True Fear: Forsaken Souls Part 1 — Written Walkthrough Game Guide (Switch)

writ­ten 6/18/26, updat­ed 6/18/26

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Read True Fear: For­sak­en Souls Part 2 (Under Con­struc­tion)

Read True Fear: For­sak­en Souls Part 3 — Act 1


  • Pub­lished: Dig­i­tal Lounge
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: MSRP: $9.99
  • Rat­ed: T (Blood, Vio­lence)
  • Genre: Adven­ture
  • Date Released: Octo­ber 3, 2018

This is THE game series that cat­a­pult­ed me into lov­ing adven­ture puz­zle games. I don’t usu­al­ly enjoy hor­ror games but thor­ough­ly enjoyed this one. I final­ly got to enjoy the last of the tril­o­gy 8 years lat­er and am now going back­wards to play it from the begin­ning and write a guide sim­ply as a fan. At this point, there are so many walk­throughs and guides (I typ­i­cal­ly save my game guides for those that have none), but this is basi­cal­ly my sup­port for the Gob­linz game stu­dio and their thought­ful pursuit/vision for this game series. Since I played the orig­i­nal, I’m super curi­ous to see if they fixed or improved any­thing in this remas­tered ver­sion



Game Start

Watch the intro cin­e­mat­ics


Tutorial

Awaken

Ah hah! So right off the bat, the room looks dif­fer­ent from the 3rd game, but the sequence is sim­i­lar! So excit­ing!

  • Turn on the light on the night­stand
  • Go out the door
  • Put the chain on the door
  • Look out the peep hole (if you’d like), unlock the door, and turn the han­dle
  • Select OK on the clip­board
  • Read the let­ter

Act 1

Note: Puz­zles are for the Reg­u­lar dif­fi­cul­ty

Gates

  • Look at the box­es; Open all the lids
  • Take the Crow­bar and Clue
  • Move towards the gate; Use the Crow­bar 4 times

Gate Hidden Object Puzzle

Find all 7 mosa­ic pieces

Solu­tion (Click to Open)
  • Use Puz­zle Pieces on the mail­box

Mailbox Puzzle

Arrange the pieces to unlock the mail­box

Solu­tion (Click to Open)
  • Look at the mail; Take Clue, then move the oth­er pieces aside
  • Take Gate Key; Use it on the gate
  • Go in
  • Take the doll on the bench and Gar­den Gloves
  • Move towards the house, then the porch
  • Look at the hang­ing voodoo doll for Clue
  • Go inside
  • …or try to. Use Crow­bar, then Gar­den Gloves on the glass
  • Go inside

Creepy House

  • Turn on the lightswitch to your right
  • Look at the coat; Take Piece of Draw­ing
  • Look at the bot­tom of the left wall; Take Eye Emblem
  • Look at the box on the wall; Take the Clue
  • Go into the hall­way
  • Click on the frame on the stair wall; Take Liv­ing Room Key
  • Go towards the kitchen; Take the Map off the wall and flip the light switch …ehhh
  • Go back; Use Liv­ing Room Key on the door, and go inside

Glitch: Game is a bit glitchy here. I was try­ing to click on the writ­ing on the wall, but it was send­ing me back­wards to the front door. Touch­screen options were fine, but not the cur­sor nav­i­ga­tion… I think I remem­ber run­ning into the same issue when I first played the game and it was super annoy­ing. That has­n’t changed.

  • Take Planks from the floor
  • Take Mail­man Fig­urine from the couch
  • Look at the Sta­t­ic

Static Puzzle #1

  • Look at the pack­age; Take Archae­o­log­i­cal Brush and Sieve
  • Take Screw­driv­er
  • Look at the burlap sack (that looks creep­i­ly like a face); Use Archae­o­log­i­cal Brush; Take Ham­mer (it was a face, after all)
  • Use Ham­mer on the aquar­i­um glass; Take Hand­ker­chief
  • Use Hand­ker­chief, Ham­mer, then Sieve on the glass bot­tle
  • Use Screws and Screw­driv­er on the cab­i­net han­dle
  • Open it for Key; Use it on the chest in the aquar­i­um
  • Get Ruler

  • Use Ruler on the locked floor cab­i­net next to the TV
  • Take Box Cut­ter and Fuse
  • Go back into the hall­way and towards the kitchen
  • Use Fuse in the fuse box below the switch

Fusebox Puzzle

Fig­ure out the right com­bi­na­tion of but­tons to turn all the fus­es on at once

Solu­tion (Click to Open)

