Icebound Secrets: The Frostwood Bane Written Walkthrough + Morphing Object Locations Game Guide (Nintendo Switch)

writ­ten 12/8/25, updat­ed 2/2/26

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  • Pub­lished: Lega­cy Games
  • Plat­form Played: Nin­ten­do Switch
  • Price: MSRP: $14.99
  • Rat­ed: E10 (Fan­ta­sy Vio­lence)
  • Genre: Adven­ture
  • Date Released: Novem­ber 14, 2025

This is a writ­ten walk­through for Ice­bound Secrets: The Frost­wood Bane played on the Nin­ten­do Switch. While there are some puz­zle solu­tions, I tend to skip puz­zles I don’t enjoy

Game Start

Watch intro cin­e­mat­ics

Tutorial: Part 1 — Arrival in Town

  • Inspect the car and take the Car Brush
  • Look at the pile on the ground, use the Car Brush, then take the Hotel Key
  • Back out and take the King Stained Glass Shard from the snow
  • Inspect the hotel door, read the note, then use the Hotel Key
  • Go inside
  • Inspect the fire­place and take the Pok­er
  • Inspect the win­dow, move the pot, then take the Coin
  • Read the paper
  • Inspect the desk, read the note, take the Pli­ers
  • Go back out to the entrance
  • Look at the gate and watch the cut scene
  • Inspect the gate lock, use the Pli­ers
  • Take the Chain Lock­et
  • Open your inven­to­ry, check out the Chain Lock­et, click on the paper­clip to undo it
  • Take the Yin Lock­et and Chain with Hook
  • Inspect the foun­tain basin, use the Pok­er, and take the Coin
  • Go back into the hotel
  • Look at the pile on the ground, use the Chain with Hook on the crack, then take the Cameo
  • Use the Chain with Hook again, and get a Coin
  • Back out at the entrance, look at the pile on the ground, and use the Cameo on the purse
  • Take the Lighter and Coin
  • Inspect the red machine next to the foun­tain
  • Use the Lighter, then Coin x4, get a Mag­a­zine and Gear
  • Back inside the hotel, use the Mag­a­zine, Lighter, then Pok­er in the fire­place
  • Get a Yang Lock­et
  • Inspect the win­dow, use the Yin Lock­et and Yang Lock­et on the box
  • Take the Gear, then watch the cutscene
  • Go back out­side

Oh no! Every­thing is extra frozen now! And the skull in the snow! Omi­nous!

  • Look at the pile on the ground and inspect the gate. It’s frozen sol­id
  • Go into the hotel, look at the fire­place, and use the Pok­er to get a Hot Pok­er
  • Use it out­side on the frozen gate lock
  • Use the Gear x3

Gate Lock Puzzle

Move the green locks and move the met­al pieces to unlock all 4 locks

I dis­like this type of puz­zle, the con­trols are ter­ri­ble, and it does­n’t make sense. SKIPPED!

  • Talk to the female and take the prof­fered Small Knife
  • Take the Skele­ton Stained Glass Shard from above the door on the east
  • Inspect the lad­der
  • Inspect the space between the build­ings; Take the Fence Rods and Coin
  • Use the Fence Rods on the bro­ken lad­der
  • Go up

Hidden Object Puzzle — Bedroom

  • Go back to the town entrance, and use the Small Knife on the Hose in the foun­tain
  • Inspect the pile on the ground, and use the Small Knife on the suit­case
  • Take the Square Tile, Douche (Bulb Syringe), and Coin
  • Inside the hotel, use the Square Tile on the large armoire
  • Solve the mini puz­zle
  • Take the Boots, Can­is­ter, Fur Coat, and Coin x2
  • Back out­side, inspect the car
  • Open the gas door, unscrew the cap, use the Can­is­ter, Hose, then Douche
  • Take the Gas
  • Com­bine Lighter + Can­is­ter + Douche
  • Use the Coin x4 on the red machine for a Med­ical Jour­nal
  • Back at the fire bar­rel, use the Fire­wood Bun­dle, Med­ical Jour­nal, Lighter, then Gas
  • Take the Knit­ting Nee­dles back to the town entrance and use them on the Gloves in the pile on the ground
  • Take the Tapes­try Tas­sel back into the hotel and use it on the tapes­try

Number Balance Puzzle

Move the num­bers so that none repeat in num­ber or col­or

I tried real­ly hard for a long time and could­n’t fig­ure it out. SKIPPED!

  • You get an Emer­ald and the last of the Warm Clothes
  • Go back and give the Warm Clothes the needy girl
  • You learn her name is Chris­tine, and she gives you the Phar­ma­cist’s Key
  • Use it on the west­ern build­ing, then go in
  • …or try to. You’re blocked by ice
  • Go over to the space behind Chris­tine and take the “Crow­bar” which is just a bro­ken part of the met­al land­scape bar­ri­er
  • Bring it over to the phar­ma­cist build­ing and use it on the ice block­ing the door
  • Great. Now you can go inside
  • Inspect the bro­ken floor, to get a Nail Puller and Plank
  • Inspect the green cab­i­net, read the note, and take the Fever Pill
  • Inspect the counter, use the Med­ical Jour­nal, then look at it
  • Go back to the hotel, look the at win­dow, and take the Mint Leaves
  • Inspect the armoire and use the Nail Puller on the back for Planks x3
  • At the town entrance, use the Nail Puller on the wood­en sign in the foun­tain for Planks x2
  • Go to where Chris­tine is, look at the scaf­fold­ing, and use the Planks x6

Scaffolding Puzzle

Move the pieces of wood around to make a path. Three times.

Found it too dif­fi­cult, so I SKIPPED!

