Version 1.2 9/15/11 _ _ / `._ \+O+/ _.' \ ( @ : `. //`\\ .' : @ ) \ `. `. ((o o)) .' .' / \;' `. `.((( - ))).' .' `;/ \`. `. ((()=())) .' .'/ ) :-._`/`(("Y"))`\'_.-: ( (`..../ /(_ * _)\ \....') >---/ / ) ( \ \---< / .'.\ \_/\\_//\_/ /.'. \ |o _.-\/_) '*' (_\/-._ o| |`' ;/ \; `'| ".o_.-/ \-._o." "._/ \_." / \ / \ / \ / \ / \ `----....._____.....----' # # # # # ## # # ###### # # # # # #### # # # # # # # # # ## # # ## # # # # # # # # # #### ##### # # # # # # # # ####### # ## # ###### # # # # # # # # # # # ### # # ## ## # # # # # # ## # # ## # # # # # # # # # # ###### # # # # # #### Awakening: The Dreamless Castle A Walkthrough by Michael Gray AKA The Lost Gamer ([email protected]) Copyright 2011 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Walkthrough 002a. Inside the Tower 002b. The Garden Area 002c. The Kitchen and Goblin Rooms 002d. The Great Hall 003. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the game called Awakening: The Dreamless Castle. I'm playing the iPod Touch version, but this walkthrough should work for the PC, iPad and iPhone versions of the game. To contact me, use my email address, [email protected]. Thanks to jgs/mk for the fairy princess artwork, seen at the top of the guide. 002-Walkthrough --------------------------------------------------------- 002a-Inside the Tower --------------------------------------------------------- Our heroine, a princess who has been sleeping for a hundred years, wakes up. Can she undo the enchantment on the castle, even though she can't perform magic herself? The first thing the Princess hears when she wakes up is a fairy named Mira. The fairy is trapped inside a jewelry box on the dresser. Simply tap on the box, and you get a close- up view of it. When you're in a close-up view, tap outside of the bounding box to go back to the previous screen. In the upper/right corner is a movement compass. Tap on it to see an arrow (or arrows, depending on where you are), which lead to another screen. Try it out now to see that you can go outside, on the balcony. Go outside. A key is resting on a pillow here. Pick up the key by tapping on it. Then, go back inside the bedroom. Zoom in on the box with the fairy inside, then use the key on the box. It opens, and the fairy is released. The fairy moves to the bottom/right corner of the screen. She is a hint fairy. You can tap on her, and she will reveal the location of an item you can interact with. I find her to be most useful during hidden object challenges, or when you're zoomed in on something. The fairy gives you a note from the fairy queen. The fairy queen wants to know when the princess has woken up. The queen's messenger is waiting by the pond, so we should probably go there and give him or her the message to the fairy queen. First, though, let's work on leaving this room. Examine the chest on the ground, near the archway that leads outside. It has six grooves, for six golden discs. Time to find six golden discs! The six of them are spread all over the room. For example, one is at the bottom of the dresser on the left, while one is above the door on the right. You might have to zoom in on the iPod screen to get a better view of the various discs. Once you get all six discs, go to the chest again. Use the discs on the grooves, and a puzzle starts. This is simple: simply rotate the various discs by tapping on them, until the lines on the discs are connected. They form a hexagon when you're finished. It looks something like this: ____ / \ \____/ You can skip puzzles in this game. If you do, your time counter gets increased by ten minutes. Other than that, there is no penalty for skipping puzzles. The time counter never comes into play during the game, so feel free to skip puzzles without any negative reprecussions. Once you solve the puzzle, you get the sun orb. Good! There's another orb in this room, a moon orb. It's in the top/right area. It is pretending to be a planet, in order to escape your notice. Tricky moon! Examine the mirror on the left to see that it needs cleaning. You can now go inside the closet, for a hidden objects screen. Find all of the hidden objects. The most important of the objects is the handkerchief, which is added to your inventory. Use the handkerchief on the dusty mirror in order to clean it. Something odd happens. The princess' reflection is holding something. Tap on the blue item to learn that it is a magic rune. There are six blue magic runes in this game. At the end of the game, you have to use all six runes in order to leave the castle. The first rune is the one here, which you get from your reflection. Once you get the rune, symbols appear on the mirror. That's not all! The exit door, on the right, suddenly comes to life. Examine the exit doorway. There are two slots on the door, one for a moon and one for a sun. Put the moon orb in the moon slot, and put the sun orb in the sun slot. Symbols appear at the top of the door. Tap on them, until the match the three symbols on the mirror in this room. You can