Kingdom of Aurelia: Mystery of the Poisoned Dagger Written Walkthrough (Nintendo Switch)

writ­ten 7/21/25, updat­ed 7/27/25

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  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch
  • Price: $11.99 MSRP: $15.99
  • Rat­ed: T (Teen) for blood and vio­lence
  • Genre: Adven­ture
  • Date Released: March 30, 2023

This is a writ­ten walk­through for King­dom of Aure­lia — Mys­tery of the Poi­soned Dag­ger by Join­dots GmbH (Ger­many) and Shaman Games, played on the Nin­ten­do Switch. Though it has solu­tions to most puz­zles, I tend to skip them when I find them irri­tat­ing or dif­fi­cult

Game Start

What the intro cin­e­mat­ics

Fun Note: if you played the pre­quel, Namariel Leg­ends: the Iron Lord which was released for the Switch in April 2023, one month after this game, you would notice that the names are all a tad bit dif­fer­ent

Escape the Castle

  • Show the King the Amulet
  • Pick up the Parts of Dial x3 (left table, on the bed, and on the ottoman)
  • Pick up the Brush
  • Read the Roy­al Decree
  • Read the Let­ter from Phar­i­on
  • Go left into the next room
  • Click on the per­son in the room
  • Pick up the Pow­der Box from near the globe
  • Pick up the Part of the Dial from the fire­place
  • Pick up the Pli­ers and read the Note from the bro­ken win­dow
  • Read the Torn Book and the Report from Kern­er from the floor
  • Click on the book­stand
  • Take the Com­pass
  • Use the Parts of Dial x4
  • Com­bine the Pow­der Box + Brush
  • Use Brush with Pow­der on dial

Dial Puz­zle — rotate the inner dial so that the arrows line up with the match­ing sym­bols, then hit the but­ton. Easy peasey.

  • Take the Crys­tal and turn the pages of the book for clues

Globe Puz­zle — using the clue from the pri­or puz­zle, click the appro­pri­ate coun­tries on the globe

Hint: Red Eye, Blue Stars, Arrow

  • Take the Blue Key
  • Look at the clock on the man­tel

Clock Puz­zle — super sim­ple. Using the clue from the book, solve it. Super sim­ple.

Hint: Turn the clock hands back to 9:30, then for­ward to 4:00

  • Get the Red Key
  • Return to the bed­room to find the King gone
  • Read the 2nd Report from Kern­er on the ground
  • Click on the map on the right wall
  • Use the Pli­ers to get a Nail, Tree, and Lock Part
  • Use the Lock Part on the left cab­i­net for a Hid­den Object Puz­zle
  • Get a Corkscrew for your efforts
  • Use the Nail, then the Crys­tal on the yel­low thing on the left table
  • Take it.

It’s Jim! No… Tim! The Robot!

  • Click on Tim and use it on the shield high up above the bed
  • Look at the pedestal, turn the but­ton, use the Tree, and click the but­ton again for the Green Key
  • Move the paint­ing to the right of the bed to uncov­er 3 key­holes
  • Use the Keys x3 in their appro­pri­ate slots and turn them
  • Move through the secret door to find a dead body… and a dog­gone worm bot
  • Exam­ine the body for a Note (looks like this is our sus­pect­ed bad guy) and Tongs
  • Pick up the Mal­let from the ground and use it on the bro­ken wall to the left
  • Take the Iron
  • Back­track to the fire­place and use the Tongs
  • Com­bine the Hot Coal + Iron
  • Use the Hot Iron on the wall above the corpse

Puz­zle! — In this puz­zle, you must click on the cor­rect things, but if you mess up even once, you have to do it over again

  • Turn the han­dle
  • Take the Valve from the clos­est buck­et and use it on the pipe to the right
  • Turn it
  • Zoom into the pipe near the red cloth and use the Corkscrew
  • Now use the Cork, then Mal­let to stop up the water­spout
  • Boom, baby! Head through the opened grate

