Escape Trick: 35 Enigmas Written Walkthrough (Nintendo Switch)

written 12/24/2018, updated 8/31/2025

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  • Published: D3 Publisher
  • Platform Played: Nintendo Switch
  • Price: $7.99 MSRP: $19.99
  • Rated: T (Teen) for blood and violence
  • Genre: Adventure
  • Date Released: Feb 18, 2018

I think this was my very first ever Game Guide, and I never finished it because the last level left me ill with motion sickness. It is now 2025 and someone asked me to complete it, so I shall now attempt to rewrite the entire guide (hopefully I don’t get too ill in the same place again…)

Escape From the Sealed Room – 16 riddles of the beginning

Warning: If you easily get motion sickness from FPS style of games (like me), this game may not be for you!! There’s a lot of repeated rotating of rooms in the first-person view!

Stage 1: Prologue (Tutorial)

You were in the building to meet with someone, but it’s under attack! Escape!

  • Watch and read the cutscene
  • Look at the bedside table and pick up the Notebook
  • Pick up Drawer Handle from under the sofa
  • Equip the Drawer Handle, and use it on the drawer with the missing knob
  • Get a Key
  • Look into the trash can, and take the Note Fragment
  • Turn back to the front door
  • Equip the Key, and use it on the door to the right
  • Look into the bathtub, and pull out the drain plug
  • Get the Note Fragment
  • Exit the bathroom
  • The fire has reached the room! You need to hurry!
  • Look underneath the bed
  • Pull out the attaché case

Attache Case Puzzle

Using the 3 Note Fragments as a clue, solve the number lock puzzle!

Solution: “794”

  • Take the Shoehorn
  • Go back to the bathroom
  • Equip and use the Shoehorn (you must be a pretty small person, or the vent is huge!)

ESCAPED!

Stage 2: Opening

Two weeks later, you go visit the home of your dad’s old friend who sent you the email, only to find out he was murdered in an apparent locked room murder and the impatient woman thinks you’re the detective!

  • Turn Left x2
  • Note the one unlit wall lamp
  • Turn Left
  • Take the Cigar Case from the low table
  • Open the drawer, take the Lighter Oil
  • Pick up Old Book from chair (if you examine it, you’ll note how heavy it is)
  • Inspect the bookcase above that
  • Take the Heavy Key from the top shelf
  • Turn Left
  • Inspect the wall painting
  • Take the L-Shaped Hook
  • Look under the sofa near the fallen painting
  • Take the Screwdriver
  • Take the Journal and Lighter off the desk
  • Examine and try to light the lighter
  • You’ll automatically combine the Lighter + Lighter Oil

NOTE: “Examining” items and clues are essential for many, if not all, puzzles

  • Remember that unlit lamp next to the grandfather clock?
  • Equip the now-filled Lighter and light the lamp
  • Examine the grandfather clock face with the two holes in it
  • In your inventory, examine the Screwdriver to swap the tip to the flathead
  • Use the Screwdriver in the right-most hole
  • Open the clock door for a Small Key
  • Turn back to the desk, and click on the chair
  • Use the Small Key on the top drawer
  • Take the Thick Book
  • Examine it, and combine Thick Book + Heavy Key
  • Go to the bookshelf with the two lamps on either side
  • Inspect the top left shelf with the missing book
  • Use the Thick Book and Old Book
  • It’s a weighted lock. Ah ha!
  • If you did it right, a mechanism will engage
  • Back out until you can view the shelf and both lamps
  • Inspect the floor under the rightmost shelf to see some bloodstains and a hole in the wood (make sure you click on them)
  • Go over to the coat next to the desk
  • From the sleeve, take the Button + L-Shaped Hook
  • Equip and use above blood stain

ESCAPED!

Stage 3: Disappearance

You wake up, having been kidnapped. Again. Eh, seems to happen a lot since Dad disappeared a year ago.

  • Turn Right
  • Inspect the letter “E” painted on the wood
  • Take Rusted Nail to the left of the “E”
  • Turn Left
  • Look down and take the Old Coin on the floor
  • Turn Left x2
  • You can see something in the far corner, but you can’t reach it
  • Inspect the slightly miscolored wood next to the pallet. It disappears
  • Take Key with Missing Tooth
  • Back up x1 so you can see the pallet and click on the bottom portion near your feet
  • Move the skull and take the Old Coin
  • Turn Left
  • Click the lower left corner of the pallet
  • Take another Old Coin
  • Note the letter “S” written in blood
  • Now with the pallet out of the way, go back to where you took the piece of wood out and take the Wooden Tag with the “1”
  • Turn back so that you can see the “EWSN” sign
  • Click on the door, then click on the padlock
  • Equip the Key with Missing Tooth, and try it
  • Equip the Rusty Nail and try again (Note: make sure you click on the lock and not the Key or you’ll just take it out. It needs to be Key, then Nail)
  • Back up, open the door
  • Take Wooden Tag with “IV” on it
  • Turn Right
  • Inspect the pole to the left of the chest. It’s a man catcher with two “Ns”
  • Take Broken Wooden Tag
  • Turn Right
  • Open door to the other cell
  • Turn Right
  • Take Old Coin, and note the 3 “E’s”
  • Turn back to the door and look at the lower right of the door frame
  • Take the Old Coin
  • Leave the cell
  • Look at the wooden chest
  • Use Old Coin x5 (one after the other)
  • Take the Wooden Tag with the “3”
  • Turn to the door
  • Inspect the lowest left portion of the staircase
  • Take the Wooden Tag with the “2”
  • Inspect the door, itself, now
  • Click on the “N”
  • Take the Broken Wooden Tag + Broken Wooden Tag

Wooden Tag Puzzle

Equip the Wooden Tags and place them correctly next to the corresponding letter. The S was given to you on the sign. S=1 (Note: they try to fool you out by giving you an extra number)

Solution:

E=IV; W=5; S=1; N=2

Why is everything so dark in this game?

ESCAPED!

Oooo… Starting to feel the effects of motion sickness already! After only 3 stages!

Stage 4: Stowaway

You decide to stowaway on the S.S. Yuho and end up knocked out and imprisoned in a nasty bathroom. Captured again. Sigh.

  • Turn Right
  • Take Toilet Paper above the urinal
  • Examine to reveal a Key
  • Still in the inventory, examine leftover Toilet Paper Spool: rotate it to reveal “8”
  • Inspect the lever between the urinals. Turn it horizontal (Horizontal = hot; Vertical = cold)
  • Use the Key to unlock the locker in the corner
  • Take Mop
  • Inspect left of locker for a Plunger
  • Inspect above the locker for Tongs
  • While facing the sink, inspect the bottom of the pipe for a Toilet Paper Holder Lid
  • Rotate and examine it to see “1”
  • Use the Plunger to unclog the clogged pooper (ground toilet) to reveal a “3”
  • Use the Tongs on the right urinal for a Deodorizer
  • Use the Deodorizer in the sink (Hey! No reflection! Are you… a vampire?)
  • Turn on the faucet (make sure the lever between the urinals is set to horizontal) to create steam and reveal a message on the mirror
  • Use the Mop to smash the mirror to reveal a… safe? A door? A way out??

