Megaman Starforce: Pegasus/Leo/Dragon Side Quest Jobs Guide

writ­ten 7/18/26, updat­ed 7/22/26


Almost 20 years ago in 2007, I played this game on the Nin­ten­do DS. While I fin­ished it, I was­n’t very good at it and was nev­er able to ful­ly com­plete the game. At the time there were no easy guides to find and had to rely on Game FAQs to do it. Fast for­ward to 2026 for the Lega­cy Col­lec­tion on Nin­ten­do Switch: I’m bet­ter at this type of game now but there’s STILL a short­age of side quest guides that are to-the-point and not lit­tered with extreme amounts of ads, so I decid­ed to put one togeth­er myself. Here you go!


Main Game Side Quests

Echo Ridge

Town

Cindy WhiteLoca­tion: Town
Reward: Deluxe Ener­gy sub­card
Look in Chase Winde’s transer and report back
Joe HawntLoca­tion: Town
Reward: Search Eye sub­chip
Put on the visu­al­iz­er and talk to the Mr. Hertz lurk­ing behind the vend­ing machine
Iver Gat­teLoca­tion: Town
Reward: Heat Ball 2 chip
Go to Vista Point, pick up the mon­ey from the tele­scope, and return to the old man
Quiero MocardLoca­tion: Town
Reward: Attack +10 chip
Wants a Power­bomb 1 chip (Hint: Either a virus drop, or buy it from the chip deal­er on the wave road)
Chase WindeLoca­tion: Town
Reward: RC Mag (NROSIMAMSTU)
Pilot the heli­copter to knock down 3 soc­cer balls: North­east trees, south­east trees, Chip Shop’s anten­na
Juan MocardLoca­tion: Big Wave Chip Shop
Reward: GrndWave2 chip
Give him a Pow­er­song Chip (Hint: the virus that drops this appears dur­ing Harp Note’s main sto­ry in Echo Ridge)
Megaman.exe (cameo)Loca­tion: Dog­house comp
Reward: BN Buster weapon (Neato MM Bat­tle Net­work cameo)
Pulse into the dog house secu­ri­ty sys­tem at Bud Bison’s house, approach the EM ball, go to Stat­ue Comp at Vista Point, delete the Jam­mer, go back

Name References

  • Cindy White — prob­a­bly gener­ic, com­mon
  • Joe Hawnt — Hawnt = “Haunt” because he’s inter­est­ed in the para­nor­mal
  • Iver Gat­te — “I for­got” ref­er­enc­ing his old age
  • Quiero Mocard — Queiro means “I want,” and Mocard = “More card”
  • Chase Winde - chas­ing the wind because he likes RC heli­copters
  • Juan Mocard — Juan as in “One,” “more card”
  • Hope Ste­lar — Hope to ref­er­ence the hope that she, Bore­al, and Geo have to find Kelvin

School

Savory Dele­joLoca­tion: Entrance
Reward: 2,500 Zen­ny
Deliv­er ham sand­wich to old man next to lux­u­ry con­dos
Hol­ly Wach­erLoca­tion: Entrance
Reward: Invis­i­ble chip
Talk to Lei Zeek in the gym, then return to nag­ging girl
Lei ZeekLoca­tion: Gym
Reward: Plus Can­non chip
Equip Pitch­er Man Navi Card, then talk to the kid
Job GoodeLoca­tion: 1F Hall­way
Reward: Hand­book (SIXGAME‑O)
Go to the upper floor of the gym, look at the light at the far end, kill the virus­es inside
Blair LoudeLoca­tion: 1F Hall­way
Reward: Ice Mete­or 1 chip
Help write the song (Answer: White, Cheery, Kind, Ele­men­tary)
Triv QueryLoca­tion: Class 1‑A
Reward: Quiz Book (PREOBCOPB)
Com­plete the Quiz (Answer: Golash­es, 30, 1‑A, 50, Hiss)
Tere­sa TudorLoca­tion: Class 1‑A
Reward: Ice Mete­or 2 chip
Equip Ther­mo Man Navi Card, then talk to her (Hint: can only be done after Ophi­u­cia Main Quest)
Blue Truck NaviLoca­tion: Class 1‑A Comp
Reward: T. Arm­band Weapon
Wants Sync Hook 2 Chip
Ema NesiaLoca­tion: Class 1‑B
Reward: Eras­er (ALPTUNZLA)
Get Note from girl’s bath­room door, talk to her, input the code (Answer: 130)
Will NappeLoca­tion: Class 5‑A
Reward: Pow­er­song chip
Pulse in and talk to the Mr. Hertz that’s singing
Rad Con­treLoca­tion: 2F Hall­way
Reward: RC Scrp­bk (ILABCLERSAS)
Equip Pro­peller Man Navi Card, then talk to the kid
Bar­ry SquareLoca­tion: 2F Hall­way
Reward: Trip­song chip
Snoop in Mr. Shep­ar’s transer, then return
Mitch Shep­arLoca­tion: Stu­dio
Reward: HP Mem­o­ry 10
Go to Times Square rooftop, talk to the man behind the Mowai thing, buy the action fig­ure, give to Shep­ar
Dee JayLoca­tion: Stu­dio
Reward: Plas­ma Gun 2 chip
Pulse into the stu­dio wave road then destroy the 3 EM wave balls (Hint: North­most arrow, fol­low the road, then 2 arrows south)
Nadia KleenLoca­tion: Class 5‑B
Reward: Green Burst chip
Equip Shov­el Man Navi Card, then talk to her (Hint: Can only do after Gem­i­ni Main Quest)