Answer: Up, Up, Down, Down

  • Flip the light switch (…and there was light!)
  • Look at the base­ment door; Take Planks; Click on the answer­ing machine
  • Go back and into the kitchen
  • Look at the refrig­er­a­tor; Click on the mag­nets for a Clue; Use Box Cut­ter on the han­dle; Take Black­light Bulb from inside the egg car­ton
  • Back out, and look at the table; Take Pen­cil
  • Look at the counter; Take Planks from the floor, Rub­ber Gloves from under the sink, and Snake Emblem from the draw­er
  • Check out the area beyond the table
  • Look at the cup­board; Take Planks from the cor­ner, Nails from the cup­board, and Clue on the wall
  • Go back to the liv­ing room
  • Look at the TV; Take the Clue; Use Rub­ber Gloves to get Ham­mer
  • Go back out to the stairs and use Planks, Nails, and Ham­mer
  • Go upstairs
  • Take Snake Emblem and Clue x2 from the floor
  • Go into the open room
  • Click on the gold box on the ground; Use Eye Emblem; Get Flash­light
  • Go out onto the bal­cony; Remove the red cloth; Use Snake Emblem x2

Snake Emblem Puzzle

Swap and rotate the pieces to open the box

Solu­tion (Click to open)

If:

12

34

Then:

21

43

  • Open the box for Bat­tery
  • Look at the barred win­dow to the right of the box; Take Pli­ers
  • Go way back to the front door; Use Pli­ers on the wood­en box on the wall
  • Take Sponge
  • Head towards the kitchen, but before going in, use Black­light Bulb and Bat­tery on the con­struc­tion lamp
  • Note the wall
  • Go into the kitchen; Use Sponge on sink
  • Use Wet Sponge on the dirty cup­board glass beyond the table
  • Look at the clue
  • Go to the mud­room one room over

Mudroom Cabinet Lock Puzzle

Using the clue from ear­li­er, open the pad­lock

Solu­tion (Click to open)

Code: 1723

  • Take Clock­hand
  • Go back upstairs to the bed­room; Look at the desk

Locked Desk Puzzle

Using the clue from ear­li­er, open the lock

Solu­tion (Click to open)

Answer: 34521

  • This opens up some sta­t­ic

Static Puzzle #2

  • Take Nail File and Enve­lope
  • Use Nail File under the car
  • Take Weight, then use it on the scale
  • Take Match­es
  • Click on the desk hinge to the right; Take Bot­tle Open­er; Use it on the bot­tle
  • Use Enve­lope then Match­es on the met­al plate to the left
  • Use Bot­tle of Water on the smol­der­ing plate
  • Take Key; Use it on the draw­er
  • Take Bell; Use it on the clock
  • Take Scis­sors; Use it on the rope in the draw­er
  • Get Rope (I thought she said she only need­ed a piece of it…)

  • Go way back to the front door; Use Rope on the floor of the left wall
  • Go back to the kitchen; Use Broom on the refrig­er­a­tor
  • Take Screw­driv­er to the mud­room
  • Use it first on the vac­u­um in the cab­i­net for a Car­riage; Then use it on the door lock
  • Go out­side
  • Take Shears on the ground and Lighter Flu­id on the bench
  • Use Piece of Draw­ing on the table

Deck Drawing Puzzle

Place the pieces to com­plete the pic­ture

Solu­tion (Click to open)
  • Get a Clue for your trou­ble
  • Go out into the back­yard
  • Use Flash­light in front of the well; Take Clock Key
  • Look at the well
  • Take Clue and Binoc­u­lars
  • Go back to the room upstairs
  • Use Shears on the plant in the cor­ner twice
  • Take Young Hol­ly Fig­urine and Well Han­dle
  • Go out onto the bal­cony; Use Binoc­u­lars; Note the clue
  • Go back to the liv­ing room; Use Clock Key and Clock Hand on the clock
  • Take Wrench
  • Click on the clock and it will auto­mat­i­cal­ly set itself (Phew! Thought they’d make me do it…)
  • Open the clock door, take Skull
  • Head back up to the bal­cony and use Wrench on the win­dow to get inside
  • Ah. A bath­room
  • Unplug the cord next to the tub (who puts a sock­et next to a bath tub???)
  • Take Stain Remover from the floor
  • Look on top of the sink; Take Clue; Use Lighter Flu­id on the Lighter
  • Use Car­riage on the box

Bathroom Box Puzzle

Using the clue from ear­li­er, open the box

Solu­tion (Click to open)

Answer: Moon (5), Stars (3121), Car­riage (5)

  • Take Scary Medal­lion (Not sure what’s so scary about a star…)
  • Click on the sta­t­ic

