. Pick up the shovel, then look at the barrel
on the left. It has oil inside! Use the corkscrew on the
stopper, then put the oil can down. Push the handle to fill
the oil can with oil.
On the right side of the screen is a footlocker. Zoom in on
it, then push the front gear downwards to reveal a keyhole.
Use your keys on the hole for a puzzle. With this puzzle,
you need to match related items. These would be things like
bolts and wrench, mallet and chisel, paint and paintbrush,
thread and thimble, etc. Solving the puzzle gets you a
book, but the book is missing a page! Oh no.
You want to travel back to Ancient Goldleaf, that is, the
town area where you first saw the girl. Zoom in on the
dirt, by the base of the tree. Use the shovel here, then
use the gloves, the crowbar, the pocket dragon and the
corkscrew, in that order, to get past a series of
obstacles. This gives you a quilt patch and machine parts.
Look at the torn-up paper for a puzzle. It's a jigsaw
puzzle! Put the pieces together to form the picture. Pieces
snap into place, when put in the correct area. Solving the
puzzle gets you the schematics page.
Go back to the Wingferry. Use the oilcan on the rusty
chains to clean them, then go down to the engine room. Put
the schematics page in the book at the foot locker, in
order to fix it. Zoom in on the control panel. Remove the
broken panel. Put the tools and the book here for a puzzle.
With this puzzle, you want to follow the repair
instructions in the manual. The first two pages correspond
to the middle part of the right-hand side. Put the two
buttons here, then press the buttons so the device matches
the picture. Put the blue disc on the circle to fix it.
Next, put the side of the lever in the lower/right. Pull
the lever to remove a plate. Put a similar plate in its
place. Put a pile of crystals in the center, rotate the
upper/right device and put a blue plate into its opening.
Pull down a plate on the right and put a plate in its
place. Pull the handle to reveal the area where the blue
gem goes. Put the red device into its spot, and put the
four cube device in place. Slide the bottom compartment to
the right and put a chip inside.
Push the three buttons in the middle, until the device
looks like the page. Put the final item into it.
When you're done, select the tile for another puzzles. With
this puzzle, you want to highlight the entire board (except
for red tiles). The first time around, start in the
lower/right corner and move clockwise until you're done.
With the second time, start below the red tile. Go down and
left. Now move clockwise until you are done. With the third
time, start left of the red time. Go clockwise until you
are done.
Pull the lever to operate the machine. Go back to see it
has made an island come closer! Go to the new island area
(by taking the left fork in the road). Examine the winch.
Take the cloth, put the clean chains on, then examine the
lock for a puzzle.
This is a slider puzzle. You want to move the red piece to
the right. Do this by moving the smaller green square
right. Move all the pieces (besides the upper/right piece)
down, then move the upper/left piece right. You can move
the leftmost yellow piece up now, which lets you move the
red piece right.
Move the leftmost yellow piece down, then move the green
piece in the top row left. Move the two small green pieces
up, then move the red piece to the exit. This solves the
puzzle.
When you're done with the puzzle, pull the lever to use the
winch. You can now get a handle for a lever. Go forward to
the island, where a boy is turned to stone. Do the hidden
objects challenge behind him for some clippers. Use the
clippers on the scaffolding to get bamboo.
Go into the building here. Use the pocket dragon to light
the candle, then use the clippers on the basket for a
puzzle. With this puzzle, click on the two circles that are
connected by an unbroken string. You must do this three
times to get sticks. You can pick up rags and cleaning
materials from the basket when you're done.
Go back two screens and zoom in on the squabbit den. Use
the cleaning materials here for a puzzle. Find all of the
carrots! To do so, you will have to use the hammer on the
piggy bank, the flyswatter on the fly and the fly on the
spiderweb, the brush on the crystal and dirt mount, the
chisel on the brick, the crystal on the socket and the
stick on the mousetrap.
Solving the puzzle gets you carrots. Use them on the
squabbit, then go forward. Give the animal to the boy to
save him. The boy gives you a quilt patch. Go forward to
the statue. Use the clippers on the rope to pick it up, and
take the final quilt patch from the statue's nose.
Go down and into the hut again. Use the patches on the
quilt for a puzzle. You want to mark things on the board,
according to the numbers.
