Fall of the New Age Collector’s Edition Written Walkthrough

Writ­ten 4/5/2025, updat­ed 4/5/2025

  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch
  • Price: $8.99 MSRP: $29.99 (Hid­den Object Adven­ture Bun­dle)
  • Rat­ed: E10+ (Every­one 10+)
  • Genre: Adven­ture
  • Date Released: June 1, 2023

This is a walk­through for Fall of the New Age — Col­lec­tor’s Edi­tion by Join­dots GmbH (Ger­many) and Shaman Games, played on the Nin­ten­do Switch. As of right now, there are no writ­ten walk­throughs eas­i­ly found on the inter­net and very few video walk­throughs that include the 2nd half of the game. I don’t like video walk­throughs, so this is pure­ly text. It’s not intend­ed to nec­es­sar­i­ly help you solve puz­zles as I tend to skip them when I find them irri­tat­ing or dif­fi­cult

Game Start

Watch the intro cin­e­mat­ics

Tutorial: Escape the Dungeon

  • Look out the win­dow
  • Check the pack­age on the ground. Get Pin, Sleep­ing Pow­der, and a note
  • Inspect the hay pile next to the bedroll. Push aside the hay 3x to get a Bot­tle­neck
  • Click on the bedroll and use the Bot­tle­neck to get the Hint Fer­ret and a Spoon
  • Check the water trough if you’d like
  • Inspect the door and use the Spoon to peel back the met­al

Puz­zle #1!! And the first in many lock­pick puz­zles. Use the Pin and your lock­pick­ing skills to escape. Basi­cal­ly, just rotate the pick in a cir­cle until the pieces trem­ble, then hold it there until a space appears and auto­mat­i­cal­ly lines up.

Imag­ine a clock­face:

  1. 8 o’clock
  2. 12 o’clock
  3. 5 o’clock
  • Leave the cell
  • Use the Sleep­ing Pow­der on the guard
  • Watch the cutscene (or skip it)
  • Hit the guard with the sling­shot
  • Look at the cloak and open the 2 pouch­es for a Tar­ry Rope and a Note
  • Go back to the cell and use the Tar­ry Rope in the water trough to get a Clean Rope
  • Check the downed guard
  • Get a Corkscrew and a Note
  • Look at the grate on the ground if you want
  • Go through the door­way and try to keep going to start a cutscene
  • Talk to Her­bert
  • Look at the knocked-out guard for a Wrench
  • Use the Corkscrew on the bar­rel to get a Cork and a Ring
  • Go back a room and use the Wrench on the each of the screws on the grate on the ground for a Gear
  • Back in the hall­way, use your Spoon on the sign on the wall for Pick­locks, anoth­er Gear, and a Note
  • Now for the lion’s head. Pick up the Scoop, then use the Ring

Puz­zle Time! Straight for­ward and easy: Use the Gear x2, then swap the pieces so that the water flows around all 4 gears, then pull the lever on the left to allow the water in

  • Attach the Clean Rope and descend!
  • Talk to Her­bert
  • Use your Pick­locks on the chest
  1. 4 o’clock
  2. 7 o’clock
  3. 11 o’clock
  • Take the Spat­u­la, a jew­el, and a Note
  • Use the Spat­u­la on the Can­dle to get it
  • Use the Cork, the Scoop, then the Can­dle on the row­boat and get the Ring
  • Look at the sluice gate in front of the boat and get the Pic­ture
  • Now check out the stat­ue next to the can­dles and get the Hal­berd
  • Go use it on the sea­weed next to the stairs for the Arm
  • Clear­ly, it goes on the stat­ue, so return it

PUZZLE! Ref­er­enc­ing the pic­ture, move both arms and the head to solve it.

  • Use the Ring, pull the lever, and watch the cutscene

Infiltrate the Cult House

  • Watch cutscene
  • Go into the house
  • Watch cutscene
  • Look at the bow of the boat and get Rope with Hook
  • Clear the jet­sam from the water and the Rope with Hook to get a Bull Head
  • Look star­board and get the Dis­guise Pic­ture. Note the rat-shaped depres­sion
  • Check out the junk pile for a Fish­er­man’s Dis­guise Hid­den Object Puz­zle
  • On the low­er right por­tion of the screen, open your Dis­guise Box and put togeth­er your dis­guise
  • Head back into the house for a cutscene
  • Open the cab­i­net and pick up the Pipette
  • Check out the poi­son jug on the ground and use the Can­dle on it
  • Remove the stop­per, then use the Pipette for a Pipette with Acid
  • Use your new item on the chest’s lock
  • Pick up the Wing Nuts, Pan Grip­per, and the Note
  • Grab the Fat from the ground, go back out­side, and use it on the lantern
  • Use the Pan Grip­per on it for Melt­ed Fat
  • Return inside and smear the Melt­ed Fat on the floor
  • Push the trash­can over and use the Wing Nuts on the hatch
  • With the help of the Note from the chest, solve the Labyrinth Puz­zle