Static Puzzle #3

  • Take Put­ty Knife, Mag­net, Match­es, Can­dle, and Sink Plug
  • Use Put­ty Knife on the soap dish to get Soap
  • Open the big cab­i­net door; Click on hand­print
  • Use Can­dle and Match­es
  • Take Tape; Use it on the upper right pipe
  • Turn the 2 water valves; Move the 2 bot­tles on the low­er left; Take Faucet Han­dle
  • Use Sink Plug and Faucet Han­dle on the sink
  • Turn on the water; Use Soap
  • Use Mag­net to get Razor Blade; Use it on the rope tying the small cab­i­net door
  • Take Tweez­ers

  • Head through the door to the right of the bath­tub
  • Take Anti-rust Spray
  • Pull back the blan­kets on the bed; Take Safe Key and Clue; Get Young Heather Fig­urine
  • Go to the upstairs room; Knock over the paint­ing in the back; Use Safe Key to open it
  • Take Skull; Use Pen­cil
  • Go out to the well; Use Tweez­ers; Get Ring
  • In the mud­room, look at the blood stain on the floor
  • Take the Clue; Use Stain Remover; Get Tooth
  • Back at the cup­board, use Anti-rust Spray; Get Hairdry­er Man­u­al
  • Use Scary Medal­lion on the door­knob: Go inside
  • Take Clue and Can Open­er from behind the cur­tain
  • Use Lighter on the big can­dle; Take Clubs Emblem (how long was she stand­ing there for the can­dle to melt ful­ly???)
  • Go to the liv­ing room; Use Clubs Emblem on the clock
  • Take Hand Rake out to the porch; Use it on the stairs for Fig­urine Hand
  • Head into the bath­room; Use Hairdry­er Man­u­al on the hairdry­er in the tub

Hairdryer Puzzle

Using the instruc­tions, put the tool back into work­ing con­di­tion

Solu­tion (Click to open)
  • Go to the mud­room; Use Hairdry­er on the freez­er; Take Buck­et
  • Back up to the kitchen; Use Can Open­er on the rusty can on counter; Get Plas­tic Bags
  • Use Fig­urine Hand on the box on the table

Kitchen Box Puzzle

Ori­ent the fig­urine to open the box accord­ing to the clue from ear­li­er (Or just skip it. The con­trols are annoy­ing)

Solu­tion (Click to open)
  • Get Glass­es
  • Go back to the well; Use Buck­et and Well Han­dle; Get Pen­dant
  • Go to the bed­room; Use Plas­tic Bags in front of hole
  • OKAY!! Now go to the creepy room with the knives
  • Use Pen­dant, Glass­es, Ring, Tooth, and Lock of Hair on the pen­ta­gram in their respec­tive spots

Note: I won­der if they light­ened the graph­ics. I remem­ber the game being dark­er in col­or…

  • Look at the knives

Knife Hidden Object Puzzle

Find all 8 Keys

Solu­tion (Click to open)
  • Here we go! Go to the heav­i­ly barred base­ment door
  • Use Keys 4 times
  • Go down
  • Watch the scene
  • Use Lighter on the 2 can­dles
  • Use Lighter on the dark­ness

Act 2

Childhood House

  • Go towards the house, then click on the car area
  • Take Detec­tive Fig­urine from the tree
  • Go towards the back of the house
  • Take Shears from the ceme­tery
  • Go to the front of the house; Use Shears on the rose bush
  • Take Keys and Rose
  • Use Keys on the car trunk

Static Puzzle #4

  • Find Screw­drivers x4 and Shot­gun Shells x6
  • Use 4 Screw­drivers on the first-aid box; Take Drill Bit and Shot­gun Shells x1 inside
  • Use Drill Bit on Drill; Use Drill on the locked mid­dle pan­el
  • Take Shot­gun Shell x1

  • Get Shot­gun Shells
  • Go to the porch; Take the Clue; Use Shot­gun Shells on the shot­gun for Loaded Shot­gun
  • Go past the car; Use Loaded Shot­gun on the bar­rels of water (All those shells and you get rid of the gun after one shot? WHY!?!?!)
  • Open the door; Go inside

Ahh. I remem­ber this place now. I recall being real­ly frus­trat­ed by this lev­el with all the back and forth and con­fu­sion. For some rea­son, I remem­ber that the hint sys­tem just was­n’t very good? Some­thing like that. This was before I start­ed writ­ing my own game guides and had a very dif­fi­cult time find­ing one. Good times.