open up the journal in the lower/left to see a picture of the mirror, if you want. Once you have all three symbols in place, use the handle to open the door. You can now leave the bedroom. Do so. It looks like you're not out of the tower yet! There are three more rooms here: the guest room (to the left), the tower landing (the room you're in now) and the lobby, which is behind that purple doorway. Examine the panel on the wall. Take the glass disc--there are five in total, in this game--and press the switch to make it light up. Examine the angel near the ceiling, above the purple door. Those flowers are color-coded. Also, examine the vines on the purple door to get a clue about ballerinas. Examine the door the left. It's a color-coded lock. Open it with the same four colors that are on the angel. From left to right, it's orange, green, blue, purple, red. Once the colors are in place, touch the doorknob, and you'll be able to go to the guestroom. Inside the guest room, you have a display stand on the dresser. It needs three bears. The three bears are located inside this room: one on the bed, one under the bed, and one on a shelf above the dresser. Use the bears on the display stand to start a puzzle. You want to change the bears' outfits around, so they match the picture on the wall to the right. Is that a picture of the princess and her parents? The bear on the right needs to be in all blue, the bear in the middle wears purplish clothing, and the bear on the left wears red and black. Don't forget that the shoes and sleeves need to match, as well. Solving the puzzle gets you a ballerina. There is a second ballerina in this room, near a bedpost. The ballerinas go inside the music box, on a small table left of the dresser. Putting the ballerinas in place will start a "repeat the pattern" puzzle. Get used to these, because you'll see many of them in this game. Simply repeat the pattern by tapping on the keys, in the exact same order the keys light up in. If you guess incorrectly, you get a new sequence to follow. You can do this as many times as you want. When you get three sequences correct, you get a wreath. Examine the wreath. It's a clue for a puzzle in the other room. Before leaving the guest room for good, make sure to read the book on a stand, near the corner. It has a clue for a puzzle, later on. Go right, back to the other room. Flowers are blooming here now! Find all nine flowers, and use them on the vines above the purple door. Now, zoom in on the vines for a puzzle. Just switch the flowers around until they match the ballerina's wreath. Solving this puzzle opens the doorway. Leave through the doorway. We're at the base of the tower! Of course, we have some puzzles to solve before we can exit the door. Talk to the goblin here. He gives you a minigame called Goblinjong, which is just like mahjong. In this game, you want to make matches by tapping on two tiles that have the same picture on them. If you make a match, the tiles disappear from the board. Only the highlighted tiles can be matched. You can reset a certain puzzle, if you're stuck. Make matches until you find the two tiles with pictures of keys on them. Match those two tiles, and the minigame ends. Win three rounds of Goblinjong, and the goblin gives you a key to the shed in the garden. He then leaves. Once the goblin leaves, you can look inside his lunchbox for a chunk of stone. There are three more chunks of stone, lying around this room. In total, there are four in all. Examine the stones near the base of the fountain. This starts a puzzle. You want to put all the pieces of the statue together, to form a statue of a fairy, walking on a leaf, holding something in her arms. If a piece is put in the right place, it will snap into place, and you'll be unable to move it again. Snap all the pieces into place, and you get the fairy figurine. Now, use the four chunks of stone on the fountain, and it gets fully rebuilt. Place the fairy figurine on top of the fountain, and it starts working again. As a reward, a treasure chest appears in the fountain. Open the treasure chest to get a sun disc. Use the sun disc on the door, and you'll finally be able to exit the tower. 002b-The Garden Area --------------------------------------------------------- A magic field blocks the exit here, and only the pure of heart can pass through it. Apparently, the princess isn't pure of heart, because she can't go through. She'll have to make a pure of heart potion, made up of three ingredients. On the right side of this screen is the shed that is opened by the goblin's key. Use the key on the shed to start a hidden objects scene. Find all the hidden objects, and you will get a rake. Do you see the leaves on the ground, near the statue? Use the rake on the leaves to find a hidden trapdoor. It can't be opened yet. You need to get the crowbar first. Go right, to the carriage house. There is a hay trough in the lower/right. Go through the hay, and you'll find a crowbar. Go back left and use the crowbar