Solu­tion: Left, Up, Left, Right, Up, Left, Left

  • Inspect the low­er right cor­ner for anoth­er Lock Puz­zle
  1. Between 9 and 10
  2. Between 4 and 5
  • Go for­ward
  • Watch the cutscene
  • Grab the Mag­net
  • Head back­wards and use the Mag­net inside the cab­i­net
  • Pick up the Bone Knife, go back through the vent, and use it on the rope to take out the guard
  • Inspect the win­dow and take the Scroll and Pin­cers
  • Use the Pin­cers on the vase on the side table to get a Rat Sign
  • Check the guard’s bag for a Note and Plate
  • Get anoth­er Plate from the mouth of the bear skin
  • Back­track to the boat and use the Rat Sign for the oth­er Bull Head
  • Head back inside through the vent
  • Use the Plates and the Bull Heads on the door

PUZZLE! This is a Roman numer­al math com­bi­na­tion lock puz­zle… except you don’t real­ly need to solve it because if you turn the han­dles, it will glow orange on the cor­rect answers

Solu­tion: III, VIII, III & V, IX, IV (3, 8, 3 & 5, 9, 4)

  • Go through the door
  • Look at the lion head door han­dles and take the Cipher
  • Watch the cutscene
  • Undo the knots on the book on the pedestal. Take the Cipher
  • Check out the weapon cab­i­net. Move the sword, 2 spears, and a shield to grab the Acti­va­tor Tool
  • Head over to the desk to use it on the inden­ta­tion

PUZZLE!! This is a 3‑part puz­zle. You’re play­ing the skull against the snake where if a char­ac­ter lands next to the oth­er, then you turn into the oth­er. Don’t over­think it.

  • Get a jew­el and Flame Liq­uid for your trou­ble
  • Sling­shot the Flame Liq­uid at the unlit can­dle above the weapon cab­i­net
  • Go down the stairs
  • Play the Ani­mal Hid­den Object Puz­zle
  • Head down the way
  • Inspect the books on the desk for a Rag
  • Look at the paint­ing
  • Pick up the Dag­ger, then use the Rag on the graf­fi­ti for the Crown Part
  • Use the Crown Part on the pouch on the ground and turn it to the right twice
  • Grab the Snake Fangs, Screw­driv­er, and Note
  • Back­track and pick up the Cipher from the boar’s head
  • Use the Screw­driv­er on the boar’s head for a Fang
  • Go back to the hid­den room and use both the Snake Fangs and Fang on the breast­plate on the wall
  • Get the last Cipher and a jew­el
  • Now, look at the mech­a­nism on the desk and use the 4 Ciphers on it.

This is a Puz­zle. Using the “quill” on the arm, press and hold the but­ton as you drag it across the white pan­els. You can only pass through them one time.

  • Now that you have the Deci­pher, back­track to the study
  • Use the Dag­ger and Deci­pher on the win­dow lock, then press the right but­tons in order (Drag­on Cir­cle, Lion, Drag­on with Jar, Dead Horse, Cult Skull Emblem)

*Note: Make sure you take the Deci­pher after the puz­zle. If you just pressed B to back out, you won’t actu­al­ly take it. If that’s the case, just return to the mech­a­nism and take it*

  • Open the win­dow and escape

Herbert’s Hideout 1

  • Talk to Her­bert, get Chain and Nun Dis­guise Pic­ture
  • Snag the Sponge from on top of the books on the desk
  • In the upper left part of the screen, take the Mini Crow­bar and the Note from the barred win­dow
  • Look at the lit­tle pot of oil in the mid­dle of the room
  • Pick up the Chain then use the Sponge to get a Sponge in Oil
  • Inspect the swords on the wall, take the Chain, from the 4th one, and clean them with the Sponge in Oil
  • Now, use the Mini Crow­bar on the swords. Note the sym­bols and the gem col­ors
  • Click on the met­al spi­der and use the Chains

It’s a PUZZLE. Remem­ber those swords with col­ors and sym­bols? Swap the sym­bols to match them to the code from the swords

  • Break into the floor chest with your Pick­locks
  1. Between 11 and 12
  2. Between 9 and 10
  3. Between 3 and 4
  4. Between 10 and 11
  • This opens up the Nun Hid­den Object Puz­zle
  • Go ahead and put the dis­guise togeth­er (the need for per­fect place­ment of the glue on the warts is infu­ri­at­ing!)
  • Click on the place where the spi­der puz­zle was to leave