  • Take the Clue from in front of the red thing
  • Look at the upper left cab­i­net

Kitchen Cabinet Puzzle

Move the items aside to get to what’s behind them

Solu­tion (Click to open)
  • Get Mail­box Emblem
  • Go through the door to the din­ing room
  • Go left into the entrance­way; Take Gas Lever from the mur­al
  • Go upstairs; Take Nuts and Mosa­ic Piece
  • Look at the pile on the floor

Upstairs Junk Pile Puzzle

Remove the pieces to get to the bot­tom

Solu­tion (Click to open)
  • Take Crow­bar
  • Go back down and straight ahead to a Sit­ting Room; Take Slot­ted Spoon, Grand­moth­er’s Key, and Clue
  • Go for­ward into the Kids’ Room; Take Green Paint and Clue

Static Puzzle #5

  • Take Nee­dle, String (on the left door), and Post­card x2
  • Use Post­card x2 on the book
  • Take Key; Use it on the vio­lin case
  • Use String on Vio­lin and put it in the case
  • Take Toy Head; Use it and Nee­dle on the head­less toy
  • Take Bow; Put it in the case
  • Use Chalk
  • Play tic-tac-toe; Win.

  • Get Rope Lad­der
  • Go through the door into the Bath­room
  • Take C. Laudius Fig­urine
  • Look at the wall shelf

Bathroom Shelf Matching Puzzle

Match the bot­tles

Solu­tion (Click to open)
  • Get Oil
  • Look at the green nut­crack­er; Use Oil and Nuts
  • Take Heart Lock­et; Use it in the Entry­way on the mur­al
  • Take Remote Con­trol into the Din­ing Room; Use it on the TV

Well would you look at that…

  • Take Knife from the table and Clue from the books
  • Go back to the Kitchen; Use Crow­bar on the locked cab­i­net; Take Gas Burn­er
  • Go back to the Front of the House; Use Crow­bar on the loose paver
  • Take Ham­mer
  • Go onto the porch; Use Gas Burn­er, Crow­bar, then Rope Lad­der on the chain
  • While we’re out here… back all the way out and click on the mail­box
  • Use Mail­box Emblem; Take Music Box Key and Clue

I actu­al­ly drew a com­ic about this part of the game way back when. She need­ed a hand rake to touch leaves in the first act, and now she won’t even reach her hand or use the slot­ted spoon she got ear­li­er into the pud­dle of water to reach the item that fell. Sil­ly! Would have saved tons of time

  • Go towards the shed; Take Weight from under the tree­house, then use Hooked Rope Lad­der
  • Take Pli­ers and Clue
  • Stop by the Ceme­tery; Use Pli­ers on cat sign for Cat Emblem
  • Go to the shed; Look at fuse box; Take Clue and Rail­road Piece
  • Use Grand­moth­er’s Key; Go inside
  • Take Clue from the makeshift bed
  • Look the desk; Take Oven Mitts
  • Use Mosa­ic Piece on box

Mosaic Box Shed Puzzle

Put the pieces into the cor­rect order

Solu­tion (Click to open)
  • Get Valve
  • Use Green Paint on easel

Colored Knight Painting

Col­or the paint­ing as dic­tat­ed by the ref­er­ence paper (I end­ed up skip­ping it because the con­trols are so bad!)

  • Place Paint­ing on the wall with the oth­ers. Whoop­sies!
  • Go to the Front of the House; Use Valve on the ground; Turn it
  • Go into the Kitchen; Use Oven Mitts on the oven; Use Slot­ted Spoon; Get Nails; Take Han­dle from the pot lid
  • Go to the Din­ing Room; Use Han­dle on the dish cov­er; Take Ceram­ic Eye
  • Take Nails back to the Shed; Use it and Ham­mer on the bro­ken frame
  • Put Repaired Frame on the wall (There’s a puz­zle here, but where’s the clue…)
  • Alright… Go to the Sit­ting Room; Go into Grand­moth­er’s Room
  • Take Clue from the bed, and Shov­el from the plant
  • Use Music Box Key

Music Box Memorization Puzzle

Tap the knights in the order they indi­cate

Solu­tion (Click to open)

Answer:

1: Green, Blue

2: Green, Red

3: Red, Blue, Red

4: Orange, Blue, Red, Blue

  • Note the pos­es of knights
  • Go back to the Shed

Knight Picture Puzzle

Place the pic­tures in order in accor­dance to the pri­or clue

Solu­tion (Click to open)

Answer:

If: 1234, then: 3412

  • Take Let­ters from under the sofa
  • Go back to Grand­moth­er’s Room
  • Use Rose, Lighter, and Let­ters on the shelf above the bed
  • Click on the sta­t­ic under the bed

Static Puzzle #6

  • Find 8 Keys
  • Open the cir­cu­lar con­tain­er and take Hair­pin; Use it on the upper left jew­el­ry box
  • Take Keys x2 and Razor Blade; Use Razor Blade on the right com­part­ment of the jew­el­ry box
  • Take the last Key