on the trap door. There is a shield blocking the trapdoor, and four symbols go on the shield: a star, the sun, the moon and wind. Find all four symbols on this screen, and place them on the shield. Colored buttons now appear. This is where you use the four color pictures that you saw in the book in the bedroom. A picture of this is inside your journal, and it's very simple. From left to right, the colors are yellow, purple, blue and red. Set the four buttons here to those colors, and you get a shield. Use the shield on the angel, and you get a vial of angel tears. The angel tears is one of the three ingredients needed to make the pure of heart potion, that leads to the next part of the castle. The other two ingredients are a heart and a butterfly. Oh, and we need to get into the lab to make this potion, so let's get working on that. Go left, to the pond area. Take a look at the goblin heads, above the water fountain of a fairy. The princess writes this down in the journal, because it's needed for a puzzle. Go right twice, back to the carriage house area. Someone took the swing seat, and split it up into six different pieces. Find all six pieces in this screen, and use the pieces on the chains. The swing is put together again. Look at the seat, and take the puzzle pieces. Use the puzzle pieces on the door of the house here to start a puzzle. It's not that bad; just move the pieces around until you have a picture of a goblin on a horse. Solving the puzzle lets you go inside the carriage house. Go inside there now. There are some things here to interact with, but most of them are covered in dust! That's not good. Examine the barrel. It's locked with a puzzle. Switch all five of the starred numbers around, so each section of the target makes 15. For example, the top section is 1, 5 and 9. Those three numbers add up to 15. Moving clockwise from the top section, the numbers are 7, 3, 1, 5 and 9. Opening the barrel gets you a feather duster and a bottle of rapid growth potion. The feather duster works on three objects here. One is the shelf in the back, another is the trunk in the lower/left, and the other is a compartment, on the front of the carriage. As you probably guessed, each of these three things is a puzzle. Examine the trunk in the lower/left for a hidden objects scene. This scene gives you a watering can. Examine the front of the carriage for another puzzle, where you recreate a picture. This time, you're making a picture of a unicorn. When a piece is put in the right position, it snaps into place. Solving this puzzle gives you a heart, one of the ingredients for the pure of heart potion. Examine the shelf. This puzzle requires you to put the goblin heads in order, according to the picture near the pond. This picture is in your journal. A second puzzle follows. Pick the two beans that are identical. Just tap on the first bean, then on the second bean, which looks just like it. You get as many guesses as you want, and find five matching pairs to get some magic beans. That's all for here! Leave left, and then leave left again. Grab the shovel which is leaning against the angel statue, then go left one more time to reach the pond. Hey, wasn't the queen's messenger supposed to be near the pond? Right, I almost forgot about that. He's on the right part of the screen. In fact, he's a pigeon. Use the note from the fairy queen on the pigeon, who has a letter pouch on his back. He flies off, and you can see a patch of dirt underneath him. Use the shovel on the dirt to dig a hole. Then, use the magic beans on the hole. Use the watering can on the fountain to fill it with water, then use the watering can on the seeds. Finally, use the rapid growth potion on the plant to make a huge vine which leads to the window. Go through the window. You're in the alchemy lab! Talk to the alchemist, to learn that a stone with your name on it is near the pond. He wants to examine this stone. Examine the panel against the wall. Take the glass disc, then press the switch. That makes two of five. Nice! The other items here are the butterfly net in the lower/left, and the shears on the right end of the table. Leave the lab, and you're at the pond. Use the butterfly net on the butterflies about the pond. Get rid of all the butterflies by matching pairs. One butterfly will be left over; click on it to get a butterfly, the final ingredient for the pure of heart potion. Use the shears on the vines, at the top of the stairs to the left. This leads to a puzzle, where you have to recreate a picture by swapping tiles. The picture is of the princess, holding a glass orb. Her name, Sophia, is on the top of the wall. Once you solve the puzzle, the glass orb turns into a magic stone. Go back to the alchemy lab, and use this stone in the magnifier on the alchemist's desk. Now the alchemist wants you to make a potion. Examine the vials in the corner. Here, you want to match colors. For example, the two vials on the left mix together to form the color green. What colors make