The Alchemist and Librarian

  • Click any­where and watch the cutscene
  • In the alley­way next to the Alchemist’s house, get the Rock and Note
  • Inspect the door for the tall tow­er (library) and get the Alchemist Sign
  • From the sign next to the arch­way, get a Cog­wheel and jew­el
  • Next, check out the guard and watch the cutscene
  • Pick up the Pok­er from the right side of the arch­way
  • Use the Alchemist Sign on the Alchemist’s door
  • Look inside, and open the lock with the Pok­er
  • Sling­shot the Rock at the win­dow to allow the fumes to escape (because for some rea­son it won’t go out the open­ing you just made, your­self)
  • Talk to the alchemist who begs you to make a potion to help him rid the effects of the smoke
  • Look at the run­ning water track and take the Pouch with Herbs
  • Pick up the Cog­wheel from inside the grinder
  • Take the Test Tube from the workdesk
  • Leave the build­ing and watch as the library blows up
  • Rush over there and use the Pok­er to lever the door and get inside
  • Talk to the injured librar­i­an inside who also asks you for a potion. Same potion should be good. It’s some­where in the cel­lar of the library
  • Poke through the rub­ble to the right of the library for a Buck­et
  • Go back to the Alchemist’s house and use the Buck­et on the water there for a Buck­et Full of Water
  • Head over to the library and use it on the fire to the left
  • There’s a book on a pedestal near the librar­i­an where you get a Wood­en Die and a Hack­saw
  • Use the Hack­saw on the lock to the left of the build­ing. Heeey. The cel­lar door!
  • Go down
  • Look out the hole for a cutscene. Pick up the Oil­er and Met­al Bar from it
  • Look at the chest

Lock­pick Puz­zle!

  1. 10 o’clock
  2. Between 9 and 10
  3. 5 o’clock
  4. 9 o’clock
  • Take the Bowl and jew­el
  • Open the bot­tle, then use the Test Tube for Reagent
  • Use the Oil­er on the lad­der and extend it
  • On the book, turn the 2 sec­tions of the snake aside, then use the Bowl, and replace the snake parts
  • You got the Recipe!
  • Skedad­dle back to the Alche­my house, but before going in, take a clos­er look at the water wheel
  • Place the 2 Cog­wheels on their respec­tive places. Voila!
  • Inside, use the Wood­en Die to the left of the stove
  • Take the Gloves, look at the stove, and use them to open it up
  • Fix the coals with the Pok­er and then get a Coal
  • Before leav­ing, place the Met­al Bar in the coals, then pour the Reagent over top. Pull it out with the Pok­er for some Azu­rite (tech­ni­cal­ly, you’re not sup­posed to do this step just yet, but it saves time and you can!)
  • Use the Gloves on the boil­ing yel­low liq­uid atop the stove to get the Yel­low Retort
  • Use it on the puz­zle to the left of the stove

Steam Puz­zle! This a 3‑part puz­zle, super straight-for­ward and pret­ty sim­ple. Make a closed loop with the pro­vid­ed tiles.

  • Pick up the Nephrite and the Note
  • If you haven’t done it yet, go ahead and fol­low the direc­tions on the note for the Azu­rite
  • Toss the Azu­rite and Nephrite into the grinder for their pow­dered forms
  • Turn your atten­tion to the work­table now
  • First, hang up the Recipe
  • Then, place your ingre­di­ents and fol­low the direc­tions. Scoop the pow­der, boil the retort on the stove. Return the retort. Con­nect the hose. Add more pow­der. Remove hose. Crush Herbs. Pour liq­uid. Scoop Pow­der. BOOM! Med­i­cine.
  • Go ahead and cure the Alchemist
  • Give him the Deci­pher and he’ll give you a Right Arrow
  • Now, for the Librar­i­an. He will give you both Sleep­ing Pow­der and Tablets
  • Head back down to the cel­lar
  • First, use Coal on the col­or­less book
  • Then, use Tablets on the books on the shelf to the right

PUZZZLE. Armed with the clue from the book, move the tablets around to com­plete depic­tions. Easy peasey.

  • Take the Ver­ti­cal Arrow, then use both it and the Right Arrow on the back wall

ANOTHER PUZZLE!!! So many of them… This one is inter­est­ing. You place arrows in the seg­ments at the bot­tom to get your man to the flash­ing door before the bad guy gets you. Your char­ac­ter is always mov­ing for­ward.

Solu­tion: Right, Up, Up, Right, Down, Down, Right, Up, Up, Down, Up

  • Jump out the win­dow for a cutscene
  • Ugh. Anoth­er.…

Puz­zle… I per­son­al­ly hate these types of puz­zles, so I did­n’t play it and just skipped through. You’re sup­posed to move the col­ored pieces to their respec­tive sides.