Door Code Puzzle

Figure out the 3-digit code

Solution: 813

  • Seawater rushes in! (Behind a mirror is a super convenient place to put a hatch with a ladder in it…)

ESCAPED!

Stage 5: Memories

You stare at the flickering light, confused, and remember that you’re in the storage room of your house where your dad used to lock you when you were bad as a kid. This is a memory of escaping.

  • Inspect the flickering light
  • Get a Piece of Paper and Light Bulb
  • Equip the Light Bulb, replace it
  • Back out
  • Turn Left x2
  • Take the Flashlight off the shelving unit
  • Inspect the poster to the left of the shelf to find a vent
  • Turn Left
  • Open the drawer for a Blacklight Bulb
  • Turn Left
  • Pull the Dart out of the dartboard
  • Turn off light switch next to the door
  • Look Up
  • Replace the Lightbulb with the Blacklight Bulb
  • Flip the light switch back on
  • Re-examine the piece of paper in your items

Lockbox Code Puzzle

Use your new clue to open the toolbox

Solution: 819

What’s with the 81- codes?
  • Take the Battery, note the screws
  • Go back to the lightswitch
  • Use the Dart on the compartment directly next to the switch
  • Turn off the switch and take the Battery
  • Combine Flashlight + Battery x2 (rotate and examine the end)
  • Turn Left
  • Facing the shelf closest to the door, look under it for a Rusted Key
  • Use it on the green wall box next to the light switch
  • Take the Flat-Head Screwdriver
  • Use it on the blue lockbox
  • Take the Hexagonal Socket Wrench
  • Use it on the vent (Exactly what kind of man is your father?)

ESCAPED!

Stage 6: Underground

You wake up from the shipwreck confused yet again as to your location. This time you’re in an Egyptian ruin type of place.

  • Look behind the headstone for a Stone Tablet
  • Turn Right
  • Pick up the broken Holy Grail
  • Turn Left or Right x2
  • Place the Stone Tablet into the relief
  • Go in, take the Orb
  • Turn Right
  • Take the Sword and the door will close

Statue Puzzle

Turn the statues to proper orientations

Solution: Turn the Archer and Pikeman statues (Cavalry faces archer; archer faces swordsman; swordsman faces pikeman; pikeman faces the cavalry)

  • Take the Stone Tablet and the broken piece of the Holy Grail
  • Rotate and examine the stem portion of the Holy Grail + Holy Grail
  • Place it where the sword was, and then Orb on top of that
  • Go out of the room
  • Look at the headstone and use the Sword
  • Water rushes in from behind. You freak out
  • Before going back into the other room, look at the grate where the water rushed in from
  • Take the Stone Tablet
  • Go back into the orb room and then up
  • Take the Stone Tablet
  • Go back to the headstone
  • Try to take the Sword. It snaps
  • Turn Left to wall relief
  • Take the Stone Tablet (the one you placed earlier)
  • Go Up
  • Use the Broken Sword on the sarcophagus (ignore the stone tablet on the ground to the right of the sarcophagus)

Sarcophagus Puzzle

Place the Stone Tablet x3 in the correct spots (Hint: examine the tablets for number of wings. You have extra tablets)

Solution: UL – 6, UR – 3, Middle – 8

ESCAPED!

I’m beginning to think that they changed some of the puzzles since I last played. Also, they’ve fixed a few of the controls, too. Some of the originally super frustrating elements have been really streamlined

Stage 7: Plant

Outside the ruin, you end up in a concrete lined corridor and enter a door with the key and password left by your father. Inside is an experimental facility adorned with the emblem of a large nationwide corporation! Time to figure this out!

**You can pull the lever first to turn on the power if you’d like, or you can collect the 3 ores and key first. It doesn’t matter**

  • The monitor in front of you is not on. If you pull the switch, it turns on, opening a small hatch in the middle, a keypad for four numbers, a blocky thing in the monitor, a countdown timer on the right screen, and a series of colored bars on the left monitor. Turning the power off will NOT stop the timer
  • Turn Right
  • Inspect the lower left of the door, take triangle-shaped Red Ore
  • Turn Right
  • Inspect the lower left corner of the screen, take the square-shaped Blue Ore
  • Turn Right
  • Inspect the middle bottom of the screen, take the long, blocky Yellow Ore
  • Turn Right
  • Under the 2 buttons, take the Key
  • Turn Right to the console you started in front of
  • Use the Key in the blue slot on the lower left
  • A card will pop up and the timer will be replaced with an image of a bomb
  • The shape on the monitor tells you what to place in the small hatch next to the power switch. Each correct ore placement will reset the timer to 10 minutes.

WARNING: You can explode (fail) if the timer runs out and/or the bomb stays on the screen too long. Be sure to place the ores to increase the timer! *BUT* The timer won’t stack, so don’t try to put all the ores in at once or you’ll only have 10 minutes to get the claw machine working

  • Use the Yellow Ore
Place it in the middle hatch there
  • Equip the blue Level 1 Card Key, and put it in the elevator console (the one with the up and down arrows)
  • Hit the down button
  • Turn Left
  • Take the Empty Capsule on the floor under the console steps
  • Turn Left
  • Take another Empty Capsule
  • Go forwards to the large table and see a “4” and a “7” painted in green on it
  • Turn Right
  • Note the smaller table with a “9” and “3” (Note: be sure to click on all the numbers)
  • Take another Empty Capsule from the ground to the right of the smaller table
  • Go back up to the top floor and remove the Card Key from the elevator console
  • Look at the main control console
  • Use the Card Key above the key slot

Access Code Puzzle

Using the numbers clue from the bottom floor, figure out the code

Solution: 4379

  • Get a red Level 2 Key Card
  • Turn Left x2
  • Use the Key Card in the claw machine.
  • Take 4 ore (You can carry 4 at a time)
  • Remove the Card Key
  • Refresh the timer with an Ore (be sure to grab another after you refresh the timer), and use the Card Key on the elevator console
  • Go to the bottom floor, again
  • Remove Card Key from the elevator console
  • Turn Left
  • Use the Card Key on the machine which opens 3 hatches
  • Place an empty capsule and 2 ores in

Note: If you are trying to get rid of ore colors, just dump it into the main console even if it’s the wrong color

Colored Capsule Puzzle

You need to make three colored capsules: blue, red and green (Hint: Repeat the claw machine game until you get all the necessary ore colors. Ughhh)

Solution:

Blue Capsule: red and blue ore

Red Capsule: red and yellow ore

Green Capsule: green and blue ore

  • Grab the Card Key
  • Go back up a level
  • Refresh your timer with a new ore
  • Turn off the main switch at the console
  • Place the Capsules x3 into the incubators in varying combinations to see all of the symbols corresponding to their colors (6 total)

Here is an example of color combination where the red and blue capsules give you pink, with the symbol inside of it. The stupid game is extremely picky about where you have to click to place the capsules in the holes… that part they did NOT fix

  • Be careful, the timer keeps ticking down despite turning off the power…
  • Turn on the power again
  • Remove, then place the Card Key in the slot in the panel next to the door to the right

Symbol Door Code Puzzle

Figure out the door code using the clues uncovered! (Hint: The left monitor with the colored lines at the main console tells you the order of symbols as it correlates with the colors)

Solution:

Color Order: Yellow, Light-Blue, Green, Pink, Red, Blue

ESCAPED! …Or… NOT?!?!?!

