Once inside, the ghost will look around and then command you to take it to its grave. Now the ghost can rest peacefully. For bringing it home, the ghost will give you a Fairy Bottle.
The challenge requires that you create a dungeon shaped like a bottle and complete it with only three hearts. Before you are allowed to go through the three-shovel rated test, you must successfully complete all one and two-shovel rated challenges. There are eight of these. Instead, you have to manually discharge them from bottles to recover your health.
Suppose you die with a fairy bottled up. Minibosses and elite and influential opponents that lurk in dungeons also drop fairies when they are defeated. This image will be added to your journal. Click on the area on top of the dresser on the right to trigger a puzzle. Your goal is to mix and match the clothes until the bears are dressed properly.
Click on 2 clothing items to swap their positions. Make sure that you swap out the shirts, arms, pants and shoes. The picture in the upper right corner gives you a clue on the proper attire for each bear.
You can also match the headbands to the color of the outfits. Please look at the screenshot for the solution. The left teddy bear should be dressed in brown, the middle in pink and the last one in blue. Ballerina Puzzle Click on the music box on the pedestal for a closer view. Click on the music box once all pieces are in place. This is like a "Simon Says" game; just repeat the notes shown on the puzzle. The solution is random.
Each time you click on the wrong pattern, you will have to start over with a new pattern. After the game gives you the sequence, the middle ballerina will crouch down.
Once a sequence has been duplicated, the middle ballerina will strike a new pose. If you fail to duplicate the sequence, the middle ballerina will return to her original position. Correctly identify 3 patterns to win the game. Click on the wreath the top ballerina is holding for a closer view.
You will receive a message that flowers should be blooming in the next room. You will need the pattern of this wreath for a future puzzle. Go back to South Tower Landing. South Tower Landing Collect the 9 flowers shown on the screenshot. Click on the vines on the back wall to trigger a puzzle. Your goal is to arrange the flowers according to the image of the flowers in the ballerina puzzle.
Click on any 2 flowers to swap their positions. Go through the portal that appears once the puzzle has been completed. Click on the guard goblin by the door. He wants you to solve the Goblinjong box.
This action triggers a puzzle. Goblinjong Puzzle Your goal in this puzzle is to match the tiles in pairs until you can find the keys hidden below the tiles. Click on two matching available tiles to eliminate them off the board. If a tile is not highlighted you cannot click on it. Once the 2 keys are available, click on them to end that round. Complete 3 rounds to win this game. Click on the box in the lower right for a closer view.
Statue Puzzle Click on the broken piece in front of the fountain to trigger a puzzle. Your goal is to piece the statue back together. Drag the pieces scattered around the scene into the silhouette of the statue in the middle of the field. Correct pieces will lock into place. Click on the box on the left side of the water. Pick up the SUN inside the box. Click on the door for a closer view.
Place the SUN on the door. Click on the door to enter the Garden. Chapter 4 The Garden You can access different areas from this scene. On the left you can reach the Pond. On the right you can access the Carriage House.
Click on the door to enter a Hidden Object Scene. Pick up the RAKE in the upper left and it will be added to your inventory at the end of your search.
Place the RAKE on the pile of leaves close to the statue to discover a trapdoor. You need something to pry it open, you can come back to this area later. Click on the right side of the screen to reach the Carriage House.
Click on the swing seat for a closer view. The pattern on the cushion enters your journal. Click on the fairy ring in the lower left. You need a basket to pick them up, you can come back to this area later.
Click on the trough in the lower right for a closer view to see a bunch of hay. Go left to return to the Garden. There is a crest below the trapdoor which is missing its symbols. Close out of that view for now. Click on the left door to receive a message which states that only the pure of heart can pass through that field. Click on the trapdoor for a closer view. Colored buttons appear after the symbols have been placed correctly.
Use the symbols of the 4 Brave Animals in your journal to solve this puzzle. Push the buttons in the following order: Yellow — Purple — Blue — Red. Go left to reach the Pond. The Pond Click on the pigeon on the right. Click on the Goblin Heads above the statue on the left for a closer look. Pay attention to the expressions on their faces. Go back to the Carriage House. The solution to this puzzle can be found on the swing seat outside the Carriage House.
Your goal is to form the correct image. Click on two pieces and they will swap positions. A piece placed correctly will lock into place.
Enter through the door upon completing the puzzle. Mathematical Barrel Puzzle Click on the barrel on the lower right to trigger a puzzle.
Your goal is to move the numbers so they all add up to the center number which is You can only swap out the numbers on the white tiles only. The top section has already been solved for you. Click on the trunk to trigger a Hidden Object Scene. The solution for this puzzle is in your journal under the "Goblin Heads" title. Click on each tile to change the images of the goblin heads.