Cultist Stable

  • Watch cutscene
  • Get Cultist Plans
  • Imme­di­ate­ly hit the thug at the door with the Sleep­ing Pow­der
  • Pick up the Scroll on the ground in front of the horse
  • Inspect the gate
  • Solve the Weapon Hid­den Object Puz­zle
  • Go through the gate
  • First things first: click on the hay/wood pile to get the Arrow Piece and a Note
  • Back out, and use the Arrow Piece on the stat­ue
  • Use the new Rings on the fall­en train­ing dum­my
  • Look to the right of that and pick up the Hatch­et from the stone bench
  • Look at the pedestal in the mid­dle and take the Rope. You’ll auto­mat­i­cal­ly tie the dum­my’s rope there
  • Back­track to the sta­bles and use the Hatch­et where you got the Scroll for a Whip
  • Now go forth to the field of hors­es and use the Rope on the horse’s sad­dle, then the Whip on the horse
  • Open the uncov­ered sta­ble door and head inside (So… Is the horse going to keep that door unblocked for­ev­er?)
  • Slide the block­er in front of the angry horse
  • Soothe the big guy (gal?) by run­ning the Tooth-Comb from the sad­dle on the wall on its tan­gled mane 3 times
  • Get the Thief Puz­zle Piece
  • Pick up the Sign for Box from the buck­et of feed on the ground
  • Remove the cloth on the chest for a Lock­pick Puz­zle (There’s a strange text at this point that says, “It seems the ban­dits have been keep­ing each oth­er com­pa­ny here for a long time!” …What does THAT mean?)
  1. Clos­er to 12 than 11
  2. A lit­tle past 6
  3. Between 11 and 12
  4. 7 o’clock
  • Open the chest for a jew­el and a Long Hook
  • Back­track to the begin­ning and inves­ti­gate the sleep­ing thug
  • Pick up the Thief Puz­zle Piece, then use the Sign for the Box
  • Grab the Mon­ey and head back through the gate
  • Employ the Long Hook on the wood pile
  • Snag the Wrench and head back to the begin­ning to use it on the horse stat­ue
  • Get anoth­er Thief Puz­zle Piece and jew­el
  • OKAY. Now you can go back to the sta­ble and talk to the ban­dit to the left of the lad­der
  • Give him the Mon­ey
  • He gives you the last Thief Puz­zle Piece
  • Head up the stairs and use all 4 pieces to start a…

PUZZLE! This one isn’t hard, but if you don’t think ahead, you’re going to get stuck

Hint: Start with the top and bot­tom

  • Up in the creepy, out-of-place torture/bdsm room, take the Nip­pers from above the fur blan­ket bed (Is this what Mar­la was refer­ring to ear­li­er…?)
  • Look at the fur blan­ket and pull away tufts of fur for a Wrench
  • Use the Nip­pers on the man­a­cle in the mid­dle of the floor to dis­lodge the Sil­ly Mask
  • Use the Wrench on the stocks in the back cor­ner for the Scared Mask
  • Pick up the Evil Mask from the win­dowsill
  • Next to the man­a­cles on the floor, inspect the floor hatch
  • Grab the Note and watch as your “friend” stabs you in the back (fig­u­ra­tive­ly)
  • Locate the 3 indents on the back wall
  • Use the Instruc­tions to Masks, and the 3 Masks
  • I won’t even call this a puz­zle. Just line them up prop­er­ly and receive your reward: a creepy Lever sit­ting on hands (Some­one went through some real trou­ble to fash­ion that mech­a­nism…)
  • Use it on the winch under the win­dow, toss the log out, and get out­ta there!

University Campus

  • Talk to Her­bert
  • Give him the Cultist Plans
  • Take the pic­ture of a jester he gives you, then look at his near­by cart

Ah. A Puz­zle. This one seems straight­for­ward, but it hard­er than it looks. Basi­cal­ly, find and high­light the one strand that is whole to unrav­el the lock. One wrong move and you have to start from the begin­ning.