Get out of Town

  • Read the News­pa­per from the ground
  • Take the Nee­dles from the bas­ket
  • Go towards the robot. If you try to click on it, that damned worm destroys it
  • Pick up the Mechan­i­cal Sol­dier’s Bro­ken Head and Mechan­i­cal Sol­dier Part
  • Take the Lad­der
  • Read the Want­ed Poster
  • Check out the stat­ue and the Procla­ma­tion
  • Pick up Hay and anoth­er Mechan­i­cal Sol­dier Part
  • Use the Hay on the horse and take the Screw­driv­er
  • Use the Screw­driv­er on the sign for the Bow-Tie
  • Use the Bow-Tie on the cat next to the door to open it
  • Talk to Leonard, the man inside
  • Pick up the Hose on the table
  • Look at the fish on the shelf
  • Open both locks, then use the Nee­dles on them
  • Open the door, take the Wrench and the Fish
  • Place the Fish on the appa­ra­tus on the counter, con­nect the lines, then turn the crank to get a Charged Fish
  • Take the Abra­sive to the right of Leonard
  • Return to the stat­ue and use the Lad­der
  • Climb up
  • Use the Abra­sive then the Screw­driv­er to get a Pro­peller
  • Now use the Wrench for a Crys­tal
  • Back out, use the Hose on the hydrant, and turn the noz­zle
  • Inspect the water
  • Try to get the piece, and use the Charged Fish to keep your limbs
  • “Guide” the crabs into the fish’s mouth for a Mechan­i­cal Sol­dier Part
  • Aaaand, back to the lab­o­ra­to­ry to assem­ble the robot
  • Place all the pieces, then fol­low the instruc­tions on the wall: Head > Crys­tal > Hat > Eye > Mouth
  • Click on the sol­der gun to fin­ish
  • Leonard gives you the Mind­scope, then a flash­bang flies in, and he dis­ap­pears out the win­dow.

Welp.

  • Use Tim to pick up the Crown
  • Go back out and use it on the stat­ue for a Hal­berd
  • Fix the robot­’s Head and give it the Hal­berd so that it can open the door
  • Head on through!

Catch a Boat

  • Click on the boat to watch it speed away
  • Have Tim low­er the bridge for you
  • Head forth and talk to the kid that’s fish­ing

Note: I some­how man­aged to mess up the game by acci­den­tal­ly click­ing on the Mind­scope and hit­ting the B but­ton too many times. Had to close and restart the game

  • Take the Fish from the buck­et
  • Take the Coil from the bar­rel
  • Take the Scoop Base from the door
  • Take the Light­bulb from the buoy and place the Fish there
  • Open the hatch on ground, and use the Light­bulb on the left wall
  • Take the Gaff and use it on the buoy
  • With the crow gone, grab the Scis­sors and Hair­pin
  • Use the Scis­sors on the net by the hatch
  • Com­bine the Net + Scoop Base + Coil
  • Use the Scoop Net on the crow
  • Use the Key on the door
  • Go in, look at the pul­ley sys­tem in the win­dow, and use the Hair­pin
  • Crank it to snag the Teapot
  • Retrieve the Hair­pin
  • Read the Note, and take the Spat­u­la
  • Look under the bed for a Hid­den Object Puz­zle
  • Take the Stat­uette
  • Go back out and pull the han­dle on the mech­a­nism by the kid
  • Look on the boat for the oth­er Stat­uette
  • Use both Stat­uettes on the box on the table inside

Box Puz­zle — I hate these types of puz­zles, so I just skipped it.

  • Take the Insu­lat­ing Tape and Boat Key
  • Back out­side, get on the boat, use the Boat Key, pull the brown han­dle next to the igni­tion, and then the Hair­clip on the han­dle
  • Take the Pump
  • Back on land, use the Spat­u­la on the bar­rel of oil
  • Use the Pump
  • Use the Teapot
  • Back on the boat, use the Teapot with Fuel
  • Turn the igni­tion, and off you go!

Through the Gates

  • Check­ing out the con­trols gets you anoth­er run-in with the worm
  • Use the Insu­lat­ing Tape on the uncov­ered wires
  • Check on the tele­scope for a cutscene and the solu­tion to the Switch Minipuz­zle
  • Solve it to move the lad­der

Hint: Up, Down, Down, Up

  • Head up the stairs, smash the win­dow with the Wrench, take the Glass Shard, then open the door

Oh look, Leonard! Aaaand the bug. Oh, good. Killed it.