Stage 8: Space – Part 1

Abducted into an alien spaceship!!! Yet again you wake up staring at a ceiling and find yourself on a flat table with a nice view of space and of Earth outside. The same corporate symbol adorns the large door. Game on!

  • Inspect the lower-left corner of the door and take the green Round Object

If you hit the blue button to the Left of the table you were lying on, you open the ceiling and will get sucked out if you don’t close it. While the game gives you ample room for errors, you will eventually run out of air and fail the level if you make too many errors (I want to say maybe 10-15 wrong answers?)

  • Turn Right from the door
  • Take the green Cord from the machine
  • Turn Right
  • There’s a hatch that closes too quickly
  • Use the Round Object. It will break
  • Pick up the Purple Memory Disc
  • Turn Right to the console
  • Take the Blue Memory Disc
  • Use the Purple Memory Disc in the same slot you got the blue one from

Purple Memory Disc Puzzle

This is Minesweeper! The yellow dots on the side indicate the time you have to make a decision. Click on the Green tiles, uncovering the blueish tiles, but be careful not to click on a bomb or you lose! The symbols tell you how many bombs are around that particular tile

If you make even 1 error, the ceiling opens up and you have to move Right one screen and push the blue button to close it

Hint: The puzzle is the same every time, so if you save and reload and keep at it eventually you’ll get the answer (the controls are so sensitive that I kept failing because my fingers kept hitting the wrong tiles)

  • Take the Purple Memory Disc
  • Turn Right
  • Take the newly appeared Mechanical Mass A
  • Turn Right
  • Use the Cord on the upper-mid portion of the pillar
  • Press the hatch button
  • Go Up
  • Take the Mechanical Mass B
  • Go Down
  • Close the hatch, and take back the Cord
  • Go Left x2
  • Use Mechanical Mass A on the hatch that closes too quickly
  • Take the Green Memory Disc and Mechanical Mass A
  • Return to the console

Green Memory Disc Puzzle

Another Minesweeper game!

  • Take Mechanical Mass C (hmm… Starting to look kinda like a robot…)

Blue Memory Disc Puzzle (Optional)

This puzzle is unnecessary to progress in the game. The only benefit is restoring all the air to the cabin by placing the Capsule received from completing it in the blue machine next to where you got the green cord

Another Minesweeper game!

  • Go Left
  • Use Cord where you got it from
  • Look at the green round there… OH! It’s a ROBOT!
  • Use Mechanical Mass A, B, and C (tires on the bottom, arms on the side and head on top)
  • Use the Green Memory Disc in the slot on the left
  • It’s a projected image from… your dad? He gives you the instructions on how to open the door and tells you to remember them!
  • Use the Purple Memory Disc in the slot (if you place the blue one, the ceiling will open up) and the robot will move
  • Direct it to the panel beside the door which it opens… but you won’t be able to do anything, yet
  • Turn Right
  • Remove the Robot’s Arms, then use them on the pen-looking thing next to the Minesweeper console
  • Take the Tool
  • Go back to the door lock

Door Lock Circuit Puzzle

Remember what dad said: “You want to make all the black parts of the circuit red or blue with that tool. Connect all of the squares with the same color together to open the door. But you can’t make a 2×2 block of the same color. That’ll short the circuit.

Hint: They helped you with the colors already. Change the color of the tool by examining the thick part of the pen

ESCAPED!!

Stage 8: Space – Part 2

This is the level where I originally quit because it made me motion-sickness-ill with all the rotating. If you suffer from that, too, be warned!

Maps

One important thing to note is that in this level, the whole point is to press the buttons which rotate the floors and colored circuits, allowing you to open doors and unlock items. It gets insanely confusing!!! I’ve included maps even though technically, you don’t get that until later

Normal Map

180-Degree Orientation Maps

Here is a diagram of every room and their 180-degree rotation orientations

Blue Room never rotates; Red Room can rotate, but the blue circuit line won’t change (just the orientation of the button and items in it)

Level Start!

  • Go Right, then Forward
  • Take the Blue Sphere from the Blue Room
  • Go back and head through the door without the wall buttons
  • This is the Grey Console Room
  • Place it in the tall machine with the green ball of energy.

This allows the wall buttons in each room to rotate the room orientation 180 degrees!!

  • Go through the little hole in the wall. You’ll end up in a Pink Hatch Room
  • Go through the only open door into the Purple Room
  • Turn Right
  • Turn Left, following the 1-lighted double to the Escape Pod Room
  • Facing the escape pod, click on the right-side console
  • Take the Handgun
  • Leave through the door
  • Go Left through door with wall button
  • Press the wall button ahead which will rotate the room
  • Turn Left
Upper Right room has been rotated to complete the blue circuit
  • You are in the Red Room
  • Look at articles on the floor
  • Notebook: “I’ve figured out how to start the escape pod. I knew that you needed a key and energy, but I hadn’t noticed that you need to apply energy twice. But it’s all over now… They’ve caught up to me. If only I could make it back home, where my son…
  • Take Belt
  • Examine to get Bullet

Getting the Black Key

  • Go back to the Pink Room with the hatch
  • Press the button to rotate it
Rotated
  • Go into the Yellow Room
  • Rotate it
Rotated
  • Go through the now-lit 3 color bundle
  • You’re in the Gray Console Room
  • Go forward through the orange and green to the Orange Room
  • Spin the room

Here are the side-by-side maps before rotation and after rotation of the pink, yellow, and orange rooms to complete the green circuit. Green starts and terminates.