X X
X X X
X X
X X
X
Solving the puzzle gets you the timepiece. Go back to the
wingferry and use it on the old man to save him. He gives
you a screwdriver.
Return to the big statue. Use the screwdriver on the plaque
to the left to take it. Use the rags on the spiderwebs, and
solve the puzzle here. With this puzzle, move the pieces
around so each piece matches the symbol underneath it.
Go back two screens. Use the sticky rags on the window to
get paper. Go forward a screen and zoom in on the table.
Use the sticks, paper and diagram on the table. This starts
a jigsaw puzzle challenge. Put all the pieces in place,
according to the colored markings, to finish the lantern.
Use the clippers on the lantern for another puzzle. There
are twelve symbols you must click on. Read the riddle, then
click on the corresponding symbol. For example, the riddle
about a guard refers to a dog. Once you're done with that,
put the candle inside the lantern to finish it.
Go the giant statue and put the lantern in its forehead to
get two crystals. You can use these crystals in the
portcullis room. Go there and look at the left generator.
Use the oil can on the drums, and use the bamboo on the big
drum to get a pumice. Put rope on the coils, and put the
crystal in the holder.
Now look at the right generator. Put the crystal in its
holder, then use the pumice to clean off the mirror. This
gives you a matching puzzle. Click on the parts of the
mirror which match the pictures on the bottom of the
screen. Get them all to clean off the mirror.
Once both devices are fixed, the mirror in the back of the
room is lit up. Zoom in on it for a puzzle. Click the
mirrors in the proper order, so you replicate the picture
on the left. One solution is this:
4 6 2
1 3 5
When you solve the puzzle, the engine in the engine room
comes to life! Go there and use the lever on the control
panel. Pull the lever to start the wing ferry!
003b-Chapter Two: Cloud Court
---------------------------------------------------------
Princess Sophia is taken to the island that contains the
castle. Here, you'll be able to help the injured unicorn!
Go up the stairs and towards the gate. Zoom in on the gate
for a puzzle.
With this puzzle, you want to do addition using the numbers
(0-11 are listed onscreen). Alternately, rotate the rings.
The number in the middle is the sum of the number on top
and the number on bottom. Get the correct four sums on the
right to open the gate.
Go forward and try to enter the castle. The basilisk
appears! Oh no. Use the pocket dragon on the vines (on the
hanging thing to the right) for a key. Go back and use the
key on the locked cabinet to get an oak ring. Go back
twice, to the first screen, and use the ring on the gate to
the left for a puzzle. With this puzzle, rotate the rings
to form three pictures.
This gives you access to the gardens area. Go towards the
big tree, to see Dreadmyre lock the gate and attack the
fawn. Zoom in on the fawn and take her tablet and gemstone.
Open her bag and take her quilt patch and greenhouse key.
Step backwards and go to the greenhouses on the right. Use
the key here for a puzzle.
With this puzzle, you want to set the dials to match the
time. For example, the leftmost dial is 2:00. When you set
the clock to that time, you get a full moon. Therefore, set
the 2:00 dial to the full moon. From left to right, the
dials should be full moon, half of the sun, cloudy sun and
crescent moon.
Go into the greenhouse and look at the shed for a hidden
objects scene. You want to find all of the flowers. Some of
them only appear, when you flip the red switches. Solving
the puzzle gives you garden shears! Use them on the shed's
vine-covered table to get a gemstone.
Exit the shed and leave the greenhouses. In the lower/left
area is a lattice. Take the stone tablet and the gemstone
from the ground. You have all three gemstones! Use them on
panel here for a minigame. With this game, your goal is to
move all the symbols in numerical order. The colors are
yellow, cyan and purple on the left, with green, blue,
blank spot and gray on the right.
Solving the puzzle makes the lattice come to life. It
brings two stone tablets with it. Return to the area
outside the barracks, where there was a stone chest. Use
the tablets on the chest for a puzzle. Arrange the colors
so no color appears twice in any row or column. The
solution is this:
B R G O
O B R G
G O B R
R G O B
Solving the puzzle gets you a hilt and a torn book. Return
to the fawn and use the book on the fawn's book to bring
her back to life. She says a cockatrice is the only chance
you have of getting inside the castle. Talk to her to get a
scroll of medicinal herbs.