  • Now for the Jester Dis­guise Hid­den Object Puz­zle
  • Put togeth­er your dis­guise
  • Head past the guards and watch the cutscene (or not)
  • Inside, click any­where to watch the cultist blow up the stat­ue
  • Look at the bro­ken stat­ue and take the Hoe from the back of it
  • Take the Fish from the stand near­by, and offer it to the cat on the oth­er side of the iron gate
  • Take the Mug
  • Go down the alley
  • Take the Sun­ray hang­ing off the end of the sign
  • Ignore the win­dow for now, and inspect the door on the left wall
  • Use the Mug on the lit­tle hand and use the lever
  • Pick up the jew­el and Pick the Lock
  1. A lit­tle past 9
  2. A lit­tle past 3
  3. 12 o’clock
  4. 8 o’clock
  • Take the 2 Grap­nels
  • Back­track to Her­bert, and use a Grap­nel on the green flag
  • Take the jew­el, make note of the sym­bols on the crenel, and inter­act with the but­ter­fly if you want to
  • Go back to the alley and use the oth­er Grap­nel on the gar­goyle
  • Go up and into the Uni­ver­si­ty cam­pus grounds
  • Take the Saw Han­dle from the Uni­ver­si­ty door
  • Take the Sun­ray from the Uni­ver­si­ty win­dow
  • Use the Hoe on the flowerbed for the Obser­va­to­ry Valve, and take the Leaf
  • Look at the stone globe and grab the Sun­ray
  • Back­track to the mar­ket stall and use the Saw Han­dle on the fish­bone for a Fish Saw
  • Go back towards Her­bert and use your new saw on the win­dow next to him to get the last Sun­ray
  • On your way back, stop by that win­dow in the alley
  • Pick up the Glue and use the Leaf on the glass to safe­ly pick up the Shard
  • Back on cam­pus, you can now use the 4 Sun­rays on the door to the Obser­va­to­ry

It’s a PUZZLE! This isn’t hard. You need to line up the sym­bols on the inside with those on the out­side. Each time you pick a slice, the ones lat­er­al to the oppos­ing slice will swap. Just poke things a few times and you’re done!

  • Check out the fire and take the Ring, mak­ing sure to click on the math there, and take the Scroll
  • Use the Shard on the bro­ken blue orb for a Map
  • Click on the stained glass for an Astrol­o­gy Hid­den Object Puz­zle
  • Inside the ele­va­tor, take the jew­el and Map
  • Back­track to the alley and use the Ring on the door at the end
  • Take the prof­fered Pipe and Potion
  • Return to the ele­va­tor and inspect the plumb­ing under­neath
  • Remove the fab­ric strips, replace the loose pipe, then use the Pipe where one sec­tion is miss­ing. Final­ly, replace the fab­ric strips (Hey, if it works, then why not?)
  • Acti­vate the pump han­dle inside the ele­va­tor and head up
  • Inspect the corpse of the astrologer
  • Take the Map and Note
  • Look at the table for a Ket­tle and the last piece of the Map
  • Click on the table with the plan­et mobile, and place the Map and Glue

Puz­zle! Rotate and place the pieces to com­plete Bas­tark’s the natal chart. As usu­al, it’s eas­i­est to place the edges. The game will auto­mat­i­cal­ly set the pieces for you.

After they’re in place, use the paint­brush in the glue and fol­low the lines to glue them. The game is super picky about you apply­ing the glue thor­ough­ly. When prompt­ed, pull the cord. When the skull appears, go ahead and back out

  • Go up the lad­der on the right side of the screen and pull the shut­ter open
  • Take the Stop­per that almost impales you
  • Look at the gear mech­a­nism on the upper left to add both the Stop­per and the Obser­va­to­ry Valve
  • Turn the wheel
  • Look out the open­ing to see a cutscene of the cultists blow­ing up the Uni­ver­si­ty build­ing
  • Back­track way out to the bro­ken stat­ue and use the Ket­tle on the gun­pow­der
  • Go back to the Uni­ver­si­ty win­dow and use the Gun­pow­der for some more fire­works
  • Head inside
  • Click any­where to watch the stairs col­lapse
  • Save the honk­ing goose. You’ll get a jew­el and a Goose Feath­er
  • Look up, and clear the debris on the bro­ken shelf for an Oar­lock
  • Inspect the sew­er door for a lock, but heeeey, we already found the code ear­li­er, so input it

Mini-Puz­zle

Solu­tion: Tri­an­gle, Cir­cle, Square, Dia­mond (1,2,4,3)

  • Take the Ocu­lar and Lens, then open the hatch
  • More bombs
  • Get the Library Sign by using the Shard on the ham over the camp­fire
  • Pick up the Trow­el by the chest and unlock it with Pick­locks
  1. 11 o’clock
  2. Between 9 and 10
  3. 10 o’clock
  4. 5 o’clock
  5. 1 o’clock
  • Snag the King and a jew­el
  • Use the Oar­lock on the boat, and spin it to pull up a Plate of Alchem­i­cal Lab­o­ra­to­ry
  • Find the Main­land on the explo­sive bar­rel
  • Wan­der out to the stone globe out­side and use the Main­land for Moun­tains
  • It fits on the the barred door inside for a super easy…