  • Use the Glass Shard on Leonard who gives you the Cel­lar Key
  • Plun­der the Bat­tery from the dead worm
  • Take the Broom
  • Take the Cylin­der
  • Read the Note
  • Take the Thumb­tacks and Scheme from the wall next to the door
  • Use the Cel­lar Key on the floor hatch to get the Bro­ken Drill, Crow­bar, and Hook
  • Back out­side, use the Hook on the pul­ley
  • Nab the Thumb­tacks, Saw, and Nip­pers
  • Use the Thumb­tacks on the lit­tle wind pro­pellers next to the stairs
  • Head back inside
  • Look the far wall, and use the Scheme for the answer to the minipuz­zle

Anoth­er Puz­zle — Yet again, I skip these types of puz­zles

  • Go through the open door
  • Take the Bor­er from the vise in the back and replace it with the Broom
  • Use the Saw to get Broom Pieces
  • Use the Cylin­der on the big thing in the mid­dle of the room for a Cylin­der with Nitro­gen
  • Com­bine the Bro­ken Drill + Bor­er + Bat­tery
  • Use the new Drill on holes in the right-side wall
  • Use the Broom Pieces
  • On the upside, spray the bomb vent thing with the Cylin­der with Nitro­gen
  • Take the Fuse
  • Use the Nip­pers on all 4 sets of wires
  • Take the bomb off, turn the wheel, and send Tim down
  • Grab the Access Card and find Leonard try­ing to kill you
  • Use the Crow­bar on the grates where Tim has crashed
  • Use the Wrench on its Pro­peller, and replace it
  • Nice to have your pal back, send it right out the oth­er pipe to open the hatch for you
  • Go back and pull the pin out of the real Leonard’s back
  • Insert the Access Card into the slot to the upper right of the con­trol pan­el
  • Head back to the boat

Smuggler’s Quay

  • Click any­where to see “Phar­i­on” close a grate on you
  • Right away, use Tim to knock the thing on the ceil­ing beam down
  • Take the Skull and use it in the grate doors

Whoops. Explo­sion!

  • Take the Chest Key, Scoop and the Slip of Paper
  • Uti­lize the Chest Key for Grease, Decoder, and Jug
  • Inspect the crates for a Machete
  • Use your Crow­bar on the big box clos­est to you
  • Inside the box, place the Slip of Paper on the paper­clips and exe­cute a Hid­den Object Puz­zle for Drag­on Parts
  • Use the Machete, then the Scoop on the burlap bag in front of the big box
  • Place the Drag­on Parts on the crate

Assem­bly Puz­zle — Fol­low the direc­tions to put the drag­on togeth­er (it does­n’t mat­ter what order you do it in)

  • Back in the tun­nel, use your new Blow­torch on the grates
  • Take the Decoder
  • Use the Grease on the stuck valve
  • Com­bine Jug + Scoop with Pow­der + Fuse
  • Leave the tun­nel for a nice explo­sion that some­how oblit­er­at­ed only the rocks in the way, then go through it
  • After the cutscene, use the Machete on the vines to the right side
  • Head up the lad­der
  • Send Tim down the pipe
  • Use the new­ly acquired Key on the locked jour­nal
  • Use the Decoder

Puz­zle! Line up the 2 decoders with the sym­bols

  • You’ll get a Paper Code
  • Before inspect­ing the tele­phone, use the Insu­lat­ing Tape on the spark­ing wires
  • Now, use the Paper Code on the tele­phone
  • Pick up the receiv­er, then dial the pro­vid­ed num­ber
  • While the guard is dis­tract­ed, steal over to the bal­loon and ride it away!