  • Get Glove Com­part­ment Key
  • Go back to the car; Use Keys on the car door; Take Clue
  • Use Glove Com­part­ment Key on the glove com­part­ment
  • Take Put­ty
  • Go to the ceme­tery; Use Shov­el on the only undug grave; Take Bowl
  • Bring Bowl to the kitchen and use it on the sink, then on the ground where it says “Cheshire”
  • Go up to the Bath­room; Use Put­ty on the bath­tub; Turn on the water
  • Look on the wall; Take Fish Emblem (Note: I tried to tap on it and use items and then some­how it even­tu­al­ly end­ed up in my inven­to­ry…)
  • Go upstairs; Use Knife on the wall for Bird Emblem
  • Look at the big door; Use Bird Emblem, Cat Emblem, and Fish Emblem
  • Go in

Forbidden Floor

  • Take Bish­op Piece and Rake
  • Go into Play­room; Take Bro­ken Ele­phant
  • Look at the doll being tor­tured; Take Elec­tri­cal Tape and Clue; Remove the tape; Take the Bat­tery and Spike
  • Look at the train; Use Rail­road Piece

Train Set Puzzle

Set up the train set

Solu­tion (Click to open)
  • Back­track all the way to the mail­box; Use Rake on leaves; Take Skull
  • Go to the Shed; Use Elec­tri­cal Tape and Knife on grinder
  • Go to the car door; Use Knife on the front seat
  • Take Bat­tery
  • Click on the new sta­t­ic in the trunk

Static Puzzle #7

  • Take Hack­saw Blade and Rub­ber Glove
  • Use Rub­ber Glove on tire; Get Rag
  • Use Rag on sol­vent in first aid kit; Use Wet Rag on the back wall
  • Click on the suit­case twice; Take Hack­saw Screw
  • Use Hack­saw Blade on Hack­saw; Use it on the chain

  • Get Winch
  • Go to the Kids’ Room; Use Bat­tery x2 on the doll­house; Take Train Con­duc­tor
  • Click on the new sta­t­ic

Static Puzzle #8

  • Pick up scarf
  • Click on blue box
  • Solve puz­zle

  • Get Faucet Valve
  • Go back to the creepy Play­room; Use Train Con­duc­tor on train
  • Get Clue; Click on doll twice; Use Knife
  • Back out to the hall­way; Go into Moth­er’s Room
  • Take Clue, Dried Milk, Weight, and Dag­ger
  • Go to the Kitchen; Use Dried Milk on the water bowl on Cheshire’s mat
  • Take Yel­low Bird over to the Sit­ting Room; Use on cage; Take Game Han­dle
  • Go back to Moth­er’s Room; Use Game Han­dle on the green thing on the bed

Memory Game Puzzle

It’s a mem­o­ry game

Solu­tion (Click to open)

Hope this helps

Omm­mggg why is this lev­el so loooonnnngggg???

  • Get Clue; Use the hint on wall safe (1984)
  • Take First Tapes and Fish Hook
  • Go Shed; Use First Tapes in tape play­er on desk
  • Take Tree­house Key
  • Go to Tree­house; Use Tree­house Key
  • Take Clue; Click on the rope;
  • Take Mon­key Wrench; Use Weight x2 on the thing (to clear up this over­loaded inven­to­ry!!)
  • Look at the lamp; Take Moth­er Fig­urine
  • Use Pli­ers on the wall; Take Fire Emblem
  • Click on the sta­t­ic

Static Puzzle #9

  • Take Dart; Use on dart­board
  • Take Pro­peller; Use on air­plane
  • Take Light­bulb; Use on lamp
  • Take Sail; Use on boat; Click on fan
  • Take Key; Use on chest
  • Take Emblem; Use on box

  • Get Shell Emblem
  • Go to the Kitchen; Use Fire Emblem; Take Fire Hose
  • Go to the car; Use Mon­key Wrench on the house pipe; Take Skull
  • Go to the Bath­room; Use the Shell Emblem on the cab­i­net; Take Sol­vent and Clue
  • Go to the Sit­ting Room; Use Sol­vent on the floor; Take Weight
  • Go towards the tree­house; Attach the rope to the red thing in the cel­lar steps
  • Go up the Tree­house; Use Weight on the floor; Click on the unit
  • Go down; Go in the cel­lar door
  • Take the Clue, Fish­ing Line, and Hack­saw
  • Use Faucet Han­dle and Fire Hose on the wall
  • Go to the Sit­ting Room; Click on fish­ing pole; Use Fish­ing Line and Hook; Get Fish­ing Pole
  • Go to the well; Use Fish­ing Pole; Take Cis­tern Wheel
  • Go to the Cel­lar; Use Cis­tern Wheel on the cis­tern; Click on the cis­tern
  • Go through the hole

