Version 1.2 7/23/14 __________-------____ ____-------__________ \------____-------___--__---------__--___-------____------/ \//////// / / / / / \ _-------_ / \ \ \ \ \ \\\\\\\\/ \////-/-/------/_/_| /___ ___\ |_\_\------\-\-\\\\/ --//// / / / //|| (O)\ /(O) ||\\ \ \ \ \\\\-- ---__/ // /| \_ /V\ _/ |\ \\ \__--- -// / /\_ ------- _/\ \ \\- \_/_/ /\---------/\ \_\_/ ----\ | /---- | -|- | / | \ ---- \___| Awakening: The Skyward Castle A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) 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: ilovecartoonssomuch@yahoo.com. 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 --------------------------------------------------------- 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).