Return to the greenhouse and enter the garden shed. Put the
scroll on the table, then click on the eggs for a
challenge. Select the eggs, based on the clues at the
bottom of the screen. The only remaining egg is the
cockatrice egg.
Go to the fawn and give her the egg. She says an incubator
is needed, and she gives you a barracks pass. Go to the
barracks area and use the pass on the door. This is a
puzzle where you must swap and rotate tiles in order to
complete the picture.
When you solve the puzzle, go forward to the barracks
courtyard. Look at the ballista on the left to see a broken
sword. Use your hilt on it, in order to get a rusty sword.
It needs repairs, but it will do for now. Look at the
barracks entrance to see that it is locked. Use the sword
on the lock to get inside.
On the left side of the armory is a forge. You need to put
things where they belong. For example, the pump handle goes
on the pump, the ingots go in the casting vat, and the wood
goes under the vat. Along the way, you end up making part
of the incubator. As a reward, you get grease.
Go back to the courtyard. Use the grease on the gears for a
puzzle. Click the red button, when the red sights are
vertical. Click the blue button, when the blue sights are
horizontal. Solving the puzzle gives you access to the
windmill.
Go to the windmill. Look at the damaged pillar on the
right. Use the sword here multiple times to reveal a chain.
Use the pocket dragon to destroy the chains. A sandbag
falls, leading to an area downstairs. Go there and pick up
the sandbag, as well as the soil conditioner on the left.
Go back to the barracks. Go inside the armory and head
forward. Use the sandbag on the chain to open the door. Go
through to see that the basilisk has frozen the captain of
the guard. Oh no! Zoom in on the captain. Take his
chainmail shirt and the patch.
Look at the bucket on the left. Take the soil conditioner,
then take the bucket itself. Look on the various metal
items on the right for a hidden objects puzzle. Solving it
gets you a whetstone.
Go backwards once, to the front part of the armory. Use the
whetstone on the whetstone holder, then use the sword on
the whetstone to sharpen it. You will have to move your
mouse in a circle to sharpen it.
Go to the area under the windmill. There is sand here. Use
the sand bucket to pick it up, then use the rusty chainmail
on the sand. Move the chainmail around to clean it up.
Go back to the barracks. Put the clean sword and the clean
chainmail on the captain. He returns to life. Talk to him,
and then you can look at his locker for a puzzle. Spin the
locks so they match the diagram in the upper/left. This
gives you more incubator parts and the final soil
condition.
The captain and the fawn are now at the ballista, at the
barracks. Talk to the fawn to get herb seeds and medical
notes. Time to start planting! Go back to the greenhouse
and zoom in on the garden shed. Put the soil conditioners
on the left, then put the herb seeds into the pots on the
top for a minigame. With this game, click on three types of
seeds, then click on the tool to mix them.
Mix all four different plants, according to the labels on
the jars. This gives you the herb samplings. Use them on
the incubator on the left side of the greenhouse for a
puzzle. Once again, you want to move blocks around to cover
the entire board.
Start at the square left of the rightmost red square. Go
left, up, right, down, left, up, right, down, then right,
up, left, down and left. With the second round, start above
the rightmost red square. Go up, right, down, left, and up.
Then, go counter-clockwise around the two red squares.
With the final round, start right of the singular red
square in the lower/left. Go down, left, up, right, down,
right, up, right, up and right, to the top/right corner.
From here, go down, left, up, left, down, left, up and
left.
The three plants are incubated, and you get them in your
inventory. Go to the windmill and zoom in on the alchemy
workstation in the back. Use the pocket dragon to light the
Bunsen burner here, then put the various plants down in the
dishes. Put your medical notes on the board to start the
puzzle.
With this puzzle, you want to make three mixtures of
plants, according to the diagram. Mix flowers that are
inside the same green circle. One mixture is yellow, white
and purple; another is blue and purple, the third is blue
and white.
Solving this puzzle gives you the healing poultices. Go
back to your unicorn and use them on him. The red poultice
cures blood, while the purple one cures bruises. Clean all
of the unicorn's wounds to heal him.
You can now use the unicorn to visit new areas on the map!
Try this out by going to the aviary. The entrance is locked
by a puzzle. Simply click on the buttons to rotate feathers
and complete the designs. You must do this for six
different groups. Complete all the designs to open the
door.