Starting Orientation
Ending Orientation
  • Look at the little green console on the ground
The green line on the ground needs to powered to get the key
  • Take the Black Key

Getting the Green Sphere

Target: Black Room (South-West Corner) – Orange circuit

Full Map
Zoomed in Map
  • Orient the orange lines so that it starts in the Blue Room (South East) and terminates in the Black Room (South West)
  • Take the Green Sphere from the Black Room
  • Go back to the Gray Console Room, but DON’T put the new sphere in the machine yet. We’re going to make sure the purple and top middle green rooms are oriented correctly first.
  • Rotate the Gray Console Room
  • Go through the hatch into the Pink Room and through the doorway in the Purple Room
  • Orient the Purple and Middle Top Green Rooms to this orientation:
  • Go back to the Gray Console Room (Purple, then Pink, then hatch)
  • Before it gets confusing, I saved here
  • Swap out the Blue Sphere for the Green Sphere.

You should be able to rotate the rooms 90-degrees now

Getting The Empty Capsule

Target: Purple Room (North-West Corner) – Blue Circuit

With the above information in mind, then the rooms should line up like THIS:

Except NOTTTTTT!!! Nah. That would make too much sense!!

Instead, the real and proper orientation is THIS:

The Purple Room is the last room to spin. Note the Red Room’s orientation with the empty device facing that direction, and the Pink Room’s Orange and Blue lines. BTW, I used THIS SOURCE to figure this out because this game truly is a revamped version of that original game. How in the world they figured this out, I have no idea. It’s pretty much impossible logically.

  • With the Empty Capsule acquired, fiiiinally, return to the Red Room
  • Use the Empty Capsule on that device to get a Capsule Filled with Light

Final Push

  • Go back to the escape pod room
  • This is a good place to save the game!
  • Use Black Key on the left console when facing the escape pod

If you look below the left console after you put in the Black Key, there’s a Purple Key that if placed into the console in the Gray Console Room, would give you a map at a super inconvenient part of the level. It’s unnecessary now.

  • Use the Capsule Filled with Light on the rightmost console when facing the pod
  • Pick up the Gun
  • Remove the Black Key
  • Try to leave the room
  • A monster?!

If you can’t figure it out fast enough, the monster will come in and erase all your memories. FAILURE

  • Use the Belt on the door handles
  • But that’s not enough, so use either Key in the left console to lock the door
  • Wait around a bit and you’ll get this scary cutscene. But it’s okay because of the belt!! It leaves… for now.

WARNING: From here on out, there will be a monster on your tail as you wander about the maze.

  • Leave the escape pod room by removing the Black Key and go back to the Red Room
  • Refill the Empty Capsule
  • Return to the pod room, use it in the right most console
  • Go back to the Red Room again
  • Refill the Empty Capsule
  • Equip it
  • Save if you’d like
  • This time, go around until you see the monster

Confront the Monster Alien!

When the eyes show up, you have a few seconds to perform some actions:

1. Use the Filled Capsule on the ceiling

2. Go through another door

3. Turn around to face the monster. You should see the capsule on the ceiling

4. Use the gun on the capsule

  • Check out the Monster Hand
  • Return to the escape pod room
  • Insert the Black Key into the console
  • Use the Monster Hand on the escape pod
  • Get in

Watch the End Sequence

**SPOILER**

You crash land back on Earth and get out into a building that looks… familiar. Turns out it’s the FIRST LEVEL OF THE GAME. You’ve somehow gone back in time which means that you have a chance to save your dad because now you know all the answers and can do it all faster! Hooray!

Now, time for to go lie down because I’m super ill again!

NOTES

I was contacted by Li Ao (the one who started me re-visiting this guide to begin with) and informed that this game is actually a revamped version of the DS game: Simple DS Volume 27 – Escape from a Closed Room Mystery. It appears to never have been released in North America. Li Ao had given me some important information regarding this horrid puzzle and the only reason I was able to finish this. Shoutout to Li Ao!

  • Where the Blue Sphere turns the rooms 180 degrees, the Black Sphere will allow 90-degree room rotation
  • You have to charge the control panel 2x (As noted by your dad)
  • If you lose the capsule before you charge it 2x, then you can get another by reconnecting the Purple Room
  • The monster’s appearance is random, not a particular pattern

Personal Notes:

  • Black and Purple rooms when turned, all doors close, so it has to be oriented properly first
  • Spin the yellow room until the single orange line leads to the door
  • Once you get the Sphere in the black room, if you try to leave, the monster will end you. There’s a chance to escape, but I don’t know how. Can’t rotate rooms.
  • Spun the orange room and one path has monster, went to other door into Red room
  • When spun back to only open door (whence came, monster killed right away, no escape)
  • So hit the button on the wall twice because it was there after the first press
  • was back in Orange room. Monster followed, so had to go through orange and green to get back to console room. Without even looking at it, it attacked, and failed

Escape from the Sealed Room 2 – 19 erased memories

Namariel Legends Iron Lord Written Walkthrough (Nintendo Switch)

written 7/27/25, updated 7/29/25

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  • Published: Joindots
  • Platform Played: Nintendo Switch
  • Price: $11.99 MSRP: $15.99
  • Rated: E10+ (Everyone 10+) for fantasy violence
  • Genre: Adventure
  • Date Released: March 30, 2023

This is a written walkthrough for Namariel Legends Iron Lord by Joindots GmbH (Germany) and Shaman Games, played on the Nintendo Switch. It’s not intended to necessarily help you solve puzzles as I tend to skip them when I find them irritating or difficult, but it does have some puzzle solutions

Game Start

What the intro cinematics

Fun Note: if you played Kingdom of Aurelia: Mystery of the Poisoned Dagger which was released for the Switch in March 2023, one month before this game, you would notice that the names are all a tad bit different

Uncle Davincino’s House

  • Listen to Uncle gripe
  • Take the Compass Needle and Teapot from the table
  • Back out
  • Take the Umbrella from the floor
  • Look at the 3 drawers on the floor to the left
  • Open the 1st and 3rd drawers
  • Take the Wing, Bolt, and Crystal
  • Use the Bolt to secure the handle to the middle drawer
  • Take the Wing and Crystal
  • Open the cupboard up high on the left wall, move the dishes, take the Rung
  • Look at the table closest to you and take the Rung
  • Place the Crystal x2 and assemble the Mindscope (there are instructions, but it’s super simple even without them)
  • Use the Umbrella on the square thing on the upper right and pull it down
  • Open it up
  • Use the Mindscope on the Aira creature
  • Click on her and free her tail
  • Take the Oil Can and give it to Uncle Davicino
  • Go out the door, click on the little robot
  • Click on Aira
  • Pick up Rung x3 from underneath her, across the deck, and over on the left pulley
  • Use the Rung x5 on the holes in the wall
  • Climb up
  • Take the Board and Bird, then look at the picture
  • Use the Board on the deck to get the Iron
  • Place the Iron on the pulley to open the hatch
  • Go down
  • Take the Bicycle Chain from the water basin, use it on the windmill pulley
  • Take the Scissors
  • Go back into the house, use the Scissors on the Air Balloon to get it and a Faucet Handle
  • Use the Faucet Handle above the funnel outside the door, turn it on
  • Go down the hatch
  • Use the Teapot on the water basin, take the Acorn
  • Look under the tree roots. Use the Acorn to lure Aira out and get a Bird
  • Return to the house and use the Teapot of Water on the 2 cylinders on the table
  • Grab the Bird
  • Use all 3 Birds on the cage next to Uncle

Bird Puzzle!