Mountain Pass

  • Pick up the Tongs from the rope
  • Pick up the Mat­tock from the tool­box above the bas­ket
  • Move for­ward
  • Pick up the Pieces of Iron x3 and the Can­is­ter
  • Open the door to the right and go in
  • Pick up the Tele­scope with­out Lens, Sand­pa­per, and Han­dle
  • Go back­wards and use the Mat­tock on the left rock wall
  • Use the Scoop on the pile to get the Coal
  • Look at the build­ing ahead
  • Use the Sand­pa­per

Find the objects puz­zle! Like the oth­er find­ing puz­zles, if you mess up even once, you have to do it all over again

  • Head inside
  • Pick up Buck­et and Matrix
  • Use Han­dle on yel­low gen­er­a­tor (near left)
  • Use Matrix under­neath the long chan­nel next to the water basin
  • Inspect the drill press, and take the Match­es
  • Inspect the hang­ing buck­et, and place the Pieces of Iron into it
  • Use the Coal, then the Can­is­ter, then the Match­es
  • Tip the buck­et
  • Use the Tongs on the now-full Matrix
  • Use the Buck­et on the water basin to get a Buck­et Whit [sic] Water
  • Com­bine Matrix + Buck­et Whit [sic] Water
  • Place the new Tem­plate into the vise below the drill press, then press the red but­ton
  • You now have a Detent

Def­i­n­i­tion: Detent — “a catch in a machine which pre­vents motion until released”

  • Go back to the bro­ken-down tow­er to use the Detent on the right­most crank
  • Now you can crank both cranks to reach the oth­er side
  • Pick up the Board
  • Head on through
  • Pick up Board x2
  • Head up the path
  • Take the Han­dle and Mag­net
  • Use the Tele­scope with­out Lens on the stand
  • Go back­wards
  • Use the Mat­tock on the rock face next to the boil­er machine
  • Use the Han­dle on the valve and turn it
  • Take the Lens
  • Go for­ward and use the Lens on the tele­scope
  • Look through it
  • Watch the cutscene and note the extreme­ly con­ve­nient “248
  • Input the num­ber into the device next to the tele­scope
  • Take the Wing bolt, go back­wards, and use it on the steam­ing pipe above the path
  • Pick up the Toothed Rack, go for­wards, and use it on the device
  • Use the Boards on the wheel of the device
  • Pull the lever

Inside the Base

  • Lift the grate in the left tun­nel and go down
  • Pick up the Clamp and Latch
  • Use the Mag­net on the rope and low­er it to get the Wrench
  • Go back­wards, and use the Wrench on the left wall
  • Use the new Red Cross on the med kit on the wall ahead
  • Pick up the Lax­a­tive
  • Go back down the grate
  • Use Tim on the light above the bath­room
  • This part is timed, but you can do it as many times as nec­es­sary: When the guard is dis­tract­ed, use the Lax­a­tive on his cup
  • Low­er the lad­der ahead and go down
  • Use the Latch on the door to bar the guard from exit­ing
  • Take the Access Card from the guard who is try­ing to get out
  • Take the Bob­bin from the con­sole
  • Read the Let­ter from Her­mengil­da
  • Use Access Card on con­sole

Puz­zle! Move the num­ber snakes until they match the tiles under­neath

Hint: Move the 1’s into posi­tion first

  • Back out and go through the new­ly opened hatch
  • Take the Note with Code and the Pieces of Rope x3
  • Return to the con­sole to use and input the Note with Code (1589)
  • Now with the fan stopped, go back to it
  • Use the Wrench, undo the secure­ments
  • Take the Engine and Clamp
  • Use the Engine on the cat­walk mech­a­nism
  • Go into the next room
  • Take the Pieces of Rope x3 and the Cross­bow Base
  • The 6 Pieces of Rope have turned into a Rope
  • Go back to the cat­walk room
  • Use the Rope on the hook above the podi­um
  • Go down and take the Skul­l’s Emblem and Arrow
  • Take the Rope again
  • Go back into the next room
  • Use the Rope on the piece of wood on the walk­way across the room
  • Take the Skul­l’s Emblem from the ground, then use it on the chest
  • Take the Map and Clamp x2
  • Look at the door down the way and take the Clamp
  • Now, inspect the pipes with all the steam and use Clamps x5 so that they close the holes
  • Now you can inspect the machine for…

A Puz­zle! Or 3 of them, real­ly. Super easy, just rotate the pipes until they are closed sys­tems