Go forward to the aviary. Collect the three birdseed
holders, then open the door at the back for a hidden
objects challenge. Solve it for a handle and the third
incubator part.
The other place you can now visit is the crystal forge, on
top of the windmill. Take the hook (which is holding down
the trap door) to create a pathway to the windmill. Look at
the forge and take the quilt patch, then read the
information on using the forge.
Go right to the gear room, which is a hidden objects
challenge. Solving the challenge gets you the windmill
spurs. Once that's done, go back to the gear room. Read the
letter on the gear box, then use the handle on the gear box
to open it. Use the windmill spurs here for a puzzle. Place
them on the board to make a full connection between the two
gears. Solving the puzzle gets you a broken bow.
Go to the gardens area (outside of the shed). Look at the
crystal lattice on the left. Use the gaff hook to get the
grapes here. Then go forward to the large tree and use the
grapes on the door that Dreadmyre locked.
This starts a puzzle. Click on all the grapes that are
growing on the vine which connects the left and right fairy
pictures. This opens up the vineyard. See the blue device?
Use the pocket dragon on it three times to reveal pipes.
Rotate pipes so water can go from the blue pipe to the red
pipe.
Fixing the pipes will cause the vineyards to be watered.
You can now see a key in the upper area. Use the gaff hook
on the key for a hidden objects challenge. Find all the
hidden objects to get the weapons cabinet key.
Return to the barracks. Enter the armory and use the key on
the weapons cabinet, on the right. You get a dragon's
tooth. Open the cabinet to find supplies. Put the branch
and the bow down for a puzzle. You must fashion the branch
to look like the bow. First, use the saw to make the branch
into a bow shape. Then, put the three grips on the bow.
Some grips in the cabinet are not used. Put the string on
the bow to complete it. You are given a bow.
The pocket dragon leaves you at this point, to go to the
Cliffside caves under the windmill. Follow the dragon
there. It is by the tapestry. Pick the dragon up, then use
it on the tapestry for a quilt patch, four teeth and
arrows.
There is a tapestry above the doorway. Use the bow and
arrows on it for a quilt. Put the patches on a quilt for a
quilt puzzle, like the one you solved in the previous
chapter. This time, you make a picture of a dragon.
X X
X X
XXXXXXXX
XoXXoX
XXXXXX
XXXX
XX
When you solve the puzzle, you get a dragon's tooth. Go
forward to the dragon area and examine the brazier on the
right for a puzzle. It's a jigsaw puzzle, but not all of
the pieces are used. Corn is inside the brazier when you
finish. Use the pocket dragon on the corn for popped
sablecorn and the final two dragon teeth.
Zoom in on the dragon on the bridge. Use the dragon teeth
on the dragon's mouth for a puzzle. Put the teeth in the
proper spots, based on the size of the teeth and the
direction they face. Solving the puzzle frees the dragon.
The dragons are ready to help! Zoom in on the brazier again
and use your pocket dragon here. Place the incubator parts
here for another jigsaw puzzle. Put the eight parts where
they belong, in order to fix the incubator. You will have
to rotate it with the arrows to get every piece in place.
When you're done, put the cockatrice egg inside the
incubator for a baby cockatrice. You also get the essence
of fire. Before leaving the dragon area, look at the
telescope on the left. Take the spyglass from it.
If you go to the fawn, it says you need to make the
cockatrice into a full-grown adult. Do this by going to the
windmill. Zoom in on the alchemy table again. This time,
you have a hidden objects challenge. Solve it for a formula
book. Look at the formula book for a challenge.
Once again, you want to make the proper formulas. First is
purple and yellow flowers. Second is blue and white
flowers. Second is white flower and red potion. Fourth is
blue flower, pink potion and brown potion. Fifth is yellow
flower, purple flower, orange potion and red potion.
Solving the puzzle gets the potion. Use the popped
sablecorn on it, then use the cockatrice on the potion-
laced sablecorn. The cockatrice grows up to adult size.
Go down twice, to the area outside of the barracks. Hang a
birdfeeder on the tree, then put popped sablecorn on it.
The cockatrice will appear.
Go to the gates of the castle. Hang a birdfeeder right of
the gate and put popped sablecorn on it. Again, the
cockatrice appears. Finally, go forward to the castle. Hang
a birdfeeder on the right side of the screen and put popped
sablecorn inside. The cockatrice appears and kills the
basilisk.