Move the parts until all the birds are properly assembled color and motif

Hint: The bodies and legs do not swap

  • Take the Lighter
  • Go back out to the tree
  • Use the Wing x2 on the structure on the left
  • Use the Air Balloon on the rope ladder on the ground, turn the lever, then use the Lighter
  • Pull the rope on the structure
  • Take the Tweezers and Puzzle Piece from the bag
  • Look in the tree hollow while you’re up there, remove the leaves, and take the Robot
  • Give Uncle the robot, and he’ll give you another Puzzle Piece
  • Use Puzzle Piece x2 on the green box on the counter

Impossible Puzzle!

Not only do I hate puzzles like this, but the Switch controls make this literally impossible, so I skipped it

  • Give Uncle his Glasses because he couldn’t do any of this himself for whatever reason
  • Watch the cutscene. Oh no!

Escape Imprisonment!

  • Pull the chain, pick up the Coin, and use it on the grate to get Jim
  • Use Jim to hit the button
  • Take the Circular Saw and Stun Gun from the creepy chair
  • Look through the door
  • Use the Circular Saw on the door grates (how’d no one hear that?)
  • Send Jim through
  • Head out
  • Go down the hall
  • Use Jim on the iron breaker robot
  • Pick up the Film and use it on the only unlit projector
  • When you’re ready, hit the green button
  • This part is time sensitive: when the robot turns around, grab the Safe Key
  • Use it on the upper left portion of the red machine
  • Take the Dynamite Stick, use it on the table you got the film from, and paint it white and black
  • Hit the green button again for another timed event
  • Replace the birch stick on the conveyor belt with the Painted Dynamite Stick
  • Then hit the blue button
  • Watch it blow up, then pick up the Lighted Gear from the dismembered robot arm
  • Go back to the hallway and use it on the leftmost wall

Color Spin Puzzle!

Spin them around until the colors match

  • Use your new Wrench on the broken robot head, then take the Metal Plate
  • Open the grate on the pipe to the left of the red cylinder, and take the Blinds Lever
  • Back in the hallway, use it on the louvres
  • Zap the robot worm with the Stun Gun
  • Take the Starting Cord and Token
  • Go back into your cell, and use the Token under the creepy chair
  • Take the Stack of Papers to the room with the robot, and use it on the leftmost part of the room which is a shredder
  • Use a piece of paper, then pull the cord
  • When the machine comes out, quickly inspect it and hit the red button to turn it off (if it runs away, just do it again)
  • Open the hatch, take the Acorn, then take the Vacuum Cleaner
  • Go back into the hallway
  • Use the Vacuum Cleaner on the floor grate
  • Turn it on, turn it off, open the hatch, take the Metal Plate
  • Go back and use the Metal Plate x2 on the hamster wheel where Aira is waiting
  • Entice her with the Acorn and she’ll give you the code: 8, 0, 3
  • Input this into the wall next to the fan
  • Follow the rodent
  • Pick up the Book
  • Open the machine, take the Wire Cutters
  • Use the Starting Cord, pull it, then pull the switch
  • Take the Empty Bottle
  • Look at the newly grown tree and take the Blue Flowers x5
  • Take the Yellow Moss from the pot with the Venus fly trap
  • Look upwards and use the Wire Cutters on the wire holding the grate closed
  • Take the Solvent and Red Berries x4
  • Look at the apparatus on the table
  • Use the Red Berries, Yellow Moss, Blue Flowers, and Empty Bottle
  • Combine them, boil the solution, then take the Growth Promoter
  • Use it on the apparatus
  • Go back to where you blew up the robot and use the Solvent on the spilled glue
  • Pick up the Switch and go back to the plant room
  • Use it on the control panel: spin the dial, then press the arrows
  • Watch the cutscene
  • Take the Clock Key from the robot’s remains
  • Go forward
  • Take the Book from the coffee table
  • Take the Spyglass and note the flags
  • Take the Hook from the wall next to the boar’s head
  • Inspect the globe

Flag Puzzle!

Referring to the flags found earlier, press the countries in the correct order

  • With the 3rd Book in hand, zoom into the shelf on the right side of the room and place all 3 there

Book Puzzle!

Order the books to make a picture

Hint: There’s a useful image on the wall in the back

  • Use your new Seahorse on the desk clock
  • Rotate them until they click, then use the Clock Key
  • Take the Glove back a room to get the UV Lamp
  • Go use it on the desk lamp
  • Press the handprint
  • Take the Weed Killer, go backwards, and use it on the thorns (up high)
  • Bring the Torn Page back to the book and use it. Note the clues on both pages
  • Inspect the gold statue next to the door

Move the Statue Puzzle

Self-Explanatory

  • Go through the door
  • Click on Marcus who seems to be very nearsighted
  • Look at the left of the screen

Maze Puzzle!

Nothing to it

The chain in my game kept going distractingly bananas, though it didn’t affect anything

  • Behind that hatch, place the Telescope
  • Look at the periscope (mid-left of the room)
  • Use the Hook on the yellow-striped thing, lift up the periscope and let is sit on the hook, and take the Boar Fang
  • Look at the steering controls
  • Open the glass dome, place the Compass Needle, and take the Propeller
  • Look to the left side of the wheel

Cylinder Puzzle

Turn the sections of the middle until you can drag the red handle all the way over to the right

  • Now you’re ready for…

Coordinates Puzzle

This one is in 3 parts and relate to the invisible ink clue from before. In the cockpit are 3 viewing points that you have now unlocked. They have numbers underneath and you need to set their viewpoints correctly using the clue from before.

NOTE: Make sure you press the number when it starts to blink gold or it won’t count

Hint:

1: X= 50; Y= -50

2: X= -90; Y= -50

3: X= 40; Y= 40

  • Go back to the office and use the Boar Fang for another Propeller
  • Back in the cockpit, look at the left side of the room under the glass
  • Use the Propellers

Propeller Puzzle!