green? That's yellow and blue. The other two sets are red and blue to make purple, and red and yellow to make orange. Fixing all three sets gives you the potion. Use the potion on the stone under the magnifier to get the second magic rune. The alchemist leaves. Look in his book to find a recipe for Pure of Heart potion, made up of a butterfly, a heart, and angel tears. You should have all these items by now. Put them on the scales on the wall, and you get Pure of Heart potion. There's only one more thing to do here in the alchemy lab. Examine the torch stand and take the fire salamander. You'll need him in the kitchen. Leave the alchemy lab and then leave the pond. You can now use the Pure of Heart potion on the doorway here, so the princess can get through. On the other side of the doorway is the kitchen. 002c-The Kitchen and Goblin Rooms --------------------------------------------------------- In the kitchen, you'll have to cook something, obviously. First, let's take care of the panel against the wall. Take the glass disc and press the switch. Go left to the pantry. The goblin here wants you to make him some food. Oh well, if we must. First, let's get everything from this room. Take the bottle in the lower/left, the bucket on the floor on the right, and the cane near the exit door. Use the cane on the cauldron, and it falls down. It turns out the cauldron was full of firewood. Take the firewood and the cauldron. Return to the kitchen. The meal needs ten vegetables, so search the room and find all the vegetables. Now to start the stew. Put the fire in the fireplace, then put the fire salamander on the firewood to start a fire. A key then appears. Our hero decides that the cauldron is too dirty to use for cooking, so you need to clean it with soap and water. To get the water, you have to go backwards and left, to the pond. Use the bucket on the water here, and you've got water. Return to the pantry, with the hungry goblin. Use the key from the fire on the cupboard to the right. Inside the cupboard, take the soap on the right and the rag on the left. Go right twice, to a new area. This is the hallway. Once you get all five glass discs, you'll use them on the door here and exit the hallway. That's later, though. For now, take the food bowl which is on the right. Return to the kitchen. The washbasin on the floor on the left will be perfect for cleaning the cauldron! Use the water on the washbasin, then use the cauldron on it. Use the soap and the rag on the cauldron to clean it. Then, put the now-clean cauldron on the fire. Put the vegetables inside to start another "follow the pattern" minigame. Tap on the ingredients, in the same order they light up in. You have to do this six times in a row to win. Once you win the minigame, the stew is cooked. Use the empty bowl on the stew to get some. Then, go left to the pantry and give the stew to the hungry goblin. He disappears, leaving behind a candle. Take the candle and go back to the kitchen. Use the candle on the fire to light it. Then, return to the pantry and go forward through the open door to the wine cellar. If you don't have a lit candle, you can't go through the door. It's still kind of dark here. Grab the can of oil in the lower/right, and use it on the lamp in the upper/left. The room then gets lit up, so you can see everything. There's a curtain on the ground. Tap on it, and the princess pulls it aside. There's a drunk goblin underneath. I think he's had enough to drink already, but he wants some more wine. Grab the tap in the lower/right area, then use it on the bottom of the wine barrel on the left. Use the wine bottle (from the lower/left part of the room with the hungry goblin) on the wine barrel, and it's filled with wine. Use the full wine bottle on the drunk goblin, and he leaves, revealing a trapdoor. There should be a poster in the upper/right. Find all eight pieces in this room, and use them on the poster area. You get another puzzle, where you have to put all the pieces together to form a picture. The picture has "100" written on the top, a picture of Sophia on a horse in the middle, and the bottom has 3.1.2.4, with goblin writing underneath. Now examine the locker at the left side. Use the combination 3124 to open it. Inside, you get a sledgehammer and a rope. Use the rope on the pulley on the ceiling, which partially opens the trapdoor. Use the sledgehammer on the very bottom on the wine barrel to prop it up, which opens the trapdoor fully. Go through the trapdoor to reach a new area: the hidden passageways. This area consists of the room you're in now, the gambling room, and a secret library. Examine the door which is the exit to the room. A goblin appears and tells you to find all ten coins in this room. Once you find them, use them on the steel door. You then have to play another "repeat the pattern" challenge. This time, select the tiles on the door that the goblin turns around. Successfully complete five rounds to get access to the gambling den. Go to the gambling