The heads should be placed from lightest to darkest. Another puzzle will appear as soon as that puzzle has been solved. Find Identical Beans In this puzzle you have to click on the 2 beans that are identical. Find 5 sets of beans to complete this puzzle.
The solution to this puzzle is random. Click on the front of the carriage to trigger a puzzle. Drag the pieces scattered around the scene into the silhouette of the unicorn in the middle of the field. Go back to the Pond. Click on the window above the vine to enter the Alchemy Lab. Alchemy Lab Click on the Alchemist to talk to him. He tells you there is a stone behind the wall that bears your name.
Once you find it return to the lab and place it in the magnifier. If you click on the torch stand, the Alchemist will tell you not to touch it. Click on the panel on the left for a closer view.
Behind the disc there is an imprint of a potion bottle. Go to the Pond. Click on the stone wall to trigger a puzzle. Swap the pieces around to form the correct image. Click on two pieces and they will swap places. Your goal is to eliminate all the butterflies by clicking on matching pairs. Click on 2 matching butterflies to eliminate them. It will be entered into your inventory.
Go back inside the lab. Alchemy Lab Click on the magnifier on the table. Click on the vials in the upper center. Your goal is to mix the right combination of colors in order to form the color shown at the bottom of each set of vials. Click on the color above the vials to add it to your cursor. Place that color into the vial of your choice. Click on the alchemy book on the table, it states: "Wings of a butterfly, tears of an angel, heart of a unicorn. Click on the torch stand in the back of the room.
Click on the potion maker on the left. Go back to the Garden. Go through the door to enter the Kitchen. Chapter 5 Kitchen From this scene you can access the Pantry on the left, the Hallway on the right and the Garden by clicking downwards. Behind the disc there is an engraving of a cauldron. Go right to access the Hallway. Go down and then left to access the Pantry. Pantry Click on the hungry goblin. He asks you to cook him some stew.
He says that all you have to do is get the fire going and place the vegetables in the cauldron. Pick up the CANE on the left side of the door.
Place the CANE on the cauldron in the top left to knock it down to the floor. Go to the Hallway by going right and entering through the left door. Pick up the KEY that appears in front of the fireplace. Go back to the pantry on the left.
Click on the cabinet on the right for a closer look. Place the KEY on the lock. Grab the SOAP inside the cupboard. Pick up the RAG inside the cupboard. Go back to the Kitchen. Click on the washbasin on the floor for a closer view. Place the SOAP in the cauldron. Put the RAG on the cauldron to dry it off. Cook Goblin Stew Mini-game Your goal is to add the ingredients into the pot in the order the game shows you. Add the ingredients by clicking on the correct food containers on top of the screen.
The game shows you which ingredients to use directly above the cauldron. Use the filled watering can on the planted seeds and small sprouts will appear. Use the potion of rapid growth on the small sprouts to make the vine grow up to the window. Select the window at the top of the vine to enter the alchemy lab. Talk to the alchemist: He wants you to take the stone behind the wall and place it in the magnifier on his desk. Take the butterfly net and the shears.
Examine the panel on the wall. Press the switch in the middle of the panel and then select the engraving to find a glass disc. Move back to the pond. Use the butterfly net on the pond. Find the pairs of butterflies that are identical. The location of the butterflies are random with every new game. After every pair of butterflies has been found, select the purple butterfly.
Use the shears on the vines at the top of the stairs three times to reveal a stone wall. Examine the wall.
Examine the magnifier. Use the magic stone on the magnifier: The alchemist asks you to make a potion of corrosion. Examine the vials. Select a colour from the top shelf and then select an empty vial to add the colour. Put the following colours in the empty vials to make the potion of corrosion:.
Examine the magnifier and use the potion of corrosion on the magic stone to reveal a magic rune. Take the rune and the alchemist will disappear. Examine the alchemy book to see a recipe for a spell. Exit the view of the book and examine the potion maker. Put the heart locket, vial of tears and butterfly on the potion plates to make the potion of pure heart:.
Examine the panel on the wall:. Move left to the pantry. Talk to the goblin: He wants you to make him a bowl of vegetable stew. Take the bottle, cane and bucket. Use the cane on the cauldron to tip it over. Take the firewood and the dirty cauldron on the floor. Move back to the kitchen. Find the ten vegetables:. Use the firewood and the fire salamander on the fireplace and a key will appear. Take the key in front of the fireplace. Move back and left to the pond. Use the bucket on the fountain to get the bucket of water.