Remember those viewpoints from the viewer puzzle above? This is where you’ll need those clues. When you’re done placing the propellers, flip the switches

Hint:

1: Yellow and Green

2: White and Red

3: Orange and Blue

  • Take the Bathyscaphe (def: “a self-propelled vehicle used for deep-sea dives”)
  • Go back to the office and use it on the aquarium

Bathyscaphe Puzzle

Lots of these all of the sudden, huh…? You have to navigate 6 rounds of this game to move the vessel by controlling bubble jets

Round 1

Round 2A – Get the Key

Round 2B – Unlock the Door

Round 3A – Get the Clip

Round 3B – Place the Clip

Round 3C – Escape

  • Receive for your efforts the Captain’s Keycard
  • Use it on the elevator panel

Color Snake Puzzle

Move the colored balls around until the proper colors sit in the proper places. This one’s really not too bad

  • Use the lift to go down

Somehow they just got Uncle out of his cell? After all of that time of solving endless puzzles and such? …Hmm… perhaps they tortured him…?

  • Use the Captain’s Keycard again
  • Go into Uncle’s cell, look at the bed for some Bulbs, and take the Hose from the window

Color Snake #2 Puzzle

This one is a tad harder, but not by much

How did they use the machine without these bulbs?

  • Go through the door. Too late again!
  • Try to use the lever, but with your accursed luck, there’s now a bone stuck in the gear mechanism
  • Look at the second lever on the lever machine
  • Use the Tweezers for a Fuse, then open the hatch for an Empty Blowtorch
  • Go backwards to the room where you blew up the robot earlier, and place the Empty Blowtorch near the red canister
  • Place the Hose, then turn the valve
  • Use your new Full Blowtorch on the grate in the middle of the pipe out on the dock
  • Send Jim into the hole
  • It’ll launch an Iron Bone from the gears
  • Pull the red lever
  • Inspect the control panel to the right
  • Hit the red button
  • Break the glass with the Iron Bone, remove the broken fuse, place a new Fuse
  • Hit the red button again
  • Look at the side of the cable car, open the hatch cover, insert the plug
  • Go inside
  • Underneath the seat, open the wolf mouths and insert the Iron Bone
  • Take the Ladder
  • Use the Glove on the broken glass to the left for Broken Glass
  • Take the Ticket from the wall
  • Back on the dock, use the Ladder on the left side

Fill in the Spaces Puzzle

This is one of those snake puzzles where you need to fill all the spaces. Super simple

  • Take the Magnet and Handle
  • Return to the cable car
  • Use the Magnet on the other broken glass (aim it at the hole) to get some Punches
  • Inspect the controller
  • Turn off 7 valves, then use the Handle on the last one
  • Inspect the ticket there, but it’s ripped, so…
  • Back out again to where you got the blowtorch, and use the Punches on the gold thing with holes
  • Use the Ticket

Punch Puzzle

With the torn ticket as a guide, slide the punch shapes around until you get the exact match. Hit the red button when you’re done

The controls are incredibly finicky, but generally, try to do the farthest ones first

  • Return to the cable car
  • Zoom in on the control station

Start Engine Puzzle

Using the clue from the chair, set everything in the proper positions and use the Ticket in the slot

After Them!

  • Watch the cutscene
  • Take the Lamp from the table
  • Use the Broken Glass on the burlap sack
  • Take the Grate Key
  • Take the Gun and Emblem
  • Use the Gun in the hangar on the barrel on the left
  • Go up the ladder
  • Take the Puzzle Piece and the Leather Bag
  • Use the Leather Bag on the pile of sand on the ground
  • Open the lid to the hourglass on the table, use the Bag of Sand, then close the lid
  • Open the capsule for a Puzzle Piece
  • Use both Puzzle Pieces on the lock on Aira’s cage

Tetris Puzzle

Let’s play some tetris!

  • Take the Ring back to the cable car and use it on the floor grate
  • Use the Lamp x2 on the control tower

Assembly Puzzle

Assemble the helicopter according to the instructions

  • Board the aircraft, hit the red button, look at the handy instructions
  • Can’t go anywhere without fuel, so grab the Boat Hook
  • Head back to the cable car, go up the ladder
  • Use the Boat Hook on the pin to release it
    • Press the button
    • Watch the cutscene
    • Go back to the cockpit
    • Start the engine using the clue

Engine Start #2 Puzzle

  • Off we go!

Get the Airship Working

  • Try to move forward
  • Watch the cutscene
  • Go forwards
  • Take the Barrel Fragment from the ground
  • Take the Net from the scarecrow
  • Take the Can from the dock
  • Use Jim on the stump for a Hammer
  • Click on Pharion
  • Follow him
  • Listen to him
  • Look on the left shelf and press the 5 books back into place
  • Use the Hammer on the back wall, take the Nails, and take the Book of Constellations
  • Use the Book of Constellations on the stand to the left

Rotation Puzzle

You have to rotate the image until you get the picture shone in the book

  • Take the Crystal
  • Go out of the hut and try to cross the bridge
  • Try to pick up the hat
  • Take the Weight from the far-left railing
  • Go back inside, and use it on the clock
  • Inspect the top of the clock

Event Sequence Puzzle!

Figure out the sequence of events

Solution: Arrow to Archer > Tip the Bucket > Ingot on Anvil > Sword to Knight > Click on Knight > Open Door

  • Go back onto the deck
  • Use the Net then the Needle on the hat on the ground to get a Beekeeper’s Hat
  • Return to outside
  • Use the Crystal on the ground and take the Sun
  • Go out to the shed and use the Beekeeper’s Hat
  • Pick up the Sticky Padlock
  • Use the Barrel Fragment, Nails, and Hammer on the broken hive
  • Look at the big creature, take off the tarp, and take the Arrow
  • Go towards the shed, then past that to the kitchen
  • Take the Bow String
  • Back up and use the Sticky Padlock on the anthill to get a Padlock
  • Go back to the deck
  • Use the Bow String and Arrow on the mounted crossbow
  • Lower the latch on the bridge and use the Padlock
  • Go into the observatory
  • Take the Whirligig, Bellows, and the Garden Shovel
  • Backtrack to the scarecrow
  • Place the Whirligig on the stick for a Float and Hook
  • Use the Garden Shovel, then Can on the ground for a Can of Worms
  • Go towards the dock
  • Place the Can of Worms on the wood, then the Float and Hook on the end of the fishing pole
  • Here’s a rather tedious Mini Game. Catch 5 Fish, but make sure to pull when the float goes underwater or you’ll miss
  • Head to the kitchen
  • Place the Fish in the pan, put that in the oven, then use the Bellows
  • Deliver the Fried Fish to the observatory creature
  • Use the Eyepiece on the telescope
  • Note the image there
  • Look at the gold thing to the right of the telescope
  • Use the Sun

Orbit Puzzle

Place the colored gems according to the clue

  • Take the Recipe
  • Head over to the kitchen with it, and use it on the board

Make the Cake

Just follow the instructions to make a fruit cake for the big beast

Solution:

Dough + Strawberries + Pears + Cherries

Dough + Apple + Pineapples + Bananas

Dough + Icing

Bake

  • Deliver the Cake to the beast in exchange for a Bell
  • Place it on the deck
  • Ring it
  • Watch the cutscene
  • Take the Shield
  • Go up to the left
  • Use the Shield on the figure to the right to get the Assegai (polearm used for throwing from South Africa)
  • Go backwards
  • Use the Assegai on the crevice to get the Glowworm (It looks more like a beetle than a glow worm)
  • Place the Glowworm in the skull of the door
  • Go inside
  • Use the Assegai on the hanging net to get a Pumpkin
  • Go outside and use the Pumpkin on the scale
  • Take the Lid and Honey Dipper
  • Go inside
  • Place the Lid on the cauldrn
  • Use the Assegai on the rope
  • Look at the broken mask on the ground
  • Take the Pear
  • Feed it to the unhappy snail from before
  • Go up the new path
  • Use the Honey Dipper on the sap on the ground
  • Have Jim grab the rope on the right side
  • Zoom in on the winch and tie the rope
  • Go across the bridge
  • Use the Emblem on the door
  • Pick up the Rusty Razor
  • Go back to the hut
  • Use the Rusty Razor on the grinding wheel
  • Go out, use the Razor on the skin
  • Place the Skin next to the broken drum on the table
  • Remove the ring, then the broken skin from the drum
  • Use the Razor
  • Place the new skin, then the ring, take the Drum
  • Place it with the other 2
  • Use Sticky Sap to repair the broken mask
  • Give the Mask to the creature

Play the Drum Game

Repeat the sequence

Hint: the cauldron always shows the next color, so you don’t need to memorize it

Round 1: Blue, Yellow, Red, Red, Blue; or Blue Yellow, Red, Red, Blue

Round 2: Yellow, Red, Yellow, Yellow, Red

Round 3: Blue, Yellow, Blue, Red, Yellow, Red, Red

  • Head back to where the winch is
  • Place the Idols on the 3 platforms and play the Minigame
  • Go into the hole
  • Use Jim on Aira
  • Play the game where you herd the dandelion things into the flowers THREE times
  • Then move all three flowers until the leaves open
  • Go up
  • Look to the north of the room

Water Puzzle!

Swap the tiles until the water flows into every root

Hint: You only need to move 2 tiles

  • Take the Ladle from the bottom of the room
  • Go back up and use it to catch Tree Blood
  • Go back to where you got the ladle and use the Tree Blood
  • Send Jim down

Traveling Puzzle!

Move Jim to the key without getting hit by the bugs

The controls are terrible, so I skipped it

  • Head back up to the tree heart and use the new Leech Key
  • Take the Tree Shoot
  • Back way up to the beginning of the level
  • Use the Tree Shoot at the robot’s foot
  • Watch the cutscene
  • Open the hatch
  • Watch another cutscene
  • Take the Empty Power Unit from the cockpit
  • Use it on the hatch to the left for a Power Unit
  • Go all the way forward to the airship
  • Remove the old unit and place the Power Unit
  • Take the Rope Ladder and use it in the crevice in the snail room
  • Go down
  • Shake the flower, then take the Flower

Find the Fuzzy Things Puzzle!

Find all 23 Woobies (sorry, I never took a screenshot and realllly don’t want to play this again. They’re easy to find)

  • Go back to the airship
  • Use the Woobies then the Flower inside the balloon

Save Uncle!

  • You can’t do anything, so move forwards
  • Pick up the Halberd, Chain, and Bucket
  • Go back, inspect the bell shaped thing in the back
  • Use the Chain then plug in the power cord
  • Take the Crystal
  • Crank the door on the right and use the Halberd
  • Go through
  • Click on the robot’s head, open it, and take the Spring
  • Use the Crystal
  • Click on the robot again
  • Take the Mongoose
  • Inspect the furnace
  • Take the Coal Shovel and Pick Head
  • Use the Bucket under the green valve and fill it to get a Bucket of Water
  • Go back a room
  • Use the Bucket of Water on the trough
  • Take the Clay
  • Use the Mongoose on the magnetic crane in the back
  • Take the Robot Head
  • Play the Minigame
  • Talk to the kid
  • Look in the busted airship for a Pipe
  • Go back to the elevators and use the Robot Head, then Pick Head on the broken robot
  • Click on it
  • Use the Coal Shovel to get Coal
  • Talk to the kid
  • Try to go up the elevator by turning the keys
  • Take the Broken Keys
  • Get back to the workshop
  • Inside the drum, place the Clay on the top rack, then the Broken Keys on the bottom

Key Puzzle!

Pair the key pieces to make 3 keys

  • Go over to the furnace, use the Coal, then place the metal bars
  • Zoom into the green valve spot, use the Pipe, turn on the water
  • Take the Key Castings over to the anvil and have the robot break them
  • Bring your Keys over to the elevator and ride it up
  • Take the Chisel, then use it in the pipe to your left
  • Take the Sheetmetal, back out, and use it at the cart tunnel entrance
  • Pull the lever
  • Use Jim to pull the ladder down on the other side
  • Climb up and watch the cutscene

The Iron Lord is some loser???

  • Take the Bellows on the ladder
  • From the bottom of the ladder, take the Crowbar and Gas Cylinder
  • Use the Gas Cylinder on the handy receptable next to the ladder
  • Connect the hose, turn the valve
  • Use the Crowbar on the crate across the bridge
  • Pick up the other Bellows
  • On the nearest platform, use the Bellows x2 on the pump
  • Hit the button
  • Use the Crowbar on the lever on the wall
  • Go forward

Ewwww the Loser is taking a super long shower…

  • First, go up the stairs
  • Take the Lunch Schedule from the bed
  • Go back downstairs
  • Take a look at the hatch next to the fireplace
  • Go into the suit, take the Clock Key, and use it on the clock

Clock Puzzle – Dinner

Solution: 6:40

  • Take the Champagne, use it on the grate next to the shower (Even boiling water didn’t phase the weirdo)
  • Take the Sponge, use it on the meal menu
  • Place the Lunch Schedule

Clock Puzzle – Breakfast and Lunch

Solution: 8:45 & 1:25

  • Take the Banana Peel and Fork
  • Go back upstairs
  • Use the Banana Peel under the door
  • Take the Access Card
  • Pull back the green curtain, use the Fork

Path Puzzle

Place the tracks such that the robot mouse will reach the remote

Hint: There’s only 1 solution and all tracks will be used

  • You get the Mechanical Rat and Remote Control for your efforts
  • Use the Access Card to open the door
  • Pull out the Remote Control

Platform Moving Puzzle

Move the platforms into their proper places

  • Take the Handle from the sphere

Sailboat Puzzle

Swap and rotate the discs to make images

  • Use the Handle on the door to the right
  • Go in
  • Use the Mechanical Mouse on the dog
  • Pick up the Bulldog Head
  • Use it on the chain at Uncle’s feet
  • Click on Aira
  • Take the Valve Handle and Brush
  • Use the Bulldog Head on the acorn for a Crystal (don’t ask questions, just go with it)
  • Go back to the prior room
  • Look at the mechanism to the left
  • Use the Spring and Valve Handle
  • Turn the handle
  • Go up
  • Take the Anchor and use the Brush
  • Go back to Uncle’s cell
  • Use the Anchor on the Ship to get it
  • Use the Ship on the giant sphere
  • Take the Book Key
  • Go back to the shower room where Loser still has no clue what’s going on
  • Talk to Uncle
  • Use the Book Key, take the Eye
  • Place the Eye in the statue

Statue Eye Puzzle

Using the clue from before, change the color of the eyes

  • Take the Mechanical Heart back to the Iron Lord suit
  • USE IT

That was… anticlimactic.