Fun Fact: These 3 puz­zles are EXACTLY THE SAME as the puz­zles from the Fall of the New Age game. You can find the walk­through for that HERE

This is the screen­shot from my walk­through for the Fall of the New Age game, also by Join­dots
  • Use the new­ly acquired Per­fo­rat­ed Card in the door to open it
  • Pro­ceed
  • Pick up the Bow from the ground
  • Com­bine Bow Base + Bow + Bob­bin + crank the han­dle + Arrow + attach bob­bin rope
  • Place the Cross­bow on the nifty stand on the low­er left of the screen
  • Let ‘er rip!
  • Crank the bob­bin, then head into the diri­gi­ble
  • Watch the peo­ple slow­ly descend
  • Undo the bag on the floor and take the Stetho­scope and Glass Drop­per
  • Look up the stairs
  • Take the Gar­den Knife
  • Place the Map and close the lid for Hiero­glyphs
  • Use the Gar­den Knife then Glass Drop­per on the plant for Glass Drop­per with Resin
  • Use the Hiero­glyphs on the wall to the left

Sim­ple Puz­zle. Click all the sym­bols that cor­re­spond with the clue in order or you have to try it again

  • Head in and take the Glass Cut­ter
  • Back out and go into the cock­pit
  • Use the Glass Cut­ter on the com­pass near the wheel, then use the Gar­den Knife
  • Go back to the dis­as­sem­bled robot and use the new Crys­tal on its head

Puz­zle! Assem­ble the robot using the pro­vid­ed parts. Pret­ty sim­ple

  • Go down with the help of the robot to see your ene­my escap­ing with their pris­on­er
  • Read the Note from Chief Mechan­ic for instruc­tions
  • Go into the remain­ing heli­copter and take the Stamp
  • Use the Stetho­scope on the safe and click a bunch of times until the 4 locks dis­en­gage (R70, L20, R90, L40)
  • Open it up for a Scroll
  • Return to the cock­pit
  • Zoom in on the table
  • Use the Scroll and Stamp
  • Use the Glass Drop­per with Resin on the bro­ken tube
  • Fit the pieces togeth­er, put the paper inside, close the lid, open the hatch, and pull the lever
  • Take the But­ton and use it in the hangar to open the hatch
  • Go into the heli­copter and press the red but­ton

Save Pharion

  • Pick up the Chim­ney Bel­lows and Gar­den Pruner
  • Use Tim on the thing up high to fill the water basin
  • Go into the hut
  • Take the Mush­rooms, Chair, and Emp­ty Boil­er
  • Zoom in on the wall shelf for a Pounder
  • Use the Gar­den Pruner on the hang­ing bag for some Green Leaves
  • Back out, fill the Emp­ty Boil­er with water from the basin
  • Use the Chair under the rope lad­der
  • Use the Gar­den Pruner for Twigs and a Water­ing Pot (that looks sus­pi­cious­ly like a fun­nel)
  • Use Twigs on the unfin­ished bas­ket on the ground to get a Bas­ket
  • Use Gar­den Pruner on the thorns for Rose Leaf
  • Back inside, place the Boil­er with Water on the stove
  • Look to the rear left of the room
  • Read the note of instruc­tions
  • Place the Mush­rooms, Green Leaves, Rose Leaf, and Pounder onto the table, then into the mor­tar
  • Dump the new Mor­tar with Pow­der into the pot
  • Use the Chim­ney Bel­lows on the fire
  • Look on the wall shelf, then use both the Water­ing Pot and the Brew
  • Place the sprayer on top
  • Use your new Spray with Brew on those pesky vines on the ground
  • Use the Bas­ket on the device, and go down
  • Take the Ham­mer and Sling­shot
  • Go down the steps. You can’t do any­thing here, so keep mov­ing for­ward
  • Use the Ham­mer on the bar­rel for a Spike Nail and Plum
  • Go back to the device
  • Use the Spike Nail and Ham­mer on the part in the ground
  • Pull the lever
  • Take the Elas­tic
  • Go back towards the mon­ster thing
  • Com­bine the Sling­shot + Elas­tic + Plum
  • Use the Sling­shot with Plum on the hang­ing buck­et
  • While the beast is dis­tract­ed, grab the Key next to it (this is timed. If you mess up, just grab a new plum and do it again)
  • Use it to open the cage and free the crea­ture. Take the Emblem
  • Back­track to the hut and use the Emblem in the wood­en door for a Hid­den Object Puz­zle
  • Com­bine the Sling­shot + Sleep­ing Pow­der
  • Shoot the beast
  • Look into the well. Phar­i­on will give you a Rope Lad­der
  • Attach it to the ground near­by and go down
  • Click on Mar­cus, the bad guy. He’ll go to sleep
  • Take the Bro­ken Knife and Reg­u­la­tor from the table, then note the clue there
  • Go into the tent
  • Take the Shoe­string from the boots
  • Com­bine the Bro­ken Knife + Shoe­string
  • Use your new knife on both the hang­ing bag and Mar­cus’ watch for a Lens and Trans­for­ma­tion Amulet
  • Use the Lens on the can­dle for a Clip
  • Go back out, and use the Trans­for­ma­tion Amulet on the for­est crea­ture
  • Go up the stairs
  • Use the Reg­u­la­tor on the device and using the clue from before, turn it to “0”
  • Use the Clip on the trunk near­by
  • Use the new Gloves on the machine to get the Mag­ic Staff
  • Hur­ry back to Phar­i­on and use the staff on the con­ve­nient­ly shaped indent behind the well