  • Inspect the gar­goyle above the scaf­fold­ing, and take the Gin­ger
  • Go to the phar­ma­cy and inspect the counter
  • Use the Lighter, Fever Pill, and Mint Leaves
  • Use the Gin­ger, then Small Knife
  • Click on the ingre­di­ents to add them
  • Take the Decoc­tion (def. method of extrac­tion usu­al­ly in herbal med­i­cine by boil­ing to dis­solve chem­i­cals of the mate­r­i­al)
  • Give it to Chris­tine who gives you a List and Amulet Bagel (looks more like a pret­zel to me…)
  • Use the Amulet Bagel on the east­ern door

Vehicle Puzzle

Move the vehi­cles until they rest in the appro­pri­ate­ly col­ored cir­cle

  • Go inside
  • Look at the dis­play case, and click on the snow on the low­er left por­tion of the glass until you get a Ruby
  • Inspect the bro­ken shelf, take the Screw­driv­er
  • Inspect the green box, take the Can­dle
  • Look at the bro­ken stool
  • Go back to the town entrance, look at the pile on the ground, and use the Screw­driv­er for Screws and a Wheel
  • Go to the gar­goyle above the scaf­fold­ing, and use the Emer­ald and Ruby
  • Take the Pro­vi­sions Lock­et and Christine’s Back­pack
  • Use the Can­dle on the fire bar­rel
  • Go into the phar­ma­cy and use the Burn­ing Can­dle on the green cab­i­net
  • Take the First-Aid Kit
  • In the store, use the Pro­vi­sions Lock­et on the green box
  • Take the Crack­ers and Stale Cheese
  • Use the Wheel, Screws, and Screw­driv­er on the bro­ken stool
  • Wheel it over to the shelf, then use the Stale Cheese
  • Take the Sling­shot and Cere­al x2
  • Use the Sling­shot on the bro­ken shelf
  • Take the Water Bot­tle and Canned Food x3
  • Com­bine List + Back­pack + Cere­als + Canned Food + Water bot­tle + Crack­ers + First-Aid Kit = Sur­vivor’s Kit
  • Give it to Chris­tine

Welp…

Part 2: The Investigation Deepens

  • Inspect the crate and take the Bro­ken Snow­shoes, read the note, and take the Caduceus Amulet
  • Go into the phar­ma­cy and use the Caduceus Amulet on the green cab­i­net door
  • Take the Coal, Thick Nee­dle, and Twine
  • Back at the hotel, use the Coal on the pad of paper on the counter, and take the Book Code
  • Inspect the pile of books on the ground and move them aside to get Book Vol 1.
  • Use the Book Code on the box, and take the Amulet Snowflake and Leather Straps
  • Com­bine Bro­ken Snow­shoes + Thick Nee­dle + Twine + Leather Straps = Snow­shoes
  • Use them on the path next to the phar­ma­cy
  • Go for­wards deep­er into town
  • Click to watch a cutscene
  • Inspect the book on the ground near the win­dow for a dia­gram and a Glass Cut­ter
  • Take the King Stained Glass Shard from above the win­dow
  • Inspect the door to the library and click on the snow
  • Take the Round Glass
  • Go back­wards to the store and use the Glass Cut­ter on the dis­play case
  • Take the Glass and Tech­ni­cal Oil
  • Com­bine Glass + Round Glass + Glass Cut­ter = Glass Pieces
  • Go to the library door and use the Tech­ni­cal Oil then Glass Pieces

Library Door Puzzle

Refer­ring to the dia­gram from before, solve the puz­zle

  • You’re in!
  • Use the Sur­vivor’s Kit on the man who gives you a Fire Hatch­et
  • Look at the door to the left, take the Torch
  • Look at the stove, take the Hook
  • Look at the book­shelf to the right, take the Suit­case But­ton
  • Go back to the hotel, inspect the phone, and click on the phone’s Wire (cord) until you take it
  • Go back to the fire bar­rel and use the Torch to get a Lit Torch
  • Look at the box behind the fire bar­rel, and use the Fire Hatch­et on the side of it
  • Take the Fire­wood
  • Go to the Phar­ma­cy, use the Fire Hatch­et on the hole in the ground
  • Take the Wood Chips, pull the suit­case out with the Hook, then use the Suit­case But­ton
  • Take Book Vol 2
  • Go to the square in front of the library
  • Use the Fire Hatch­et on the store win­dow
  • Take the Fire­wood
  • Go into to the library and use Book Vol 1 & 2 on the book­case to the right
  • Take the Oven Code, read the let­ter, and take the Tree of Life Amulet
  • Use the Oven Code on the stove
  • Solve the minipuz­zle

Some of the detail is fad­ed over time. In my sec­ond playthrough, dif­fer­ent discs were fad­ed, not the same as this image below

  • Use the Fire­wood, Wood­chips, then Torch in the stove
  • Get the Elec­tric Pan­el Key from the man
  • Use it on the box next to the door, take the File
  • Back out to the square, and use the File under the stairs for a Light­ning Amulet
  • Go back to the store
  • Use the Light­ning Amulet on the work­bag for a Wheel Key (Tire Iron), Coin, and Fus­es
  • Go back to the Library
  • Use the Wire and Fus­es on the elec­tri­cal box
  • Take and use the Librar­i­an’s Key (this man is start­ing to get on my nerves. Why not give me all the tools I need right away instead of piece­meal? Clear­ly just using me to do work he could do him­self…)
  • Use the Torch and go inside

Library Maze Puzzle

This is real­ly straight for­ward and easy. All you do is go through, look for items, then use them. There’s no way to fail.

I was going to go through the maze but acci­den­tal­ly hit the skip but­ton. Oh well. Like I said, it’s real­ly easy.

  • Give the man the Book of Leg­ends
  • Take the Tree of Dark­ness Amulet
  • Go up the stairs and use the Light and Dark Amulets on the book
  • Take the Ruby Hair­pin
  • Use it on the red tool­box in the store win­dow near the car for a Jack and Machine Screws (which look like lug nuts)
  • Use the Jack on the red car
  • Go back to the Town Entrance
  • Use the Jack, Oil, and Wheel Key on the green car (I’m hon­est­ly not sure this would work as well as it looks in this game)
  • Take the Car Wheel and use it on the red car, fol­lowed by the Machine Screws, Oil, and Wheel Key

Part 3: The Seer

  • Click on the house ahead
  • Take the Skele­ton Stained Glass Shard from the trash­can in front of the store
  • Take the Wood Pat­tern from the win­dow sill of the store
  • Inspect the bicy­cle and take the Rope from the bas­ket
  • Inspect the man­nequin in the snow and click twice to remove the snow
  • Take the Librar­i­an’s Ring
  • Inspect the mail­box and poke the white raven to make it drop the Raven Medal­lion
  • Go back to the libary
  • Inspect the desk and use the Wood Pat­tern on the box
  • Take the Dove Medal­lion and Librar­i­an’s Ring
  • Go out­side of the library, and use both the Raven and Dove Medal­lions on the bag beneath the stairs
  • Take the Crack­er, Mag­net, and Incense Stick
  • Com­bine Mag­net + Rope = Mag­net on Rope
  • Back in front of the seer’s house, use it on the bro­ken win­dow to get the Ice Ax (ice pick)
  • You’ve prob­a­bly already guessed you need to use it on the seer’s house door (click 3x)
  • Use the Ruby Pin to break into the house

What in the… Ah. I guess she’s the real deal?