den. The gambler won't talk to you, so talk to the thug instead. He wants you to find the coins that are inside the chest. You can examine various things in this room. First, examine the panel in the upper/left. It's another one of the five panels you have to activate in this game. Take the glass disc, then press the switch. Now for getting the coins in the chest. There's a picture on the left wall, under the panel. Examine it, and it's another puzzle where you put the picture pieces back in their places. It's a picture of Sophia and three goblins, looking at a mirror. Goblins are short, so they are all in the lower three-fifths of the painting. The upper fifth of the painting contains nothing but the mirror. If you want a better idea of what the picture looks like, back away from the puzzle and look at it from there. Then, retry the puzzle. Getting the picture correct results in you getting a key, at the top of the picture. Pick it up, then use it on the coin chest. This leads to a puzzle, similar to an earlier one. Pick out the two matching coins. Do this four times in a row to get the coins. Use the coins on the thug, and you can talk to the other goblin. He challenges you to a round a Goblinjong. Win three rounds, and you get a piece of paper with a clue for the statue puzzle. Examine the statue in the right part of the screen. You want to color its face, so it matches the picture the goblin left behind. That's an orange face, green mouth, yellow nose and eyebrows and purple eyes. Use the four colors to paint the statue correctly, and it opens up. Before we leave this room, let's get items for puzzles in other rooms. First, pick up the mace from the weapons rack, in the left corner. Then, pick up the broom near the right- hand side of the screen. Lift up the right side of the carpet to find dust. Use the broom to sweep the dust, and you get an iron key. Good, that's it for here. Now, go right to the library. There's not much to do here at first. Pick up the book from the shelves and use it on the table, under the cocoons. Read the book to see that it has six symbols. Back away from the book. All six symbols are hidden on this screen. Find them all. Then, zoom in on the book and match the six symbols with the pictures in the book. Matching all the symbols will make four of the six pictures light up. Does this look familiar to you? It should! It's a clue for the cocoons in this room. Zoom in on them, and light up the proper four cocoons, according to the book. Top Row: Lit Dark Lit Lit Bottom Row: Lit Dark A map appears on the back wall. Look at the map to start a hidden objects scene. Find all the items, and you get the cross in the lower/right. This cross will become important very soon. Solving the hidden objects puzzles lets you find a dumbwaiter on the back wall. Examine it, and press the button. The dumbwaiter goes down, taking a magic rune along with it. Hey, we need those runes! Time to leave this area, and return to the hallway near the kitchen. That's the one with two locked doors. Do this by going back right times, then right to the hallway. The dumbwaiter is here, in the hallway. Use the iron key (from the gambler's room) to open it and get the fourth magic rune. Grab the fairy carving, too. Use the cross (from the hidden objects scene in the library) on the door to the left. Puzzle time! Rotate the four tiles, so they match the pattern set by the cross. Basically, make sure all the lines connect perfectly; this is not so easy because most of the lines are curved. Once you've got the right pattern, select the door handle. You can now go inside the room. We're now in the mirror room! You'll find out why it's called that in just a moment. You have a few puzzles here first. Examine the harp. You get another "repeat the pattern" puzzle, this time with harp strings. Repeat four patterns to find the mirror. Yep, that's why this is the mirror room! Grab the axe underneath the mirror, then examine the gem box, right of the mirror. This starts a gem puzzle. Get rid of all the gems by tapping them, but there's a catch. You can only get rid of a gem if it is touching another gem of the same color. For round one, get rid of the gems in this order: red, gray, blue, brown and green. For round two, get rid of the purple ones on top, then the purple ones on the bottom. Then get rid of the gray marbles. Get rid of the blue marbles on the bottom, which makes other blue marbles fall. Get rid of all the blue marbles again, then get rid of the black ones. For round three, get rid of the blue marbles on top, then the blue marbles on bottom. Get rid of all the red marbles, the green marbles, the gray marbles, then the purple marbles. Solving the gem box puzzles opens the drawer below the gem box. Look inside to find a riddle, about legs, from many to few. Examine the mirror now. It has pictures on it. Arrange them in clockwise fashion, in order of their legs (the green things), from many to few. So that's six green things first, then five, then