Ah. A Puz­zle. You need to prop­er­ly align the wheel

Again, it’s the exact same puz­zle from the Fall of the New Age game!

  • Phar­i­on yells at you for being slow (ungrate­ful ugly old man…)
  • Go back to the tent place and click on the shin­ing rit­u­al
  • Zoom in and place your Amulet in the indent
  • Take the Dag­ger
  • Zap Mar­cus with the Mag­ic Staff
  • Give Phar­i­on the Dag­ger

Con­grat­u­la­tions! You’ve saved the King­dom!!

Bonus Game

The sto­ry picks up right after the events of the main game

  • Take the radio from Mar­cus

Crash Site

  • Go through the por­tal
  • Take the Tube and use it on the hunk of met­al in the heli­copter
  • Zoom in on the King
  • Take the Car­tridge and the Nap­kin
  • Use the Nap­kin in the water
  • Use the Wet Nap­kin on the King
  • Lis­ten to him, he’ll give you a Key from Box (I think they mean key for box)
  • Use it on the first aid box to get an Unloaded Rock­et Launch­er (I’m pret­ty sure they mean a flare gun), Air Can­is­ter, and Air Raft
  • Phar­i­on con­ve­nient­ly shows up after the work is done and gives you back the Amulet
  • Place the Air Raft next to the heli­copter, then use the Air Can­is­ter
  • Com­bine the Unloaded Rock­et Launch­er + Car­tridge
  • Fire the Sig­nal Pis­tol (Admit­ted­ly an accu­rate name) at the diri­gi­ble
  • Imme­di­ate­ly, Her­mengil­da, her­self, will arrive, so talk to her
  • Go into their heli­copter (I know they call it an ornith­copter, I don’t care)

Sky Town

  • Take the Vac­u­um Clean­er
  • Look at the store to the right, and try to open the door
  • You’ll get a Door Han­dle
  • Use it on the device on the stairs
  • Use the Vac­u­um Clean­er