Puz­zle. Order the tiles prop­er­ly

  • Go back to the obser­va­to­ry and look at the tele­scope
  • Place the Ocu­lar and Lens
  • Now, look through the tele­scope, and ignore what the text says. Look around at the sky for con­stel­la­tions until you find the skull
  • Make sure you CLICK ON the skull to obtain the coor­di­nates before leav­ing the obser­va­to­ry
  • Run back to the Uni­ver­si­ty build­ing, enter the con­stel­la­tion code (213753), and push the red arrow on the side
  • Use the Goose Feath­er on the inkwell and draw a map on the pro­vid­ed parch­ment
  • Take the Cas­tle Sign
  • Check out the charred remains of the stair­well that col­lapsed and use the Trow­el to pull out the Uni­ver­si­ty Fig­urine
  • Go down to the sew­er
  • Install all 5 of the Fig­urines into the plate near the explo­sives

Oh… Math Puz­zle. Using all the num­bers, make equa­tions so that all of the num­bers on the hour­glass are solved for. Or just skip it. Like me.

Hint: num­bers like 27 and 21 have only 1 solu­tion, so do those first. Also, num­bers like 17, 11, 11, and 13 can­not be mul­ti­plied for. There’s noth­ing say­ing you have to use one from each side of the hour­glass

  • Take the one Climb­ing Glove and some­how dodge the super deaf cultists

Back to Town

  • Talk to Her­bert
  • Give him the Map, he gives you Scis­sors
  • Look on the desk and add your Climb­ing Glove to the one there
  • Noth­ing else to do, so head out­side and watch more explo­sions
  • Talk to the Alchemist who gives you per­mis­sion to take what you want because he’s done
  • Before going into his house, inspect the sign next to the arch­way
  • Use the Scis­sors for Ros­es, read the Note, and take the jew­el
  • Go into the alchemist’s house and take the Ash and Glue Recipe on the table
  • Look up the stair­well for a Phial
  • Go to the work­table and use the Glue Recipe
  • Fol­low the instruc­tions: Place the Phial, pound the Ash, pound the Ros­es, weigh the pow­ders, use the Phial, place the hose, scoop the pow­der, boil, scoop the pow­der, pour, take the Glue
  • Go back to Her­bert’s hide­out, and apply the Glue to the climb­ing gloves on the desk
  • Talk to Her­bert
  • Go out­side and use the Climb­ing Gloves on the far wall
  • Slog through the Climb­ing Mini-Game (You can’t skip it. I kept wait­ing, but there was nev­er an option)
  • Use the Map

Dark Forest

  • Wait… no cutscene? Wow.
  • Open the sack for a Pipe
  • Go right
  • Look at the creepy scare­crow and take the Note
  • Look up on the tree fork
  • Snag the Moss
  • Check out the tree stump with the axe
  • Rip off the Piece of Bark
  • Place the Bark and Moss, then click the axe to chop them up
  • Put them into the Pipe, then head over to the tree fork and blow the pow­der onto the glow­ing mush­rooms
  • Climb up the rope lad­der
  • Pick up the Spear and use it on the belts hang­ing to the left side for a Bear Skull
  • Look at the scene below and through the goop, if you’d like
  • Before head­ing down, look at the tree hol­low at the tip of the spears for a Note
  • Head back down and put the Spear to use again on the cage next to the tree for a Sheat­fish Skull
  • Go back to the begin­ing and look at the wag­on
  • Move the rutaba­gas aside and input the code you just learned from the Note in the tree (PDBOR)
  • Return to the tree and use the new­ly gained Set for Mini-Game on the chest

PUZZLE! This is anoth­er 3‑part puz­zle. You need to move all 3 blocks togeth­er into the glow­ing com­part­ments. It’s laugh­ably easy, except that the con­trols can be irri­tat­ing­ly sen­si­tive

  • Inside the chest take the Cam­ou­flage Dis­guise Pic­ture, Bull Skull, and jew­el
  • Place the 3 “Skulls” on the hut door to unlock it (The only one that looks like a skull is the cow skull)
  • Play the Cam­ou­flage Dis­guise Hid­den Object Puz­zle
  • Put togeth­er your dis­guise
  • Head through the thick­et, past the guard. For what­ev­er rea­son, he just dis­ap­pears after the cutscene
  • Pick the 4 Berries from the bush to the right
  • Head straight down the path
  • Use the Potion to get rid of every­one
  • Go to the right where the kids are
  • Take the Grinder Han­dle and Note from the ground near the fire
  • Look under the mid­dle cage for some sym­bols to take note of
  • Go back to the omi­nous rit­u­al site, and pick up the Cylin­der and Note from the ground on the right
  • Now look at the tree to the left of the screen.
  • Move the vines aside and use the Cylin­der

Mini-Puz­zle. Choose the 4 cor­rect sym­bols as seen under the cage. This was a lit­tle tricky because it’s hard to see the sym­bols and they’re rotat­ed