Move right, forward into the kitchen and left to the pantry. Examine the cupboard at the right side of the room. Use the key from the kitchen fireplace on the cupboard and then select the cupboard to open it. Take the rag and the soap:. Take the food bowl:. Examine the washbasin on the floor.
Use the bucket of water on the washbasin to fill it with water. Use the dirty cauldron on the washbasin. Use the soap and the rag on the cauldron to take the clean cauldron. Use the clean cauldron on the fireplace.
Use the vegetable on the clean cauldron to start the vegetable mini-game. The aim in the mini-game is to add the ingredients in the same order that they are displayed on the screen. There are six rounds in the mini-game, with one additional ingredient to add in each round.
After completing the mini-game, use the food bowl on the cooking stew in the cauldron. Give the bowl of goblin stew to the goblin and he will disappear. Take the candle on the table:. Use the candle on the cooking stew in the fireplace to light the candle.
Take the can of oil and use it on the lamp to light the room:. Select the red tapestry to reveal a drunk goblin. Talk to the goblin: He wants a drink.
Take the tap and use it on the tap area on the barrel to make the wine tap:. Use the wine bottle on the wine tap to fill it with wine.
Use the wine bottle on the drunk goblin and he will disappear. Find the eight pieces of paper:. Use the piece of paper on the poster to see an outline.
Put all of the pieces of paper in the correct places on the outline:. Examine the locker at the left side of the wine cellar. Enter the combination from the goblin poster:. Select the doorknob to open the locker. Take the sledgehammer and rope from the locker. Use the rope on the pulley and the sledgehammer on the wine cask:. Examine the steel door and a goblin will ask you to find ten Bolgin coins. Find the ten coins:. Use the Bolgin coins on the steel door to play the goblin tile mini-game.
The aim is to watch the tiles that the goblin appears in and then select those tiles in the same order. There are five rounds in this mini-game, with the number of tiles to remember ranging from 3 to 7. Exit the view of the door after completing the mini-game and the door will open. Go through the doorway to enter the gambling den. Talk to the thug: He wants you to find the real coins in the chest. The following hotspots are now available:.
Examine the tapestry. Take the chest key at the top of the tapestry. Use the chest key on the coin chest. Examine the coin chest. Find the pair of coins that are identical. The location of the coins is random with every new game. Complete the four rounds of this mini-game to receive the fake Bolgins. Give the fake Bolgins to the thug and he will say that you can now speak to the gambler. Talk to the gambler to play Goblinjong. Match pairs of tiles to reveal the pair of keys, and then match the pair of keys to move onto the next round.
Complete three rounds of the mini-game and the scrap paper will appear on the table. Take the mace from the weapon rack and the broom from the right wall. Examine the scrap of paper on the table to see a statue painted in different colours. Examine the right side of the carpet:. Use the broom on the dust below the carpet to reveal an iron key.
Take the iron key. Examine the statue. Select a jewel and click on a section of the face to paint the section in that colour. The aim is to paint the statue in the same way that was shown on the scrap of paper on the table:.
Take the dusty book from the bookshelf and use it on the reading table:. Examine the dusty book to see six symbols. Exit the view of the book and find the six symbols:. Examine the dusty book and use the animal symbols in the correct locations. Left click to see four of the symbols light up:. Examine the cocoons above the reading table.
Remembering the order of the illuminated animal symbols from the dusty book, press the cocoons in the following order:. Examine the mystical drawing on the wall to enter a hidden object location. Select the cross:. Find all of the remaining hidden objects on the list and the cross will be added to the inventory. Examine the dumbwaiter on the wall:. Press the blue button to see the magic rune vanish up the chute. Exit the view of the dumbwaiter.
Move back five times and right to the hallway. Use the old key on the keyhole at the bottom of the dumbwaiter. Left click to open the dumbwaiter. Take the magic rune and the fairy carving from the dumbwaiter. Examine the locked door at the left side of the hallway. Use the cross on the groove in the window of the door. Click to rotate the tiles to the following positions:. Examine the harp and repeat the four sequences of notes that are played to reveal the mirror. Take the axe below the mirror.
Examine the gem box to play the gem mini-game. The aim is to match 2 or more gems together in the correct order so that all of the gems disappear. There are three rounds of this mini-game to complete. Round Correct order: Top and then bottom blue group, three red groups, green, both grey groups and purple. After completing the third round of the mini-game, left click to open the drawer below the gem box.
Examine the drawer to see a piece of paper with a riddle on it. Exit the view of the drawer and examine the mirror. Remembering the riddle from the drawer, put the symbols in the following order:. Take the short sword.
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