Name References

  • Savory Dele­jo — Savory as in deli­cious, but I don’t know what dele­jo is
  • Hol­ly Wach­er - “Hall Watch­er”
  • Lei Zeek — “Lazy”
  • Job Goode — Prob­a­bly “Good job” as he’s a goody-two-shoes
  • Blair Loude — “Blare Loud”
  • Triv Query — “triv­ia” and “Query”
  • Tere­sa Tudor — Tudor as in “tutor”
  • Ema Nesia — “amne­sia”
  • Will Nappe — “Will,” “Nap”
  • Rad Con­tre — I have no idea
  • Bar­ry Square — “very square” as in very straight up and uptight
  • Mitch Shep­ar — Mitch is close to “Mis­ter,” and Shep­ar as in shep­herd
  • Dee Jay — “DJ”
  • Nadia Kleen — Nadia as in “nada,” does­n’t want to clean

AMAKEN

Mille BooneyLoca­tion: Entrance
Reward: Whis­tle chip
Answer her ques­tions (Answer: Force, Broth­erband, Secret)
Chat­ty DitzLoca­tion: Entrance
Reward: 1,000 Zen­ny
Pulse in, then talk to the Mr. Hertz near the warp
Sumar Guy Loca­tion: Entrance
Reward: Unlock­er sub­chip
Go to Anten­na Comp on the north part of the wave road, then delete the virus­es
Pol­ly ReadeLoca­tion: Muse­um
Reward: Sci Notes (LAREBARAON)
Help the girl with her home­work (Answer: Black hole, 3, Leo)
Tug­gy McGravLoca­tion: Muse­um
Reward: Heat Ball 3 chip
Pulse into the Black Hole Comp, go to the north­east cor­ner and defeat the virus­es
Grace FulleLoca­tion: Foy­er
Reward: Invi­ta­tion (AURIEFRUTS)
Pulse into the Tick­et Machine Comp, give Mr. Hertz a Small Ener­gy Sub­chip
Leroy MannLoca­tion: Foy­er
Reward: Cloak­er sub­chip
Peek at the recep­tion­ist’s Transer, then return to him
Swill WatersLoca­tion: Foy­er’s break area
Reward: Deluxe Ener­gy sub­chip
Go back to Echo Ridge, buy a Sour Soda, bring it back to the man
Tom DubiusLoca­tion: Muse­um
Reward: Blue­prints (NGYNGIWCUS)
Equip Pro­peller Man Navi Card, talk to him
Edgar KnightLoca­tion: Muse­um
Reward: Unlock­er sub­chip
Give him a Recov­er 30 chip
Mira LookesLoca­tion: Space Sim
Reward: Guard Null Stage chip
Talk to the Mr. Hertz star­ing at her from the wave road
Chrys GoldsLoca­tion: Entrance
Reward: 7,000 Zen­ny
Go to Times Square, talk to Hei­di Rune, go back to the creepy man­ag­er (Hint: He appears after Harp Note main quest)
Lucian (cameo)Loca­tion: Entrance Tow­er Comp
Reward: Noth­ing, just a cool Boktai/Lunar Knights cameo
Go to Nacys Roof wave road to find Aaron, then the anten­na Scrap Comp 3 in scrap­yard 2 (Hint: Avail­able after Gem­i­ni main quest)

Name References

  • Mille Booney — Booney as in “from the boonies,” mean­ing she’s from the coun­try and does­n’t know any­thing about city life and tech­nol­o­gy
  • Chat­ty Ditz — exact­ly what it says
  • Sumar Guy — “Some” guy
  • Pol­ly Reade — Read for books
  • Tug­gy McGrav — Tug as in “pull,” McGrav for “grav­i­ty”
  • Grace Fulle — “grace­ful”
  • Leroy Mann — Mann for “man”
  • Swill Waters — swill and water for drinks
  • Tom Dubius — Dubius = “dubi­ous” for how hes­i­tant he is
  • Edgar Knight — Knight as in “knight in shin­ing armor”
  • Mira Lookes — Mira = “won­der­ful” and “looks” because she’s so beau­ti­ful
  • Chrys Golds — “Golds” for mon­ey, maybe “cries gold” for how rich he is