  • Click on the win­dow to open it and ven­ti­late the room
  • Take the Aro­ma Stand and Coin from the draw­ers
  • Take the Iron But­ton from the man­tel
  • Take the Gold­en Mail Horn and Match­es from the table
  • Head back to the phar­ma­cy and use the Iron But­ton on the first aid kit in the cab­i­net
  • Take the Ammo­nia and Coin
  • Before going back, vis­it the Town Entrance and use the Coin (x4) on the red machine for a Lizard Amulet and Misty’s Jour­nal
  • Inside the seer’s house, use the Lizard Amulet on the green box for a Half Amulet Owl and Runes
  • Use the Ammo­nia on the seer

Watch the weird cutscene where you dri­ve her to the library in the truck only for her to ran­dom­ly appear from behind the stove?

  • The man gives you a Sil­ver Mail Horn (again, why not just give me use­ful things right away? He’s def­i­nite­ly manip­u­la­tive…)
  • Back in front of the seer’s house, use the Crack­er on the white raven, then the Sil­ver and Gold­en Mail Horn on the mail­box
  • Take the Pack­age, inspect it in the inven­to­ry, then open it, for a Librar­i­an’s Ring and Div­ina­tion Cards
  • Back in the library, go up to the stat­ue and use the Librar­i­an’s Ring x3

Statue Ring Puzzle

Place the rings in order using the clues under­neath

Solu­tion (Click to Expand)

Orange, Pur­ple, Blue, Red, Green

(Book, Owl, Feath­er, Gem, Sham­rock)

  • Get a Crys­tal Ball
  • Inspect the table with the seer. There is a cloth there telling you what to put and where
  • Place the Crys­tal Ball, Aro­ma Stand + Incense, Div­ina­tion Cards, and Runes
  • Use the Match­es on the incense

Divination Puzzle

Move the runes so that they cor­re­spond to the Tarot cards

  • Watch the cutscene, then give the seer Misty’s Jour­nal
  • She gives you the Lion’s Head which you need to use on the draw­ers in her house
  • Take the Aro­ma Oil and Town Map
  • Back out to the front of the seer’s house and use the Aro­ma Oil on the man­nequin in the snow
  • Take the Back­pack and Han­dle (foun­tain pen)
  • Back in the library, place the Town Map and Han­dle on the desk, so that the invis­i­ble seer some­how mag­i­cal­ly turns it into a Road Map (she’s miss­ing from my game dur­ing this)
  • Use the Road Map on the red truck out­side, then head for­ward to the Old Bridge
  • Take the King Stained Glass Shard from the stairs of the bridge
  • Take the Han­ker­chief([sic] hand­ker­chief is the cor­rect spelling) from the car
  • Take the Witch Fig­urine from in front of the tent
  • Inspect the red box on the ground
  • Note the puz­zle solu­tion in the urn
  • Use the Han­ker­chief on the bro­ken glass
  • Use the Sharp Glass on the tent ties

Hidden Object Puzzle — Tent

  • Get a Gas Cylin­der for your trou­ble
  • Inspect the door under the bridge for a Lion Ring
  • Go back to the front of the seer’s house
  • Use the Sharp Glass on the man­nequin’s vest for a Witch Fig­urine and a Cat’s Hat
  • Inside the seer’s house, use the Cat’s Hat on the cat on the man­tel for a Pick­lock Cane
  • Use the Pick­lock Cane then Lion Ring on the draw­er
  • Place the Witch Fig­urine x2

Witch Figurine Puzzle

Press the switch­es to move the witch­es into their cor­re­spond­ing col­ors

Sol­id SKIP on this puz­zle

  • Take the Red Crys­tal and Amulet Skis
  • Com­bine Back­pack + Amulet Skis
  • Take the Fur, then use the Gas Cylin­der
  • Use your new Gas Burn­er on the door under the bridge
  • Take the Pic­ture Frag­ment, then open the door
  • Go back to the seer’s house, look at the man­tel, and use the Pic­ture Frag­ment on the por­tait
  • Take the Paints
  • Back at the bridge loca­tion, use the Paints on the dif­fer­ent clear crys­tals (Car and Tool­box) to get the Green and Blue Crys­tals
  • Use the Red, Green, and Blue Crys­tals on the door

Crystal Light Puzzle

Refer­ring to the clue found ear­li­er in front of the red tool­box, solve the light puz­zle

  • Go inside
  • Take the Spear and Amulet Car from the fall­en thing
  • Take the Spat­u­la (Put­ty Knife/Scraper) from the winch
  • Take the Car Key from the lock­er
  • Back out at the bridge, use the Spear on the red lad­der
  • Go up
  • Take the Stool and Wrench
  • Use the Car Key on the trunk of the taxi
  • Take the Winch Lever and Amulet Car
  • Over at the red tool­box near the tent, use the Amulet Car x2
  • Take the Iron Han­dle and Screw Nut
  • Back inside the Mine Entrance, use the Iron Han­dle on the lock­er for a Winch Belt, Iron Cup, and a news arti­cle
  • Use the Winch Lever, Screw Nut, then Wrench on the winch, fol­lowed by the Winch Belt
  • Use the Stool on the ground under the hook on the ceil­ing, then click the rope on the winch
  • Click on the fall­en box thing, con­nect the clasp hook, then turn the winch han­dle
  • Click on the rub­bish pile

Rubbish Puzzle

Match iden­ti­cal pairs of items in the cor­rect order to solve the puz­zle

Solu­tion (Click to expand)

In Order:

Large Rub­ble

Black Rub­ble

Brown Jack­et

Sledge­ham­mer

Hatch­et

Black Hat

Bas­ket

Crys­tal

Black Cube

Shov­el

Long Rub­ble

Stool

Min­er’s Hel­met

Coal

Steel Beam

Buck­et

Bowls & Cups

Green Tool­box

Amethyst

Wood Beams

Boul­ders

Wood Pile

Wheel­bar­row

Con­crete Pil­lars

Wood­en Sup­port Posts

  • Go through the door to the Old Mine
  • Take the Pick­axe from the wall relief
  • Take the Screw­driv­er from the mine cart and read the news­pa­per clip
  • Take the Key Num­ber 3 from the table
  • Take the Bas-Relief Part from the foun­tain
  • Go back out to the bridge and use the Screw­driv­er on the lamp on the bal­cony
  • Take the Light­bulb (WHY is there a noose behind the lamp?!?!)
  • Use the Pick­axe on the locked box in the tax­i’s trunk
  • Take the Bas-Relief Part and the Archae­ol­o­gist’s Brush
  • Inside at the Mine Entrance, use the Key Num­ber 3 on the lock­er
  • Take the Adhe­sive Tape and Ham­mer
  • Back in the Old Mine, use the Adhe­sive Tape on the bro­ken wire on the table, then the Light­bulb
  • Replace the lamp­shade and turn on the light
  • Click on the book to watch a cutscene about the events that tran­spired there
  • Take the Wedge
  • Use the Wedge and Ham­mer on the iced elec­tri­cal box over the table
  • Open it and pull the lever

Okaaaay…

  • Take the Amulet Snowflake and Bas-Relief Part from the new glow­ing pedestal
  • Use the Wedge + Ham­mer com­bo again on the relief in the back of the room to knock off sand? Ice?
  • Use the Archae­ol­o­gist’s Brush and Bas-Relief Part x3
  • Take the Ancient Pyra­mid, then use it on the glow­ing pedestal

Ancient Runes and Shapes Puzzle

Re-order the spheres, cubes, and pyra­mids so that their designs match those on the pedestal

Solu­tion (Click to Expand)

Swap the cubes and spheres

Hidden Object Puzzle — Floating Orb

Spin the orb and find all the sym­bols

You can’t skip it, but it’s not hard aside from the clunky con­trols

  • Now that the door’s open, go into the Sar­coph­a­gus Hall
  • Take the Skele­ton Glass Shard
  • Take the Ruby Skull and Christine’s Mit­ten off the top of the sar­coph­a­gus, then remove the chain
  • Take the Ice Knife from the side of the sar­coph­a­gus
  • Take the Sap­phire Skull from the table
  • Use the Spat­u­la and Iron Cup on the top of the sar­coph­a­gus for Glow­ing Frost
  • Back out in the taxi trunk, use the Ruby and Sap­phire Skull on the box for an Amulet Snowflake
  • In the Old Mine, use the Ice Knife on the 2 flow­ers for a Flower Bud and Frosty Flower
  • Go to the Sar­coph­a­gus Hall and use the Amulet Snowflake x3 on the side of the sar­coph­a­gus
  • Place the new Fire Recipe on the work­table, fol­lowed by the Ice Knife, Flower Bud, Frosty Flower, and Glow­ing Frost
  • Click on the scepter for a Frost Flame, and use it on both the bowls sur­round­ing the sar­coph­a­gus

Clock Puzzle

Super easy puz­zle where you need to assem­ble the Roman numer­als to fin­ish the clock

  • Go through the door into the Ice Chapel
  • Take the King Stained Glass Shard
  • Take the Icile ([sic] They mean ici­cle) from the ground mosa­ic
  • Use Christine’s Mit­ten on the pedestal for a Frosty Crys­tal
  • Use Christine’s Mit­ten on the grave­stone for Key Frag­ments
  • In the inven­to­ry, inspect the Key Frag­ments
  • Use the Spat­u­la on the can­dles for a Wax Piece
  • Go back the Sar­coph­a­gus Hall
  • On the work­table, take the Iron Cup
  • Go back to the fire bar­rel from the begin­ning
  • Use the Iron Cup and Icile for a Cup of Water
  • Com­bine Key Frag­ments + Cup of Water + Wax Piece + Frosty Crys­tal = Ice Key
  • Use it and Christine’s Mit­ten on the book under the giant stat­ue
  • Take the Book of the Dead and Round Papyrus
  • Head back to the library to present the Book of the Dead to the old peo­ple
  • The seer gives you an Ener­gy Trap
  • Use it to get Ghost Ener­gy x3 at the Fire Bar­rel, Sar­coph­a­gus Hall, and Ice Chapel
  • Use the Ghost Ener­gy x3, then Round Papyrus on the sar­coph­a­gus

Sarcophagus Coloring Puzzle

The instruc­tions are super unclear, and I have no idea what you’re sup­posed to do. How are you sup­posed to restore col­or to an already col­ored pic­ture? I kind of just poked at stuff until the high­lightable things were high­light­ed

2/2/2026: As point­ed out by Alexan­dra, this is a spot the dif­fer­ences puz­zle! Makes a lot more sense now!

  • Watch the cutscene
  • Click on the fur coat, then take the Gold­en Key back to the seer’s house to open the locked cab­i­net
  • Move the books aside to take the Ice Can­dle, Warm­ing Potion, and Amulet Drop
  • Go back to the library where the old man will tell you the fire needs to be stronger and then gives you a Crow­bar (because that could­n’t have been use­ful ear­li­er?!?!)
  • Go to the Old Mine, and use the Amulet Drop on the foun­tain to get a Buck­et
  • Use the Crow­bar on the minecart, then take the Switch and Mosa­ic Piece
  • Pick up the Shov­el from next to the table, then use it and the Buck­et on the minecart for a Buck­et of Coal
  • In the Sar­coph­a­gus Hall, use the Ice Can­dle on the burn­ing bowl on the table for a Can­dle of Mem­o­ry
  • Go back to the library and give Chris­tine the Warm­ing Potion
  • Use the Buck­et of Coal and Shov­el on the stove
  • Watch the cutscene