Go back to the windmill forge. You got the essence of fire
from the dragons, so you can fix this machine now. Zoom in
on the machine and use the essence of fire on it. This
gives you a puzzle, where you have to recreate the three
images shown. You do not have to make perfect lines in
order to solve the puzzle, and you can retrace lines you've
drawn as many times as you want.
This gives you a ballista bolt head! Go to the barracks
courtyard. Talk to the captain of the guard, then use the
bolt head and the spyglass on the ballista for a hidden
objects challenge. Find all twelve targets. The targets
appear and reappear for a few seconds at a time.
003c-Chapter Three: The Skyward Castle
---------------------------------------------------------
Finally, inside the castle! Take the apron from the stairs
and go forward to see the frozen maid. Take her knife, then
put the apron on her. She starts to come to life, but
Dreadmyre turns her into a gargoyle! The cipher the maid
was holding breaks into four pieces, which you must find.
Look at the torch on the left, and use the pocket dragon on
it for a lit torch. Go back a screen and use the torch on
the chair on the left, so you can see it. Take the chair
leg, then use the knife on the chair for part of the
cipher.
Use the bow and arrow on the banner in the upper/right for
a second cipher fragment. Examine the pillars on the right
for a hidden objects challenge. Solving it gives you the
third cipher piece.
Go to the doorway on the right, in the back. Take fourth
fragment here, then use it on the cipher for a puzzle. You
want to rotate the symbols, so the symbols on the top are
zoomed-in versions of the symbols on the bottom. Once you
solve the puzzle, pull the lever to open the way to the
hallway.
Look at the sun painting on the right and take the sun
medallion. Look at the doorway on the left for a puzzle.
You want to put the colors in the correct order, which is
red, purple, blue, green, and yellow. Solving the puzzle
opens the door.
Hey, this is Princess Sophia's old room! Look at the
mirror, then take a quilt patch and a rune. A second rune
is on a pillow, on the balcony. Look at the teddy bears for
a puzzle. The puzzle is to dress the teddy bears like the
people in the picture. Solving this puzzle gets you the
third rune and a doorknob.
Go back a screen, and use the doorknob on the doorway in
the back. This is the cartographer's room. Look at the star
map on the back wall for a puzzle. To solve the puzzle,
move stars around so no lines overlap. This gives you a
fourth rune.
Look at the table for a jigsaw puzzle. You want to make
symbols, and not all of the pieces are used. When you're
done, you get the code for the display case and a loupe.
Finally, you finish with the room (for now) by looking at
the locked display case on the right. To solve this puzzle,
recreate the design by tracing all the lines. Do not go
over the same line twice. When you solve it, move the
display case lid upwards for the final rune and half of a
compass.
Go back to Sophia's bedroom. Look at the mirror and use the
five runes on it. This makes a symbol appear. Use the loupe
on it, then rotate the rings to create the symbol. As a
reward, your mirror reflection gives you a star.
Go back to the main hallway. This time, look at the left
door. Use silver star on the door to open it. In this
hallway, note the constellation picture on the left, then
zoom in on the door to the right. Use the sun emblem here
for a puzzle. You want to solve the puzzle, by putting the
birds in the same position they were in, in the other
hallway. A picture is inside your journal.
Solving the puzzle opens the door to the wizard's retreat.
The cartographer here is turned to stone. Take the wax
tablet from his hand, then look at the table. Put the wax
tablet into the mold, then use the pocket dragon on the
mold to melt the wax. Go to Sophia's room. Remember the key
on the balcony? Use the wax mold on it, and again use the
pocket dragon to melt the wax.
Go back to the wizard's retreat. Use the key mold on the
resin to get a liquid key mold. Look at the frozen case on
the right. Take the quilt patch and place the liquid key
inside. When it's done, you get the key.
Return to Sophia's room. Use the key on the closet door to
open it. On the left is a hidden objects challenge. Solve
it to get a bear and bear parts. When you find everything,
you get a second challenge. Put the bear parts on the bear,
to make it look like Sophia. As a reward, you get a quilt
patch and the second half of the cartographer's compass.
Go to the cartographer and use the compass on him to free
him. He gives you the key to another room. Go back a screen
and use the key on the door in the back. Spin the sun
around to open the door.