  • Pull the han­dle for a Scroll, Spi­ral, and jew­el
  • Now to solve the Sym­bol Hid­den Object Puz­zle inside the rit­u­al site
  • Pick up the Spongy Min­er­al
  • Go back­wards to where the guard used to be and check out the can­is­ter under the torch
  • Solve the Lock­pick Puz­zle
  1. 5 o’clock
  2. A lit­tle past 6
  3. 1 o’clock
  4. 10 o’clock
  • Appar­ent­ly it’s a portable min­er­al grinder, so toss in the Spongy Min­er­al and attach the Grinder Han­dle
  • You get Cor­ro­dent Pow­der
  • Don’t for­get to pick up the jew­el
  • Go back to kids’ cages and use the Cor­ro­dent Pow­der on the bas­ket with rocks
  • Use the Spear on it 3x
  • Talk to the kid who gives you Slugs (Even though he keeps call­ing them snails)
  • Go back to the wag­on room and use the Slugs then Berries on the met­al box
  • Take the Gears and run back to use them on the mech­a­nism keep­ing the kid in the left cage up

Puz­zle! It’s one of those gear puz­zles. The nice thing is that you can actu­al­ly test the mech­a­nism as you go by rotat­ing the han­dle

  • Talk to the kid who gives you a Spi­ral
  • Head back to the wag­on again and use the 2 Spi­rals on the box for a Growth Pro­mot­er
  • Run back yet again to the cages to use the Growth Pro­mot­er on the mush­rooms in the tree because, of course, your broth­er is in the last cage
  • Cutscene!

Wait… What?? That’s the end of the game?? BOGUS! Nah. This is the Col­lec­tor’s Edi­tion. Choose Extras from the Start Menu and Hit Play for the real end­ing!

Extras — Herbert’s Hideout

  • Talk to the alchemist who gives you a Potion
  • Use it on Her­bert
  • Look in the trash­can for a Note
  • Leave and use the direc­tions you found (Up, Right, Left, Up, Right, Right, Up, Left, Up)
  • Solve the Lock­pick Puz­zle
  1. 10 o’clock
  2. 7 o’clock
  3. 3 o’clock

Extras — Rescue Ray and Save Town

  • Talk to Her­bert, get Guard Dis­guise Pic­ture
  • Click on the black­smith’s work­shop for a Guard Dis­guise Hid­den Object Puz­zle
  • Put togeth­er the dis­guise
  • Look at the lit­tle lamp and grab the Den­tures and jew­el
  • Enter the door
  • Look at the scaf­fold­ing to the back, and fig­ure out the Mini-Puz­zle for a Ham­mer
I don’t know about you, but that han­dle looks a lot like a dia­mond
  • Look at the sign on the door and use the Den­tures on the one nail that’s com­ing loose
  • Knock the chock hold­ing the wag­on wheel with the Ham­mer
  • Climb up and use the Nail on the lit­tle hole in the win­dow (Unless the guard is very near-sight­ed, he does­n’t seem to care about your shenani­gans)
  • Take the Chis­el from the walk­way
  • Use the Chis­el then Ham­mer com­bi­na­tion twice on brick next to the door
  • First things first, look up at the books on the shelf
  • Open the spines for a jew­el, Stylet, and Token
  • Unlock the chest with your Pick­locks
  1. 11 o’clock
  2. 11 o’clock
  3. 11 o’clock
  4. Between 6 and 7

(I played this twice and both times this last one was extreme­ly picky on place­ment)

  • Take the Claw Clip and the Note
  • Open the bed cur­tains, move the pil­low, and make a rope from the Sheets
  • Pick up the Note. Scan­dalous!
  • Take the sheet off the bird cage, and use the Token to open the lock
  • Grab the Lever from around the remains of some poor ani­mal
  • Go out to the tow­er, pull up the ban­ner, slice it with the Stylet, and take the Iron Spheres
  • They fit per­fect­ly into what­ev­er that thing on the wag­on is sup­posed to be
  • Snag the Shaft and a jew­el
  • Go to the top of the tow­er walk­way and use the Shaft to pull down the lad­der
  • Don’t for­get to pick up the jew­el
  • Fire the con­ve­nient bal­lista to head across the roof (Guard still does­n’t see you)
  • Use the Sheets on the ran­dom holed ball in the gut­ter, tying a knot at the end
  • Place the Claw Clip next to the ball to send it fly­ing
  • Pick up the Wick from the back of the gar­goyle
  • Grab the Flower from its mouth, and a jew­el from its snout
  • Look at the win­dow across the way to make note of the sym­bols on the win­dow
  • Take the ran­dom Flower from the water pip­ing
  • Take the Pass from the crate
  • Take the King’s Signet from the dead guard
  • Head back to Mor­gana’s room and use the Flow­ers under the desk for a…

Puz­zle! You have to place the flow­ers in such a way that they all fit, roots and all. I always got to where there was one flower and then could­n’t fig­ure it out. SKIP TIME!