City Model Puzzle

Replace the pieces into their prop­er loca­tions

Sor­ry if my solu­tion is a bit con­vo­lut­ed

  • Get the Old Town Map for your trou­ble

Part 4: The Castle

  • Go to the front of the seer’s house and use The Old Town Map
  • Go to the Funic­u­lar Plat­form (Def­i­n­i­tion: A funic­u­lar is a rail­way for steep slopes uti­liz­ing haul­ing cables)
  • Look at the cas­tle
  • Take the Knob from the con­trol con­sole
  • Take the Skele­ton Stained Glass Shard from the roof of the booth
  • Take the Ice Wolf from the can on the booth sill
  • Take the Wood­en Chip from the tree
  • Take the Mosa­ic Piece from in front of the robot
  • Go back to the Old Bridge and use the Knob on the draw­er on the bal­cony
  • Take the Pow­er Unit (Bat­tery), Ice Fox, and Wood­en Chip
  • Go to the Ice Chapel
  • Use the Ice Fox, Ice Wolf, and Can­dle of Mem­o­ry on the grave­stone
  • Take the Mosa­ic Piece, Glow­ing Mush­room, and Mys­te­ri­ous Box
  • Back at the Funic­u­lar Plat­form, use the Glow­ing Mush­room inside the tree hol­low
  • Take the Wood­en Chip and Amulet Owl Half
  • Com­bine Mys­te­ri­ous Box + Amulet Owl Half x 2
  • Take the Wood­en Chip
  • Use the Wood­en Chip x4 on the side of the booth

Funicular Booth Puzzle

Match the ani­mal tokens with their cor­re­spond­ing habi­tats

  • Take the But­tons and Knight Fig­urine
  • Look at the con­trol con­sole
  • Use the Switch, But­tons, and Pow­er Unit
  • Flip the lever, then ride on over to the Cas­tle
  • Take the King Stained Glass Shard
  • Take the Mosa­ic Piece from the door
  • Take the Car­bine ([sic] Pret­ty sure they mean cara­bin­er) from the bro­ken rail­ing
  • Take the Amulet Eye from the front left boy stat­ue
  • Go back to the Funic­u­lar Plat­form
  • Use the Amulet Eye on the robot­’s box to get a Cook’s Ladle and Restor­er’s Set
  • Head back to the Cas­tle and use the Restor­er’s Set on the front right stat­ue to get the Page’s Hat
  • Use the Page’s Hat on the boy stat­ue for a Chimera Scroll
  • Use the Restor­er’s Set on the mid­dle stat­ue
  • Take the Jester’s Hat and place it on the front right stat­ue
  • Use the Restor­er’s Set on the final stat­ue
  • Swap the Exe­cu­tion­er’s Axe with the Cook’s Ladle
  • And, final­ly, restore the Exe­cu­tion­er’s Axe to the appro­pri­ate stat­ue
  • Now that the lights are all lit, use the Chimera Scroll on the door

Castle Door Puzzle

Using the clue from the scroll, depress the prop­er but­tons to solve the lock puz­zle

  • Go into the Main Hall
  • Take the Mosa­ic Piece from the far-right dis­play
  • Take the Ice Pen­dant from the glass dis­play
  • Take the Dol­lar from the left dis­play
  • Take the Rake Han­dle from the foun­tain
  • Go back to the Ice Chapel and use the Mosa­ic Piece x4 on the ground

Ice Chapel Mosaic Puzzle

This is a 2‑part puz­zle where you need to cor­rect­ly col­or the image by swap­ping the crys­tals and then set the time on the clock

  • Take the Ice Ghost
  • Go to the Funic­u­lar Plat­form
  • Insert the Dol­lar into the robot, then take the Excur­sion Play­er and Rake Base
  • Go back to the Main Hall, and use the Excur­sion Play­er, Knight Fig­urine, and Ice Ghost on the right­most exhib­it
  • Take the Wood­en Pegs
  • Com­bine the Rake Base + Rake Han­dle + Wood­en Pegs = Rake
  • Go out to the Cas­tle Entrance
  • Use the Rake on the rocks below the bro­ken part of the rail­ing

Castle Entrance Stone Puzzle

Direct the stones to the square on the bot­tom by click­ing the square oppo­site of where you want the stones to go

There are oth­er ways to do this. I just did it this way in 32 moves

  • You will get Peb­bles, Amulet Scroll, and Rub­ber Piece
  • Go back into the Main Hall
  • Use the Amulet Scroll on the left­most exhib­it in exchange for the Ancient Scroll
  • Com­bine the Ancient Scroll + Restor­er’s Tools = Restored Scroll
  • Give it to the old man in the library who will give you yet anoth­er use­ful item out his end­less jack­et pock­et: Amulet Repair
  • Use on the wall box next to the robot on the Funic­u­lar Plat­form for Sealant and a Screw­driv­er (Was it always snow­ing…?)
  • Go into the Main Hall
  • Use the Rub­ber Piece, then Sealant on the bro­ken pipe in the foun­tain
  • Use the Peb­bles

Castle Fountain Pebble Puzzle

Ohh… Anoth­er one these… Move the water lily with the key on it by “throw­ing peb­bles” at it the same way you moved the rocks ear­li­er in the last puz­zle

Thank­ful­ly, this one is easy and quickthough I’m not sure if they meant for you to solve it the way I did in 7 moves, heh heh…

  • Use your new Show­case Key on the glass exhib­it
  • Take the Torch Scheme, Scroll of Sum­mon, and Incin­er­a­tor Torch
  • Watch the cutscene
  • Go back to the library and give all 3 new items to the seer

Part 5: Unraveling the Mystery

  • You’ve trav­eled to the Indus­tri­al Zone
  • Take the Amulet of Infin­i­ty from the back of the truck
  • Take the Blue Wire from next to the door
  • Take the Mono­gram C from the well
  • Take the Men’s Bag (Man’s Bag) from the fork­lift
  • Take the Buck­et from the bay doors, then use the Amulet of Infin­i­ty on the lock

Hidden Object Puzzle — Storage Room

  • Use your new Well Han­dle on the well, along with the the Car­bine (Cara­bin­er) and Buck­et
  • Take the Artist’s Paint­brush and Mono­gram K
  • Com­bine the Men’s Bag + Mono­gram C + Mono­gram K
  • Take the Loader Key and Insu­lat­ing Tape
  • Use the Loader Key on the fork­lift
  • Go into Burn­ing Hall