Puz­zle. Try to fig­ure out the cor­rect time to set the clock to

Hint: The sign on the win­dow of the store

This puz­zle does­n’t real­ly make sense giv­en the “clock” was set at 9pm when it’s clear­ly day­time, but what­ev­er
  • Go in
  • Take the Walk­ing Stick
  • Back out and use it on the elec­tri­cal line on the ground
  • Take the Pin­cers from the gat­ed door
  • Go back to the cash reg­is­ter and use the Pin­cers
  • Back out again, and use the Tick­et on the gat­ed door
  • Head through
  • Take the Han­dle from Cash Reg­is­ter and Scheme from the bul­letin board
  • Inspect the big thing to the left for a Hid­den Object Puz­zle
  • You’ll get a Can­is­ter for your trou­ble
  • Back­track and use the Han­dle for Cash Reg­is­ter on the cash reg­is­ter
  • Give it a crank
  • Use the 25 Cent Coin across the way on the lock­ers
  • Back out, zoom into the door on the left, and use the new Pneu­mat­ic Key
  • If you notice in the door, there are 3 num­bers (120, 40, 100) carved into it
  • Input those num­bers into the device, press­ing the red key after each num­ber
  • Go inside
  • Take the Gold­en Coin from the ground
  • Go back to the vend­ing machine
  • Use the Can­is­ter, then the Gold­en Coin
  • Take the 50 Cent Coin and Oil Can
  • Use the 50 Cent Coin inside the right­most build­ing’s lock­ers
  • Take the Chain­saw, go through the door­way to the deck and use it on the rail­ing
  • Take the Glue Per­fo­rat­ed Card
  • Go to the docks
  • Use the Oil Can on the crates, and push them aside
  • Above the moved crates, take the Green Lamp
  • Go back to the tow­er
  • Use the Green Lamp on the sil­ver box thing
  • Head across the walk, put the Glue Per­fo­rat­ed Card on the grates, and pull the lever
  • Return to the docks and use your new Per­fo­rat­ed Card on the green chest
  • Return to the tow­er and use the new Red Lamp on the sil­ver thing
  • Use the Scheme on the con­trols

Puz­zle Time! You’re sup­posed to move the arms accord­ing to the instruc­tions to acti­vate the robot

Here are the solu­tions:

Round 1

The first one does­n’t real­ly make sense because it’s already in that posi­tion?

Round 2

  • Head back to the docks
  • Flip the pow­er switch on the rail­ing
  • Pull the robot away from the lift
  • Go down the lift

Into the Mines

  • Zoom into the bot­tom of the wreck­age and take the Ham­mer
  • Pick up the Rope from under the wing
  • Use the Rope on the pro­peller
  • Use Tim on the attached rope
  • Press the red but­ton in the cock­pit
  • Go up the lad­der
  • Take the Frag­ment of Lever from the gears
  • Go for­wards
  • Take the Gas Wrench
  • Back­track to the machine wreck­age and inspect the low­er por­tion
  • Use the Gas Wrench on the tube
  • Get the Tube and pick up the Chain
  • Look at the left side wing and use the Gas Wrench to get a Part of Wing
  • Head for­ward and use the Chain on the emp­ty gears
  • Turn to the right, look down the shaft and use the Part of Wing to get a Saw­ing Disk
  • Go for­wards
  • Use the Saw­ing Disk above the left-most lever
  • Use the Tube then the Frag­ment of Lever on the bro­ken lever to the right
  • Pull the lever in the mid­dle
  • Use your new Chis­el and the Ham­mer on the piece of wood block­ing the left­most lever
  • Pull that lever
  • Pull the right­most lever
  • Go back a room
  • Pull the red lever
  • Go into the lift and take the Glove
  • Return to the cock­pit of the wreck­age
  • Use the Chis­el on the pan­el, then the Glove
  • Take the Fuse back to the left con­trol, and put it into the unit

Puz­zle! Place the con­nec­tors into the grid, leav­ing the col­ors the same

Hint: While each con­nec­tor can extend, it only extends so far, so there’s only 1 solu­tion to the puz­zle

  • Go into the lift and choose floor 3
  • Pull the lever twice
  • Pick up the Key
  • Go back into the lift, choose floor 2
  • Use the Key

West­ern Zodi­ac Find­er Puz­zle. Like the oth­ers, if you mess up once, you’ll have to do it all over again.

  • Take the Pick (why it has to be under such high secu­ri­ty in a mine, I have no idea)
  • Return to lev­el 3
  • Pull the lever
  • Use the Pick and then the Ham­mer on the hang­ing buck­et
  • Pull the chain
  • Pull the lever
  • Go for­ward

Last Puz­zle. Press the runes in the cor­rect order (tri­al and error) to cre­ate a path­way

  • Use the Amulet

Con­grat­u­la­tions! You are com­plete­ly done with this game!

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