This room has a puppet stage. Talk to Xim, the puppet from
the previous game. His girlfriend is in bad shape! After
that, solve the hidden objects challenge on the left for
music sheets.
Go to Sophia's closet. Zoom in on the music box (right of
the mirror on the left). Use the music sheets on the book
for a puzzle. Move the steps around, so each step goes with
the correct not. The top line is already done for you.
Solving the puzzle gets you a music box. Return to the
puppets and use the music box on the puppets. What you have
to do is move the notes up and down, to find the right spot
for them. A green note is in the right spot, a red note is
in the wrong spot, and a yellow note is one spot away from
the correct spot. Find the correct music sequence to wake
up the puppet.
The puppets give you shimmergems. Return to the wizard's
retreat and use the shimmergems on the back door for a
puzzle. You want to move the pieces around so every column
and row contains five different symbols. Solving the puzzle
gives you access to the research room.
Go forward. On the left is a puzzle where you must match
symbols in the proper order. Read the books on the left to
find one with a cloth moon inside. Read the books on the
right to find one with a cloth sun inside. Return to the
puppet room and look at the blue banner on the right. Take
the quilt patch, then put the cloth sun and cloth moon on
the banner for a puzzle.
With this puzzle, you want to arrange the constellations so
they match the picture in your journal (which is the
picture from a hallway). This causes the magic star to
appear in Sophia's bedroom. Try to pick it up, only to
learn that you need gloves.
Go into the closet and open the wardrobe on the right for a
hidden objects challenge. Solve it to get gloves. This is a
particularly complicated hidden objects challenge, but when
you're done, use the gloves to get the reigning star.
The cartographer appears. Talk to him to learn more about
the research room. Go there, and use the reigning star on
the mural in the back for a puzzle. Click on the symbols as
they appear, and when you activate all the symbols, you
reach Dreadmyre's hidden room.
Take the stepladder and the tesseract prism, then look at
the fireplace for a hidden objects scene. You get a
fireproof pouch for solving it.
Go back a room and use the gloves to open the hot incubator
on the right. Use the fireproof pouch to take the fire
charm from inside. Go forward to the hidden chamber. Put
the fire charm on the water pipe, then use the pocket
dragon to burst it. Use the cauldron (on the stove) on the
pipe to get a cauldron of water.
Go back to the wizard's retreat and look at the freezing
machine on the right. Use the fire charm here, to
counteract the ice charm. Use the broken chair leg, and
Sophia picks up both charms.
We're almost done with the chapter! Go back to the
cartographer's room and talk with him. Use the ladder on
the back wall. Try to climb up the ladder for a slider
puzzle. Move the red piece to the bottom of the screen--
there are multiple solutions--to solve the puzzle.
Go forward, and you are above the gargoyle. Put the broken
chair leg here, then put the cauldron on the chair leg. Use
the fire charm on the cauldron, then use the pocket dragon
to heat it up.
Go back to the grand archway, where the gargoyle is. Use
the frost charm on the gargoyle, then use the bow and arrow
on the trigger above the door. The cauldron drops, and the
gargoyle is defeated.
Talk to the maid for the final quilt patch. Go to Sophia's
room and use the quilt patches on the bed for another
puzzle.
XXX
X X
X X
X X
X X
XXXXXXX
X
X
X
Solving the puzzle gives you the paradise pendant. Take it,
then return to the area with the maid. Use the pendant on
the door for the final puzzle of the chapter. You want to
move the pictures around, so they are in chronological
order (following the events of the first three games in the
series). The top row is blue, the middle row is green, and
the bottom row is red.
Solving the puzzle opens the door. Go forward to end the
chapter.
003d-Chapter Four: Ascension
---------------------------------------------------------
There is a crystal apple hanging from the tree here. Use
the bow and arrow on it, in order to knock it down. Then,
go left to the antechamber.
A character named Skullface wants you to help him get down.
Look at the small altar on the left and put the apple here
for a puzzle. You need to swap pieces until each track has
three identical symbols. Arrange them from smallest to
largest. Solving the puzzle gets you five symbols.
Go right two rooms, to the elevator-style room. Put the
symbols on the controls for a puzzle. To solve the puzzle,
make matches with the constellations. Once you're done,
press the up arrow, and you travel upwards to the
Navigator's Cradle.