Oh! Chris­tine! Con­ve­nient­ly after you’ve already done all the work

  • Talk to Chris­tine
  • Take the Eagle Fig­urine from the con­trol con­sole
  • Take the Ham­mer from the lock­er
  • Go out­side and use the Ham­mer on the back of the truck
  • Take the Red Paint and Red Wire
  • Back inside, use the Blue and Red Wire, and Insu­lat­ing Tape on the con­trol con­sole
  • Hit the red but­ton

Trash Fan Puzzle

Guide the flail through the maze until you reach the oth­er side (Great time to skip)

  • Chris­tine gives you a List of Paints
  • Take the Nar­row Spat­u­la from the rub­bish
  • Go out­side and use the Nar­row Spat­u­la on the yel­low stained por­tion of the well
  • Take the Dog Fig­urine and Artist’s Key
  • Use the key to enter the tow­er
  • Lift up the rug, take the Scoop
  • Take the Duster
  • Take the Spoon from the rock­ing chair
  • Take the Glow­ing Liq­uid from the shelf
  • Go back to the Burn­ing Hall
  • Use the Scoop and Duster on the rub­bish pile for a Tri­an­gu­lar Key and Ash
  • Use the Tri­an­gu­lar Key on the lock­er
  • Take the Vac­u­um Clean­er, Blue Paint, and Fire­proof Liq­uid
  • Use the Vac­u­um Clean­er on the rub­bish pile
  • Back in the Artist’s Tow­er, look at the artist’s table
  • Use the List of Paints, Red Paint, Blue Paint, Ash, Fire­proof Liq­uid, Spoon, and Glow­ing Liq­uid
  • Solve the mini puz­zle
  • Take the Three Paints
  • Give them to Chris­tine along with the Artist’s Paint­brush

Burning Hall Light Rune Puzzle

Try to align the col­ors to cre­ate the shapes in the clue

  • Go back to the library and talk to the seer (now a prophet­ess??)

Cast a Protective Spell

You’re sup­posed to move the balls around to cre­ate the runes the puz­zle shows you, but I moved them around a lot and could­n’t fig­ure it out, so SKIPP

  • She gives you back the Torch Scheme and Incin­er­a­tor Torch AAAAND you’re pow­ered up with some defense and spe­cial vision!!
  • Go to the Main Hall and you should see a stair­case that was not vis­i­ble before

It does­n’t real­ly make sense because these rooms have exhibits for patrons that are oth­er­wise inac­ces­si­ble???

  • Go into the Hall of Nat­ur­al His­to­ry
  • Take the Mars Lay­out from the red table
  • Take the Cat Fig­urine from the green table
  • Take the Sat­urn Lay­out from the rep­tile enclo­sure
  • Place the Incin­er­a­tor Torch and Torch Scheme on the desk
  • Take the prof­fered Dag­ger back to the Indus­tri­al Zone and use it in the back of the truck
  • Take the File and Flam­ma­ble Resin
  • Go into the Burn­ing Hall and use the File on the lock­er for a Mouse Fig­urine and Rag
  • Go into the Artist’s Tow­er
  • Use the Cat, Eagle, Dog, and Mouse Fig­urine on the ground
  • Use the Room Key stashed there on the green door

Hidden Object Puzzle — Artist’s Tower Part 1

Hidden Object Puzzle — Artist’s Tower Part 2

  • You get a Stargaz­er Fig­urine
  • Go back to the Nat­ur­al His­to­ry Hall and use the Stargaz­er Fig­urine on the plan­ets table
  • Take the Ice Pen­dant and Amulet Flower
  • Remem­ber that bicy­cle in front of the seer’s house? Use the Amulet Flower on the bas­ket to get a Pick­lock and Fleu-de-lis ([sic] So many typos. They mean Fleur-de-lis)
  • Back in the Nat­ur­al His­to­ry Hall, use the Pick­lock on the green table
  • Find and take the Torch Parts x4
  • On the work­table, place the Torch Parts x4, Fleu-de-lis, Rag, and Flam­ma­ble Resin

Assemble the Incinerator Torch!

Fol­low­ing the instruc­tions on the schemat­ic, put the torch togeth­er. It says you need to do it in order, but you real­ly don’t

I apol­o­gize, I went to press back­wards and acci­den­tal­ly pressed SKIP instead. I’m sure the rest isn’t hard to fig­ure out. In fact, I think I made the exact same mis­take the first time I did this puz­zle

  • Go to the Burn­ing Hall
  • Use the Incin­er­a­tor Torch
  • With the ghosts destroyed, go back to the Nat­ur­al His­to­ry Hall
  • Open the door in the back that was orig­i­nal­ly cov­ered in ice
  • Take the Medal and use it on the green table
  • Take the Plan­et Venus
  • On the plan­ets table, use the Sat­urn and Mars Lay­out and Plan­et Venus (it’s like 3 dif­fer­ent peo­ple named these)
  • Take the Anti-Cor­ro­sion Agent and Open­er
  • Look at the met­al door, and use the Anti-Cor­ro­sion Agent and Pick­lock
  • Go into the Boil­er Room
  • Look at the green tool­box, remove the lid, and take Fire­proof Mit­ten and Can of Beans
  • Com­bine Can of Beans + Open­er = Fire Beans
  • Use the Fire Beans and Fire­proof Mit­ten on the rep­tile enclo­sure

Reptile Puzzle

Using the beans, trap the lizard (I thought it liked the beans…?). Do this 3 times. It’s not hard.

  • Back in the Boil­er Room, toss the Sala­man­der on the frozen boil­er valve and turn it
  • Take the House Medal­lion from the pipe across from the boil­er and use it on the green tool­box
  • Take the Steel Ties (Hose Clamps), Wood­en Stem, and Met­al Saw
  • Go back to the Artist’s Tow­er
  • Use the Met­al Saw on the floor where you found the key
  • Take the Steel Pipe back to the boil­er room, use it on the pipe, and then use the Steel Ties and Screw­driv­er
  • Turn the valve again
  • Go to the now-melt­ed Spi­ral Stair­case
  • Take the Fig­ure Skat­ing Fig­urine from the gar­goyle, go back to the Artist’s Tow­er, and use it on the shelf

Figure Skater Ice Puzzle

Use the two arrow keys to spin each side of the puz­zle to map out a route for the fig­ure skater. When you’re done, press the tri­an­gle to test it out.