  • Take the Queen’s Signet
  • Back­track all the way to the lamp in the begin­ning and add the Wick to get a Lamp
  • Show the Pass to the guard and go in
  • Talk to Her­bert who gives you an Emp­ty Bot­tle
  • Run back to where the dead guard is and use both the King and Queen Signets on the door
  • Fill your Emp­ty Bot­tle in the water where the skele­ton is to get Bot­tle with Water
  • Take the Shell from the lever clos­es to you and…

Solve the Puz­zle. The sym­bols were on the win­dow to the Queen’s room

  • Head back to the dun­geons and sling­shot the Bot­tle with Water against the torch
  • Use the Lamp and talk to Her­bert
  • Give him your Lock­picks and he’ll give you a Scroll
  • Go down and past the dead guard and solve the Emblem Hid­den Object Puz­zle
  • Watch the cutscene
  • Sling­shot the Shell at the thing hang­ing on chain above where the dude is about the cut off Ray’s head
  • Pick up the jew­el and Hook which fits per­fect­ly on the han­dle to the left of the room
  • Go back to the under­ground reser­voir and use your new Gaff on the skele­ton under the water
  • Take its Axe which is per­fect for smash­ing the crates next door
  • Pick up the Lever
  • Return to the reser­voir and look against the far wall for…

THREE Puz­zles one after the oth­er! They’re all the same, just click the locks a lot until they all unlock, then use levers to open them. It’s not dif­fi­cult.

Hint: In case you’re miss­ing some items, one lever is in Mor­gana’s bird cage, and the oth­er is in the crates next door

  • Pull the big lever on the plat­form
  • Watch the cutscene

YOU’VE SAVED EVERYONE FROM EEEEEVIIIL

But wait… Mor­gana… isn’t DEAD. Dun dun DUNNN!

GAME COMPLETE

I appear to be miss­ing 2 jew­els…

Thoughts on the Game

This is the first game I’ve played from this devel­op­er! It’s in the same vein as many of the oth­er puz­zle games I enjoy, and there are things about it that I real­ly like and set it apart. I like that the hid­den object puz­zles items are all used and not just mind­less find­ing. There’s a path to the sto­ry that’s lin­ear and focused. While there’s a lot of back and forth like basi­cal­ly all of these games, I feel like (so far, this is the first game of this devel­op­er) the puz­zles are dif­fer­ent from oth­er com­pa­nies. In par­tic­u­lar, I found the hid­den object puz­zles to be the best ele­ment. The game employs sim­i­lar things that area famil­iar and help­ful like sparkling hints, Hints in gen­er­al, and puz­zle skip­ping, and very impor­tant­ly: cutscene skip­ping. The sto­ry is inter­est­ing and dif­fer­ent.

How­ev­er, like all games, there are things I did­n’t like much. This may be a trans­la­tion issue, but some of the text does­n’t real­ly make that much sense or raise eye­brows because they’re a bit off. The voice act­ing is ter­ri­ble, though that’s also typ­i­cal of these types of games. The graph­ics… eh. The scenery is nice, but the char­ac­ters are not all that attrac­tive. Some of the puz­zles and ele­ments are SO DARN PICKY that it’s irri­tat­ing. I don’t under­stand who the char­ac­ters are or what the sto­ry is about as a whole. Bugs! I hit so many bugs where the scene played before the scene played? Yes. Then some scenes played twice and I got con­fused. I had to re-do the glue-the-natal-chart puz­zle twice because it bugged out. Then I kept get­ting this bug when I’d try to scroll through Mar­la’s note­book to look for clues on what to do:

It would NOT clear, either, until I closed out the game and restart­ed

The worse offense of the game, though, is that the hint sys­tem is real­ly not all that help­ful at all. I got stuck in sev­er­al places, and because there aren’t so many guides to help, I had to rely upon the hint sys­tem which did NOT deliv­er when I was the most stuck.

Things I would like to see: An abil­i­ty to replay puz­zles in the extras sec­tion, rewatch­ing all of the cutscenes (not that I nec­es­sar­i­ly care that much, but I stopped under­stand­ing the game as a whole and want­ed to watch them to piece it togeth­er for this guide, but could­n’t), text speed skip­ping that won’t pre­vent you from see­ing all of the text before mov­ing on, and maybe some lore or infor­ma­tion on plot­line in the extras sec­tion after cer­tain parts of the game are reached.

All in all, I enjoyed it, and it ful­filled a desire to play these types of games. I love them and play them all unless they’re absolute­ly atro­cious.

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aowam

RDH, Dog mom, gamer, eater, creator

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