Take the tuning fork from the controls, then use it on the
purple crystals. It doesn't work. Go back to the crystal
tree. Use the tuning fork on both crystals here. Also use
it on the crystal in Skullface's room. This fixes the
tuning fork.
Return to the navigator's cradle. Use the tuning fork on
the crystals for a puzzle. It works just like the music
puzzle from earlier. Make the tune to unlock a hidden
objects challenge. Solving it gets you a peg leg, and it
reveals the captain.
Go back to Skullface. Use the peg leg on the chair, then
grab Skullface. He has a puzzle. You must decipher the
clues and find the items he describes. As a reward, you get
Skullface. Go back to the navigator's cradle and use
Skullface on Captain Jackdaw to wake him up.
Talk to the captain, and he gives you the captain's
bracelet, for use on the crystal tree area. Go there, and
use the bracelet on the stone at the bottom area. This
triggers a puzzle, where you must find all the stones that
turn blue when your mouse is over them.
Solving the puzzle gets you a tapestry patch. Go left a
room and use it on the tapestry on the wall. You have a
final tapestry puzzle.
XXX
X X
XXX
X
XXX
X
XX X XX
XX X XX
XXXXX
Solving the puzzle gives you a wheel handle. Return to the
navigator's cradle and use it on the door to the left. Spin
the handle to open the door. When you try to go inside,
Captain Jackdaw gives you a puzzle. To solve the puzzle,
swap strings until the lid is untangled.
You get the gem of giants. Use it on the locked chest for a
puzzle where you must make matches. When you solve the
puzzle, Sophia shrinks and ends up inside the chest.
Use the pocket dragon on the match to light up the area.
Take the coin, then move the blue sapphire. This lets you
get closer to the purse. Use the pocket dragon to soften up
the lock, then use the coin to open the lock. This gives
you a hidden objects challenge. Solve it to get a safety
pin.
Use the safety pin on the vanity chest on the left. This
gets you a bent safety pin. Use this pin on the thread (by
the purse) for a grapping hook. Look inside the vanity. Use
the grappling hook on the comb to bring it close, then open
and close the scissors to pick up the comb. Back away from
the vanity, then use the comb as a ladder to reach the
keyhole. Use the grappling hook on the keyhole for a
puzzle.
With this puzzle, move the tumblers so the keyhole is
empty. When you're done, you can go through it. You return
to normal size! You can now open the trunk for a crown and
a rope pulley. Take the keyring hanging on the doorway,
then go right.
Use the keyring on Captain Jackdaw's chest to get a
pickaxe. Give Jackdaw the keyring for a bottle of krug.
Now, return to the room where you first met Skullface.
Use the rope pulley on the statue, then use the pickaxe on
the crumbling wall. Use the krug on the statue's ropes,
then use the pocket dragon to burn the ropes. The statue
stands up straight.
Put the crown on the statue, then use the reigning star on
it. You get a princess crown and some leaves. Go right and
use the leaves on the bare branch for a sigil orb. Also,
put the crown on the device below the tree for another
puzzle where you must move symbols around so none repeat in
the same row or column.
Go right, to the elevator. Use the sigil orb on the hole in
the controls for a puzzle. The puzzle is to outline the
symbol, without going over the same line twice. Once you
solve it, you go down to a new room.
Look at the box at the end of this room for a final tile
puzzle. Start to the right of the bottom/left tile. Go up,
left, up, right, down, right, down and right, to the
bottom/right corner. Go up, left, down, right, down, left,
up, left, up, right, and up. You are in the top row. Go
right, down, left, down, right, up, left, up, right and up
to fill the board.
Solving the puzzle gets you a steering wheel. Return to the
navigator's card and use it on the control board. Spin it
around to reach the throne room where your parents and
Dreadmyre are located.
Talk to Skullface and Captain Jackdaw, then enter the
throne room. Look at your parents, then use the tesseract
prism on them.
You get one final challenge. There are five Princess
Sophias here. Click on the one which is different than the
others. You need to do this five times, and the solution is
randomized (meaning the answer is different every time).
When you solve the puzzle, you defeat Dreadmyre! Hooray,
you beat the game!
004-Credits
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This FAQ is copyright of The Lost Gamer, 2014. If you want
to use any part of this FAQ, ask me first (instructions
under general information).