I got to about here, then could­n’t fig­ure it out. Good Luck! Skip time!

  • Take the Wood­en Rose and Ring with Jasper
  • Use the Wood­en Stem and Wood­en Rose on the rock­ing chair for Acid and Bro­ken Ring
  • Go out­side to the truck and use the Acid on the box
  • Take the Mala­chite Ring, Jew­el­ry Ham­mer, and Jew­el­ry Tongs
  • Back in the Nat­ur­al His­to­ry Hall, use the Jew­el­ry Tongs on the plan­ets table to get a Moon­stone
  • Com­bine Bro­ken Ring + Moon­stone + Jew­el­ry Tongs + Jew­el­ry Ham­mer = Moon Ring
  • Go into the Spi­ral Stair­case and use the Moon Ring on the gar­goyle

Gargoyle Puzzle #1

Slide the tracks around to guide the ball to the goal

  • Swap the Ice Pen­dant for the Jasper Ring at the next gar­goyle

Gargoyle Puzzle #2

Move the tiles around with the arrows so that the heads drop onto the cor­rect ani­mal

Hint: Cat is the eas­i­est

  • Use the Mala­chite Ring on the next gar­goyle

Gargoyle Puzzle #3

Slide the tracks around again to guide the ball to the goal

  • Click on the first gar­goyle again

Gargoyle Puzzle #4

Yet anoth­er puz­zle

oops
  • Click on the 2nd gar­goyle again

Gargoyle Puzzle #5

Aaaand anoth­er guide-the-ball puz­zle

  • Aaand, you guessed it: click on the 3rd gar­goyle again

Gargoyle Puzzle #6

Last one. I hope.

  • FINALLY, head into the Throne Room
  • Take the Amulet Dinosaur Skull and Tail from the King and Skele­ton stained glass win­dows, respec­tive­ly
  • Take the Archae­ol­o­gist Bag from the skele­ton
  • Inspect the stained glass to the left of the room
  • Go back and take the Duster from the Nat­ur­al His­to­ry Hall, then use it on the dusty stained glass in the Throne Room

Hidden Object Puzzle — Stained Glass

  • Get a Stone Drum
  • Go back to the Nat­ur­al His­to­ry Hall
  • Open the Archae­ol­o­gist’s Bag for a cutscene, Amulet Dinosaur Ribs
  • Use the Amulet Dinosaur Head, Ribs, and Tail on the locked door
  • Inside the Archae­ol­o­gy Hall, take the Raven Head from the chair and note the draw­ing there
  • Take the Raven Wing and King Stained Glass Shard from the big table
  • Back in the Throne Room, use the Raven Head and Wing below the throne

Raven Coloring Puzzle

Refer­ring to the clue from before, prop­er­ly col­or the relief

  • Take the Ice Reed Pipe and Skele­ton Stained Glass Shard
  • Back in the Archae­ol­o­gy Hall, use the Ice Reed Pipe and Stone Drum on the wall

Music Memory Puzzle

Using tri­al and error, fig­ure out the cor­rect order to press the pan pipe

Solu­tion (Click to Expand)

If: 1, 2, 3, 4, 5, 6, 7

Then: 7, 3, 4, 6, 1, 5, 2

  • Get the Ancient Gear and King Stained Glass Shard
  • Back in the Throne Room, use the Ancient Gear on the skele­ton’s box
  • Take the Scheme Paper and Skele­ton Stained Glass Shard
  • Use the King Stained Glass Shard x6 on the left win­dow
  • Use the Skele­ton Stained Glass Shard x6 on the right win­dow
  • Go into the Icy Tree’s Hall (last loca­tion!!!)

Stage 6: End Game (END)

  • Take the Bro­ken Cam­era and Ice Pen­dant
  • Inspect the tree to the right of the skele­ton, and use the Ice Pen­dant x4
  • Take the Snake Fig­urine and Spades Leather Medal­lion
  • Back in the Throne Room, use the Spades Leather Medal­lion on the skele­ton’s pock­et
  • Take the Spare Film and Ship Fig­urine
  • Go to the Castle’s Main Hall and inspect the elec­tron­ic play­er for a Bat­tery
  • In the Archae­ol­o­gy Hall, use the Snake and Ship Fig­urine on the table

Figurine Map Puzzle

Place the fig­urines in their prop­er posi­tions

Solu­tion (Click to Expand)

Light­house = mouth of cove

Ship = mid­dle of water

Cas­tle = snowy moun­tains

Mer­maid = rock island

Pyra­mid = desert

Snake = jun­gle

Vol­cano = fiery moun­tains

  • Take the Objec­tive Lens
  • Com­bine Bro­ken Cam­era + Spare Film + Bat­tery, then Objec­tive Lens = Cam­era
  • Go back to the Icy Tree Room and use the Cam­era

Huh. I guess he does­n’t like his pic­ture tak­en?

  • Hur­ry back to the seer and show her your Snap­shot (did­n’t real­ize that kind of cam­era was an instant print­ing cam­era…)
  • Take the Ancient Coin to the Nat­ur­al His­to­ry Hall and place it into the red table
  • Take the Sil­ver Bar to the Artist’s Tow­er and give it to Chris­tine
  • She hap­pens to have a Bag of Sand
  • Go to the Archae­ol­o­gy Hall and use the Bag of Sand and Scheme Paper on the table under the instru­ments

Rune Schematic Puzzle

Fol­low the instruc­tions on the paper to draw the rune

The first time I did this, I some­how man­aged to be a line off and it did­n’t count

  • Take the Rune Draw­ing and Grip­sack Key (grip­sack is a British Eng­lish term for small bag)
  • Go back to the Icy Tree Room and use the Grip­sack Key on the skele­ton’s grip­sack
  • Take the Jew­el­ry Burn­er
  • Give Chris­tine both items and she’ll mag­i­cal­ly cre­ate 4 Runes

I sense the end of the game upcom­ing!