Time Square

Rooftop

Pro­fes­sor SnakeLoca­tion: Event Area
Reward: Snake Orn (IPHAUEOEUNQC)
He’s miss­ing 3 snakes, one in each area: Right of Nacys build­ing, South­east cor­ner of dept store, Left of roof ele­va­tor
Vaughn PlatzLoca­tion: Rooftop
Reward: HP Mem­o­ry 10
Wants 5 Moai Fall 1 chips
(Hint: can farm them in the big spin­ning stat­ue at the entrance of the area)
Slu­gar ParkLoca­tion: Rooftop
Reward: Fire Bazooka 2 chip
Equip Pitch­er Man Navi Card, look at the base­ball arcade game, bring the base­ball card back to the kid
Homer ParkLoca­tion: Rooftop
Reward: Cloak­er sub­chip
Look inside his grand­son’s Transer and report back
Annie OldeLoca­tion: Dept Store
Reward: 2,000 Zen­ny
Go to the top cor­ner of the cus­tomer ser­vice desk and bring her a guide
Kurt Tay­lorLoca­tion: Dept Store
Reward: Dept Fly­er (ISNBDUBO)
Talk to the Mr. Hertz on the wave road above the mir­ror
Veil PlatzLoca­tion: Dept Store
Reward: Memb Card (KNIGSPIAREM)
Get Recipe from your mom at home, deliv­er it to Luna’s mom
Rheema DellerLoca­tion: Dept Store
Reward: Recov­ery 120 chip
Talk to her with Key Man Navi Card equipped
Hei­di RuneLoca­tion: Time Square
Reward: Search Eye sub­chip
Walk to the Bowl­ing Alley shop, pick up the Ring from the ground, give it to the lady
Collin WaytinLoca­tion: Time Square
Reward: 3,500 Zen­ny
Go to the wave road above the bus stop, and defeat the 3 Jam­mers
Indy DarkeLoca­tion: Time Square
Reward: Love Book (ROHNATPE)
Sneak a peek into Hei­di Rune’s Transer and report back to the dude
Don­na Query (Quiz Queen)Loca­tion: Time Square
Reward: HP Mem­o­ry 10
Answer her 10 ques­tions cor­rect­ly (Answers: 100, Muse­um, 3, Cow, Ken Suther, 6, 3, 4, 9, Jet Attack 1)

Name References

  • Pro­fes­sor Snake — noth­ing spe­cial
  • Vaughn Platz — noth­ing spe­cial
  • Slu­gar Park — “Slug­ger” and “Park” as in ball­park
  • Homer Park — “Home­run” and “Park” as in ball­park
  • Annie Olde — “old” because she is
  • Kurt Tay­lor — Tay­lor = “Tai­lor” because of clothes store
  • Veil Platz — Noth­ing spe­cial aside from both hus­band and wife hav­ing “V” names
  • Rheema Deller — I don’t know
  • Hei­di Rune — “Hidey” because she has a secret
  • Col­in Waytin — “Call­ing,” and “Wait­ing”
  • Indy Dark — “In the dark” because his girl­friend has a secret from him
  • Don­na Query — “query”

Dream Island

Meala DeVourLoca­tion: Entrance
Reward: 5,000 Zen­ny
Go to AMAK­EN’s sou­venir shop’s reg­is­ter and buy a Shoot­ing Star Cake for 500Z, then bring it back
Selah AganeLoca­tion: Entrance
Reward: HP Mem­o­ry 10
Pulse into the refrig­er­a­tor and give Mr. Hertz a Recov­ery 80
Roy Query (Quiz King)Loca­tion: Entrance
Reward: HP Mem­o­ry 20
Take his quiz (Answer: Secu­ri­ty Sys­tem, Moon, Big Bang Cof­fee, Fire Bazooka 2, 2, 100, 150, King, Rover, Chem Lab, Uwaaa!, 12, Nacys, Giraffe, Old Lady)
Mead GreeneLoca­tion: Park
Reward: HP Mem­o­ry 10
Equip Shov­el Man Navi Card, talk to old man
John For­manLoca­tion: Dump
Reward: HP Mem­o­ry 10
Equip Ther­mo Man Navi Card, look at sorter bot

Name References

  • Mead Greene — “Need green” as in green­ery
  • Meala DeVour — “Meal devour” because she likes to eat food
  • Selah Agane — “See ya again”
  • John For­man — “Fore­man”