  • Now that the way is clear, head to past where the guards were (generously leaving the mechanical heart inside of the Iron Lord suit…)
  • Oh look, you have to do all the work again…
  • Take the Helmet from the robot on the right
  • Take the Palm Leaves from the tree
  • Go back to the fireplace and use the Helmet
  • Head forward to the crystal room
  • Zoom into the grate in the back
  • Use the Hot Coals and Palm Leaves
  • Take the accessible Axe and use it on the power unit on the ground
  • Use the Crystal on the control panel for…

Last Puzzle!

Is… this minesweeper? No. Connect the colored numbers together. Each number tells you how many blocks to fill without crossing

Hint: 1 and 7 are easiest to do first

MAIN GAME COMPLETE!

Bonus Game

Start

  • Take the Mechanical Heart from the debris
  • Take the Wrench from the trough
  • Go across the walkway
  • Pick up the Corkscrew
  • Use the Mechanical Heart on the crane
  • Take the Cannonball
  • Retrieve the Mechanical Heart
  • Go backwards
  • Use the Cannonball on the pipe to the left
  • Use the Mechanical Hand on the wooden door
  • Inside, pick up the Putty Knife
  • Back out and use it on the trough
  • Place the Cement in the Iron Lord’s hands, then pull the lever
  • Pick up the Star
  • Go back through the door
  • Inspect the smaller barrel
  • Use the Wrench
  • Use the Corkscrew
  • Use the Star on the box

Shape Puzzle!

Even with the instructions, the controls were impossible to work, so I just skipped it

  • Use the new Binoculars across the

Number Code Puzzle

Find the 3 numbers to unlock the lock

Solution: The tower (4), the balloon (7), the boat (8)

  • Board the vessel, take the Matches, then use the Mechanical Heart
  • Full steam ahead (like, what… 20 feet?)!
  • Take the String Bag
  • Go forward
  • Take the Slingshot from the railing
  • Take the Straw from the pigeon nest
  • Use the Slingshot on the gargoyle above the ladder
  • Take the Paper Clip
  • Go back, use the Straw on the downspout
  • Use the Paperclip on the lantern
  • Use the Candle on the chimney
  • Take the Button
  • Go forward, use the Beetle on the pigeon
  • Take the Horn
  • Use the Button on the bag on the railing
  • Take the Spike and Arrow
  • Go back, use the Spike on the downspout
  • Use the Horns x2 on the cow gargoyle
  • Go back, use the Ring on the little door
  • Take the Gunpowder and Bedsheets
  • Use the String Bag on the cannonballs
  • Go forward, use the Bag of Cannonballs on the hook
  • Go forward
  • Use the Arrow on the device to the right
  • Take the Acid, use it on the device to the left
  • Get a Ball, take the Saw Blade
  • Use the Spike on the right to get a Spring
  • Use the Spring and Ball on the device to the right
  • Pull the lever
  • Go up the ladder
  • Place the Saw Blade into the saw for a Hacksaw
  • Use the Bedsheets on the window for a Kettle
  • Take the Tied Sheets
  • Use the Kettle and Matches on the table
  • Use the Boiling Water on the teacup near the mirror
  • Go back

Symbol Puzzle

Using the clue, swap the buttons into the correct order

I thought it was going to be backwards or something because of the mirror, nope.

  • Take the Key
  • Go backwards, use the Tied Sheets on the ladder
  • Take the Gear
  • Go back to the boat and take the Mechanical Heart
  • Keep going through the wooden door in the beginning
  • Use the Key

Guide the Lock Puzzle

Guide the thing to the bottom, clicking on the moving spears to keep them back.

  • Place the Gear in the machine
  • Pick up and place all 6 sections of the pipe
  • Take the Shovel
  • Use the Hacksaw on the large piece of wood
  • Use the Mechanical Heart on the lift

Oh look, we’re back in the castle

  • Go to the crystal room ahead
  • Take the Tongs and Shard from the wall
  • Take the Shard from the device up north
  • Go to Uncle’s cell to the right
  • Take the Mechanical Mouse, Syringe, and Hammer
  • Use the Tongs on the dog’s body for a Key
  • Take the Screwdriver from under the burlap
  • Return to the crystal room
  • Use the Syringe on the power unit liquid
  • Go back a room to the statue and use the Liquid Power
  • Take the Canister back to the crystal room, and use it up north
  • Take the Full Cylinder to the cell and use it on the pipe under the sink
  • Break it with the Hammer and take the Chain
  • Head back to the crystal room to use the Chain on the ground
  • Break the glass to the left with the Hammer, then place the Arrestor Block
  • Pick up the Shards x6 from the ground
  • Undo the grate on the ground
  • Use the Mechanical Mouse and Key
  • Pick up the Shard
  • Use the Screwdriver on the robot
  • Place the Robot Eye into the dog in the cell
  • Take the Shard
  • Go back down the lift and use the Shards x10 on the door panel in the room with the barrels

Crystal Puzzle

Place the crystals to make up the shape

  • Go through the door
  • Take the Rocket Cone from the box in the back
  • Use the Shovel in the cart
  • Take the Rocket Body
  • Inspect the table and place the Rocket Cone and Rocket Body

Rocket Assembly Puzzle!

Follow the instructions to assemble the rocket

Solution: rocket body + fins > scoop + gunpowder > endcap > dip fuse (string) into glue + gunpowder > place fuse into rocket body

  • Place Rocket onto cart
  • Light with Matches
  • Move forward
  • Oh no! Final Battle!
  • Use Jim on the board to the right
  • Take the Control Wheel then place it on the pillar
  • Turn both wheels
  • Take the Wire Cutters from the mechanism
  • Use the Wire Cutters in the prior room
  • Use the Fire Extinguisher on the furnace
  • Use the Wire Cutters on the box to the left
  • Take the Projector Lamp, then use it on the light
  • Look at where the light is shining, note the numbers (583)
  • Return to the prior room and input the code into the box
  • Use the Dynamite and Matches on the rock
  • Go save your mom!

GAME COMPLETE!

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