Act 3

Catacombs

  • Take Scoop
  • Look at the gar­goyle; Take Clue and Light­bulb
  • Take Real Estate Agent Fig­urine
  • Use Spike and Ham­mer on the creepy grave­stone; Take Skull
  • Look at the far grave­stones; Use Lighter on can­dle; Use Ceram­ic (which is it? ceram­ic or glass??) Eye; Take Chest Key
  • Look at the far wall; Take the Clue from the pil­lar; Use Winch on hang­ing chain; Take Corkscrew
  • Go to Sit­ting Room; Use Scoop for Glue Pow­der
  • Go to Entry­way; Use Chest Key; Take Sieve
  • Go to Tree­house; Use Corkscrew; Get Cork; Take Skull
  • Go to Cel­lar; Look at work­table; Use Bro­ken Ele­phant, Gas Lever, Glue Pow­der, and Lighter; Take Liq­uid Glue and use it on ele­phant pieces; Get Ele­phant with Glue; Use it on the vise; Get Repaired Ele­phant
  • Go to Din­ing Room; Use Repaired Ele­phant on the man­tle; Take Dic­tio­nary
  • Go to Cat­a­comb entrance; Use Sieve on gar­goyle; Get Skull
  • Look at the back wall; Use Skull x 7

Skull Door Puzzle

Part 1: Press the skulls in the cor­rect order to open the door

Part 2: Input the cor­rect com­bi­na­tion from tomb­stone clues

Solu­tion (Click to open)

Answer: Left, Left, Right, Right, Left, Left, Right

  • Go down; Take Wrench and Grand­fa­ther’s Key
  • Go left; Take Clue; Look at the sta­t­ic

Static Puzzle #10

  • Take Lamp Plate
  • Move ship; Take Lamp Plate
  • Take Can­dle, Ham­mer Han­dle, and Match­es
  • Open bas­ket; Take Lamp Plate
  • Use Ham­mer Han­dle on ham­mer head; Get Ham­mer
  • Use Can­dle, Match­es, and Lamp Plate x3 on the lantern
  • Use Ham­mer on 3 walls where light shines; Take Blue, Turquoise, and Pink Crys­tals; Use them in the pil­lars
  • Lift the stone; Take Archae­o­log­i­cal Brush

  • Go back out­side the Cel­lar door; Use Archae­o­log­i­cal Brush on dirt; take Cab­i­net Knob (why exact­ly do you need a brush for this? Just use your hands!!)
  • Go into the Cel­lar; Use Grand­fa­ther’s Key on the locked cab­i­net; Take Grand­fa­ther Fig­urine and Glass
  • I missed Grand­moth­er Fig­urine next to the desk ear­li­er
  • Go to the Kitchen; Use Glass on sink; Get Glass of Water
  • Go to Grand­moth­er’s Room; Look at the sta­t­ic (Because some­how, you’re sup­posed to know to go there??)

Static Puzzle #11

  • Look at book; Take Half of Scis­sors
  • Look at blue zip pouch; Use Half of Scis­sors
  • Move Jeans; Take Wire Cut­ters
  • Move yarn nee­dles; Use Scis­sors; Take Key
  • Use Key and Wire Cut­ters on red box

  • Get Dumb­bell
  • Use Cab­i­net Knob on draw­er; Take Fuse
  • Use Wrench on wall Cross
  • Go out­side the Shed; Use Fuse on fuse box; Flip the switch
  • Go to the well; Use Dumb­bell
  • Go to the Tree­house; Use Light­bulb on light hous­ing; Note the sym­bol
  • Look at the sta­t­ic

Static Puzzle #11

  • Take Saw and Shov­el
  • Use Saw on Russ­ian doll; Take An 8 Chip
  • Look in chest; Use Shov­el; Take A 4 Chip; Take A 2 Chip from the wall
  • Use An 8 Chip, A 4 Chip, and a 2 Chip on the shelf
  • Solve the clas­sic slide num­ber puz­zle

  • Get Demag­ne­tized Arrow
  • Go to Cel­lar; Use Demag­ne­tized Arrow on wall mag­net
  • Go to Cham­ber Under Well; Use Hack­saw on sword; Get King Piece
  • Use Cross and Dic­tio­nary on stat­ue (…so… what hap­pened…?). Oh. A Clue
  • Look at the sta­t­ic

Static Puzzle #12

  • Take Knife
  • Click on all 4 gems in the pil­lars until the lamp lights them up
  • Open book; Take Lamp Plate x4; Use on lamp (…did the old ones break…?)
  • Use Knife on drum; Take Key; Use on chest
  • Get Gems; Use on shield
  • Take Record; Use on record play­er