Post-Game Side Quests

Couronne XIVLoca­tion: Dream island Scrap­yard 1
Reward: Crown Thun­der chip
Talk to him, then bat­tle him on City Dump wave road in front of the crane
Bob Cop­perLoca­tion: Time Square
Reward: HP Mem­o­ry 20
Defeat Jam­mers in Mowai Comp, Cake Shop Comp, and Enor­ma­tron Comp
Pat SprigsLoca­tion: Amak­en Mr. Bore­al’s Office
Reward: HP Mem­o­ry 10
Go to the city dump and talk to the work­er near the truck, go to Nacys and look at the sorter bot on the roof, return to Pat
Hope Ste­larLoca­tion: Echo Ridge Home
Reward: Prot Charm (OSLEGRATE)
Look at refrig­er­a­tor, pulse into Fridge Comp, delete virus­es
Ken SutherLoca­tion: Echo Ridge Big Wave Card Shop
Reward: HP Mem­o­ry 10
Give him Wide Wave 3 chip
Aaron Bore­al Loca­tion: Dream Island Island Under­ground
Reward: HP Mem­o­ry 20
Go to his office in AMAKEN, look at the lock­ers, go back to him

Deep Space

Loca­tion: Echo Ridge’s Vista Point

Reward: Kelvin Transer, K. Knuck­le (mega weapon), Pegasus/Leo/Dragon Bat­tle Chip, 100% Game Com­ple­tion


Pulse into Vista Point’s wave por­tal, then go north and enter the new por­tal there which takes you into the Deep Space Chal­lenge. You’re going to need a few things to beat it:

  • You will need have beat­en the SP forms of all the boss­es, includ­ing the option­al boss­es

Boss Locations:

  • Tau­rus Fire: Echo Ridge
  • Harp Note: Vista Point
  • Cygnus Wing: Bore­al’s Office
  • Libra Scales: Class 5‑A
  • Queen Ophi­u­ca: Time Square
  • Gem­i­ni Spark: Dream Island Park
  • Can­cer Bub­ble: AMAKEN Foy­er
  • Wolf Woods: Event Area
  • Couronne XIV: City Dump
  • 5 Unlock­ers (Can buy in sign comp in Echo Ridge)
  • 100 stan­dard chips to get into Deep Space 2
  • All 150 stan­dard chips (some of them are going to be able to be bought in Deep Space 2, so save up your Zen­ny, or dropped from virus­es there, so use the C. Find­er weapon for Mega OR you can cheat like me by using the ciphers in this LINK. Be warned that some of the mes­sage ones were made for the DS and for the Switch you just type them out. Minor spelling dif­fer­ences like “Broth­er-Bands” was just “Broth­er Bands”)
  • To get to the Kelvin Transer: either delete all your Broth­er Bands, or have the Lone­ly Heart found from a hid­den pas­sage on the Liv­ing Mod­ule Comp from the space sta­tion (Liv­ing Mod­ule hid­den wave road path south­east-most jut out point). You talk to the Mr. Hertz there and answer “No”
  • At the end of Deep Space 3, face your satel­lite admin as a boss to gain their Megachip. They’ll leave you with cryp­tic words: “Use it to kin­dle the 6 stars and con­quer the tru­ly lone­ly evil giant.”

The Lonely/Evil One

  • So what you need to do now is to find and fight your satel­lite admin just like the oth­er boss­es, both EX and SP forms (pulse out after EX to bring out the SP form), and get BOTH CHIPS. EX is easy, SP… not so much. Good luck. I did­n’t get even close. So, I cheat­ed… with CIPHER email codes. Pega­sus Mag­ic SP: “Go On Air to trade info with friends.” Leo King­dom SP: “Star Force, the ulti­mate pow­er!” Drag­on Sky SP: “Leg­endary Mas­ter Shin”
  • The “six stars” are all of the achieve­ments on the title screen (Beat the game, All stan­dard chips [150], all SP forms beat­en, all Mega Chips [30], all Giga chips [5], and defeat of your satel­lite admin), so after fin­ish­ing every­thing, save, and return to the title screen, then con­tin­ue.
  • Go to Vista Point and talk to Zack. He’ll tell you there’s a strange noise com­ing from the piano. Go to the school’s gym and pulse into the piano. There’s a mas­sive group of Jam­mers there. Talk to them for a 10-round virus bust­ing chal­lenge! When you’re done, go back and talk to Zack, and he’ll ask to form a Broth­er Band with you!
  • Leave Vista Point and you get an email from Leg­endary Shin that says: KMALEETZCP. Go ahead and send a CIPHER email with that code for M. Breath Mega weapon
  • The only thing left is to chal­lenge Androm­e­da again because… This time it’s Androm­e­da INFINITY!! 4000HP and very fast attacks.
  • When you defeat it, you’ve ful­ly com­plet­ed the game!

Con­grat­u­la­tions!!

100% COMPLETION!


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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