  • Go to the Icy Tree Room, use the Runes, and pre­pare for a bar­rage of puz­zles!

Rune Puzzle #1

Arrange the laser beams to make all the ice cubes glow

Rune Puzzle #2

Press on the skulls to make them all glow

Some­times I’m good at these, some­times I’m not

Rune Puzzle #3

Slide the cubes and place them in their prop­er loca­tions

Rune Puzzle #4

Move the snakes so that they inhab­it the white squares only

Rune Puzzle #5

Anoth­er light the skull puz­zle

Rune Puzzle #6 (Last Puzzle of the Game!!)

And we end with anoth­er laser cube puz­zle

The End!!

Extra Puzzle

To unlock it, find all the mor­ph­ing items in the game

Morphing Items List (96 Total)

Town Gates (6 Total)

  1. Red Neck­lace in the pile on the ground
  2. Paw Print on win­dow behind car
  3. Frozen Heart from top of frozen foun­tain
  4. Bus Tick­et on the coin oper­at­ed machine
  5. Dec­o­ra­tive Detail in the basin of the foun­tain (upper left)
  6. Fish in the basin of the foun­tain (upper right)

Hall (6 Total)

  1. Flower on man­tle
  2. Dec­o­ra­tive Piece in fire­place
  3. Moth on win­dow
  4. Book­mark on ground in pile of books
  5. Brief­case on ground in front of suit­cas­es
  6. But­ton on desk

Narrow Street (6 Total)

  1. Stick­er on fire bar­rel
  2. Foot­print in snow
  3. Trash­can next to store to the west
  4. But­ter­fly in space between the build­ings
  5. Feath­er in space between the build­ings
  6. Fur above gar­goyle’s shoul­der

Pharmacy (5 Total)

  1. Blis­ter Pack next to the anatom­i­cal head mod­el
  2. Skull between the hang­ing lights
  3. Foil Ball next to the bro­ken floor
  4. Syringe next to the bro­ken floor
  5. Pick­ups on the counter

Store (5 Total)

  1. Pack­age Square low­er right por­tion of bro­ken shelf
  2. Ket­tle upper mid­dle of store above the dis­play case
  3. Detail Piece left por­tion of dis­play case
  4. For­tune Stat­uette above green box
  5. Wheat Ear on the shelf with the mouse

Small Square (2 Total)

  1. Round Thing on ground next to the car
  2. Gar­goyle on wall in front of the library

Library (2 Total)

  1. Dec­o­ra­tive Detail above the stove
  2. Piece of Cloth on the stat­ue

Near Seer’s House (8 Total)

  1. Hat next to man­nequin in the snow
  2. Anemone (?) in snow next to man­nequin
  3. Radio inside bro­ken bro­ken
  4. Fish on hang­ing sign
  5. Do Not Enter Sign on pole
  6. Sign on post behind the bicy­cle
  7. Fan in snow behind bicy­cle
  8. Stamp on mail­box

Seer’s House (4 Total)

  1. Weird Stone on man­tel
  2. Can­dles on fire­place hearth
  3. Por­trait on the wall
  4. Com­pass on table

Old Bridge (5 Total)

  1. Hor­net’s Nest under the lad­der
  2. Ice Gob­let (?) next to the red tool­box
  3. Flute under the red tool­box
  4. Red Cloth on bridge
  5. Pic­ture on bal­cony

Mine Entrance (3 Total)

  1. Cau­tion Sign on wall
  2. Work­er Graph­ic between lock­ers
  3. Gear to the left of the winch mech­a­nism

Old Mine (2 Total)

  1. Light on wood­en post
  2. Barbed Wire on table behind lamp

Sarcophagus Hall (3 Total)

  1. Ice Chunk next to the right­most pil­lar
  2. Jew­el on side of sar­coph­a­gus
  3. Crumbs under the bowl on the table

Ice Chapel (4 Total)

  1. Chain Link on pedestal under giant stat­ue
  2. Dec­o­ra­tive Detail on bot­tom of grave­stone
  3. Moss behind can­dle
  4. Left Pil­lar in front of big stat­ue altar

Funicular Platform (6 Total)

  1. Indi­ca­tor Light on con­trol con­sole
  2. Chick­en on weath­er vane
  3. Rib­bon on tree trunk
  4. Nuts on tree branch
  5. Lunch bag behind robot
  6. Paper Clip on the box next to the robot

Castle Front (5 Total)

  1. Snowflake on ground in snow
  2. Bul­let on front right stat­ue
  3. Ruf­fle on front left stat­ue
  4. Buck­le on chef stat­ue
  5. Dec­o­ra­tive Hook behind mid­dle stat­ue

Main Hall (0 Total)

None to find

Industrial Zone (3 Total)

  1. Per­sim­mon around the well
  2. Leaves on the well rim
  3. Radio Tow­er behind the build­ings

Burning Hall (2 Total)

  1. Sign on wall
  2. Rusty Crack­lines on lock­er

Artist’s Tower (6 Total)

  1. Stat­ue Head on wall
  2. Lamb Fig­urine on shelf
  3. Spoon on shelf
  4. Soap on paint table
  5. Paint­brush on Artist Table
  6. Dec­o­ra­tive Detail on left side of rock­ing chair

Hall of Natural History (0 Total)

None to find

Boiler Room (3 Total)

  1. Red Light on the wall
  2. Spi­der above boil­er
  3. Clamp below the tool­box

Spiral Staircase (1 Total)

  1. Wing on the stair

Throne Room (5 Total)

  1. Torch next to skele­ton stained glass
  2. Vine next to king stained glass
  3. Raven Skull next to throne
  4. Bracelet on skele­ton
  5. Pen­dant on oth­er skele­ton

Archaeology Hall (1 Total)

  1. Mask on left stat­ue

Icy Tree’s Hall (3 Total)

  1. Raven up in tree branch­es
  2. Pen­dant behind skele­ton’s bag
  3. Crys­tal on pen­dant tree

Extra Puzzle

It’s the library maze. When you fin­ish it, you’ll be treat­ed to some beau­ti­ful scenes allud­ing to poten­tial sequels for this series

Back to Video Game Guides

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.