  • Take Gears
  • Go to Com­pass Room; Click 3 times on cab­i­net lock; Use Gears

Compass Room Cabinet Puzzle

Slide pieces to move the latch into the slot

Solu­tion (Click to open)
  • Take Queen Piece
  • Go to Cel­lar; Use Cork, Glass of Water, Mag­ne­tized Arrow on desk; Click to get Com­pass
  • Go to Com­pass Room; Click on wall disc

Compass Room Wall Puzzle

Using the clue from the tree­house lamp, solve the puz­zle

Solu­tion (Click to open)
  • Take Mace; Go back to cat­a­comb entrance; Use it on the grave stat­ue’s mask; Take Knight Piece
  • Go back to Com­pass Room; Use all 4 Chess Pieces and Com­pass on every pil­lar, lin­ing up the arrow with the red arrow; Take Dark Dahlia Fig­urine from the Bish­op arm
  • Take Clue if you haven’t

Compass Room Chess Puzzle

Using clues from ear­li­er, set the prop­er direc­tion for each chess piece in accor­dance with the com­pass (Hint: com­pass­es point north)

Solu­tion (Click to open)

Solu­tion:

Bish­op: East

Knight: North

Queen: West

King: South-East

Not quite under­stand­ing why the king is point­ed south­east, but what­ev­er

Queen
King
Knight
Bish­op
  • Take Adult Hol­ly Fig­urine and Third Tape
  • Go to Shed; Use Third Tape in the play­er

GAME OVER!

To be con­tin­ued…

Bonus Chapter

Note: While the main game defaults to Reg­u­lar (advanced) dif­fi­cul­ty for puz­zles, the bonus chap­ter defaults to Easy

Asylum Entrance

  • Click any­where
  • Look at the sta­t­ic

Bonus Chapter Static Puzzle #1

  • Click on the sign
  • Click on the right side rod 3x; Take the Met­al Rod
  • Use Met­al Rod on Key
  • Use Key on lock
  • Click on papers; Take Straight Razor; Use it on the box

  • Get Tweez­ers
  • Go left into the Pro­jec­tor Room; Take Glass, Diode, and Clue
  • Go across to the Hall­way; Take Cup­board Door
  • Look at the door lock; Use Dag­ger
  • Look at the ground; Take Springs x6; Use Tweez­ers for Springs x2
  • Look at the door lock; Use Springs

Hallway Door Lock Puzzle

Move the springs so that the cir­cles line up

Solu­tion (Click to open)

I only slid the 1st and 2nd springs and they all lined up

  • Go into the Office
  • Look at the desk; Take Light­bulb; Move the papers for a Clue
  • Go towards the Ele­va­tor; Use Glass on water dis­penser
  • Go to Office; Use Glass of Water and Dag­ger on plant; Get Rose­bud
  • Go to Hall­way; Use Rose­bud on stat­ue; Take Dia­mond Ring
  • Go to Ele­va­tor, then down the Stairs; Use Dag­ger on the wall; Take Lock­er Dial; Use Light­bulb and Dag­ger on the elec­tri­cal box; Take Tape and Clue
  • Go to Entrance; Use Tape on bro­ken Broom
  • Go to Pro­jec­tor Room; Use Dia­mond Ring and Broom on glass
  • Go to Ele­va­tor; Go in Sur­veil­lance Room
  • Look at Clue in glass; Take Secu­ri­ty Enve­lope and Sec­re­tary Fig­urine
  • Use Dag­ger on cab­i­net; Take Elec­tric­i­ty Emblem, Bat­tery, and Clue
  • Go to Pro­jec­tor Room; Use Secu­ri­ty Enve­lope on the paper cut­ter; Get Secu­ri­ty Card; Look at met­al box on ground; Use Elec­tric­i­ty Emblem; Take Diode and Clue
  • Go to the Office; Use Secu­ri­ty Card on the cab­i­net; Take Bat­tery and Film Reel; Look at desk; Use Bat­tery x2 on Flash­light
  • Go to Stairs; Use Diode x2 on elec­tri­cal box

Electrical Box Diode Puzzle

Turn the diodes to cre­ate a path for elec­tric­i­ty

Solu­tion (Click to open)
  • Throw the switch
  • Go down; Use Flash­light and Cab­i­net Door; Go into Base­ment Secu­ri­ty Room
  • Look at the sta­t­ic

Bonus Chapter Static Puzzle #2

  • Take Scis­sors
  • Turn on all mon­i­tors
  • Click on both adjuster box­es until the switch­es are all north
  • Use Scis­sors on plas­tic enve­lope

  • Get Mas­ter Key
  • Go back to the Base­ment Hall­way; Take Axe
  • Go to Entrance; Use Axe on fire box; Take Match­es
  • Look at the sta­t­ic

Bonus Chapter Static Puzzle #3

  • Take Gloves
  • Move papers in front; Take Lock­pick;
  • Use Lock­pick on locked brief­case; Take Wire Cut­ters
  • Look at files to the right of brief­case; Take Ham­mer
  • Remove brown cloth; Use Wire Cut­ters
  • Use Ham­mer and Gloves

  • Get Fire Iron
  • Go to Office; Use Axe on roots; Take Fire­wood; Use Mas­ter Key on door
  • Go into Inner Office; Take Faucet Han­dle, Oil, and Clue x2; Turn on com­put­er; Read email; Use Tweez­ers on floor; Get Ruby;
  • Look at fire­place; Use Fire­wood and Match­es
  • Look at far right cor­ner of room; Flip the switch
  • Go to Hall­way; Use Oil on first aid box; Take Wrench and Clue
  • Go to Base­ment Secu­ri­ty Room; Use Faucet Han­dle on sink
  • Go to Base­ment Hall­way; Use Fire Iron on the box on floor; Use Tape on cable
  • Go to Stairs; Flip switch in elec­tri­cal box (Much bet­ter!)
  • Go to Base­ment Hall­way; Take Purse and Clue from jack­et; Take Dial from floor box
  • Look at lock­er; Take Clue and Man­ag­er Fig­urine
  • Go to Inner Office; Look com­put­er again; Poke around until you get an email from “William Scott”
  • Go to Base­ment Hall­way; Look at lock­er; Use Dial x2

Basement Locker Dial Puzzle

Using the clues, solve to open the lock­er

Clues:

  • Jack looks away from every­one and he will nev­er turn again
  • Chris looks direct­ly at him
  • A cou­ple look at each oth­er
  • Two look at Chris
  • Half the group is look­ing to the right
Solu­tion (Click to open)

Answer:

  • Open lock­er; Take Nip­pers
  • Go into Base­ment Secu­ri­ty Room; Use Nip­pers on med­i­cine cab­i­net (looks more like a TV to me); Take Safe Dial
  • Look at sta­t­ic

Bonus Chapter Static Puzzle #3

  • Move paper; Take Tape
  • Use Tape on fritz­ing wire
  • Take Blue Flop­py Disk; Move box, take Yel­low Flop­py Disk; Take Orange Disk
  • Look at num­bers on wall
  • Feed Flop­py Disks into prop­er screen, in accor­dance with wall clue
  • Take Red Disk (I’m not real­ly sure how I got this. Just poked around a lot); Place in cor­rect screen
  • Click on the adjuster box­es until num­bers show up on the screens

  • Take Bil­liards Ball
  • Go to Inner Office; Use Purse and Fire Iron on fire­place
  • Use both Ruby and Emer­ald on the deer head; Take Pro­jec­tor Key
  • Go to Pro­jec­tor Room; Use Pro­jec­tor Key and Pro­jec­tor Reel; Get Clue
  • Go to Inner Office; Look at com­put­er; Change user­name to Christo­pher Smith
  • Read emails; Get Clue
  • Go to Sur­veil­lance Room; Open safe with code (321)
  • Take Flop­py Disk (a tru­ly flop­py disk!)
  • Go to Inner Office; Use Flop­py Disk on com­put­er

Floppy Disk Footage Puzzle

Find dis­crep­an­cies between 2 images

Solu­tion (Click to open)
  • Go to Base­ment Hall­way; Look at door lock

Basement Hallway Door Lock Puzzle

Solve for door code using clue

Solu­tion (Click to open)

Answer: 5153

Rea­son­ing: “5” has 2 blood spots on it. The rest if tri­al and error

  • Go into Record­ing Room
  • Take Guard Fig­urine
  • Use Wrench on Switch Han­dle twice
  • Look at pipe; Click on it; Use Bil­liards Ball; Take Dial
  • Go to Sur­veil­lance Room; Use Switch Han­dle on wall; Flip it
  • Go to Inner Office; Use Dial x2 on desk draw­er

Desk Dial Lock Puzzle

Using pri­or clue, solve the code

Solu­tion (Click to open)

Remem­ber that code on desk? FINALLY, you can use it now

Answer: 5246

  • Take Hand and Clue
  • Go to Office; Use Hand in cab­i­net; Take P‑2501
  • Go to Record­ing Room; Use P‑2501 on the wall with wires

Recording Room Equal Number Puzzle

Flip the switch­es until the num­bers are equal on both sides

Solu­tion (Click to open)

Answer: 39

  • Go to the Ele­va­tor; Press the but­tons

Until the next game…



Read True Fear: For­sak­en Souls Part 2 (Under Con­struc­tion)

Read True Fear: For­sak­en Souls Part 3 — Act 1

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

writ­ten 7/21/25, updat­ed 7/27/25

Back to Video Game Guides

  • 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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