four, then three, then two, then one. You can now go through the mirror to reach the mirror world. Woah! Everything...is reversed! First off, grab the short sword, which is near the left plant. In case you haven't noticed, we're collecting weapons now for a puzzle later on. There's the final panel on the left wall here. Examine it. Grab the glass disc, then press the switch. Then, exit it. Now, you'll want to play the harp in this room, but six strings are missing. Find the strings in this room, then use them on the harp. Play the "repeat the pattern" challenge again, in order to get a crystal. Now for the reversed gem box. Examine it to get another round of three puzzles. These ones are much tougher than the previous three. For round one, get rid of the three brown groups, in the very middle of the board. Then get rid of all the red gems in the top half of the board. Get rid of all the purple gems, then all the brown gems. Get rid of the blue gems on the bottom, all the red gems, then the remaining blue gems. For Round Two, get rid of all the brown groups in the four corners, then the brown group in the middle. Get rid of the gray gems, working from top to bottom. Then, get rid of the red gems, the purple gems, and the green gems. For Round Three, get rid of all the purple gems, working from top to bottom. Get rid of both the blue groups that are touching the bottom. Get rid of both gray groups that are touching the bottom, and get rid of the black group which takes up the entire bottom row. Now, get rid of the four gray groups, from top to bottom. The only colors left are black and blue. Get rid of the top/left and top/right black groups. Those are the group of two black marbles, and the group of four black marbles. Then, get rid of all the blue marbles, and get rid of the black ones. You get a riddle. This riddle talks about eyes from few to many. The last thing to examine in this room are the bells, on the cabinet to the left. They are numbered according to a code. Use the crystal (from the harp) on the slot above the mirror. Examine the mirror. The clue talks about eyes, from few to many. That refers to the red things. Arrange them in clockwise order, starting with one, then two, then three, then four, then five, then six. You can now go through the mirror again. Do so. Examine the chimes here, which are right of the gem box. You want to play them in the order seen on the bells in the reversed room. The order was 13452, which means you play the first one, then then third, then the fourth, then the fifth, then the second. This makes a red button appear. Press it to get a prism. Leave the room now, and you're back in the hallway. Okay, we are ALMOST done with this section. We just have to get through this gate here. The gate doesn't open, unless you examined all five panels in the game. In every panel, you take a glass disc and press a switch, to get the panel to light up. The five panels can be found in the room outside the bedroom, the alchemy lab, the kitchen, the gambling den and the reversed mirror room. Use all five glass discs on the gate here. Then, use the fairy carving (from the dumbwaiter in this room) on the gate. The gate will open, and you can reach the final area of the game. 002d-The Great Hall --------------------------------------------------------- Hey, that's the door leading outside of the castle! Too bad that the huge statue of the Princess Sophia is blocking our access to the door. It's a nice statue, and you can take two things off of it: the bow and the chain. The chain is on the horse's neck, and the bow is in the hands of the princess. Go left to an area that is pretty much blocked off right now. Grab the spear near the door on the right, then go right twice. Take the dagger from the table here. All right, now we have enough weapons to solve the weapons puzzle! But first, check out that stained glass window. This is another puzzle where you swap pieces to form a picture. This is a picture of the princess, in her bed, sleeping. The bed and princess are in the lower/middle. A fairy is floating above, in a window. Goblin soldiers are on the left and right. There are six soldiers in the picture, each with a different weapon. We have six soldiers in this room. Match the weapons with the soldiers, according to where they're standing in the stained glass window, and move the heads of the soldiers according to the window. The soldiers on the left, from left to right, have a short sword, a spear, and an axe. Their helmets are facing forward, left and forward. Putting them in these positions gives you a brick pattern. Now for the soldiers on the right. From left to right, the soldiers have a mace, a bow and a dagger. They are looking right, forward and forward. Solving the soldiers on the right gives you some bricks. Use the brick pattern from the left on the bricks on the right. Press the button and take your reward: a prism. The brick pattern is out, in, out, then out, out, in, then out, in, out. Before leaving this room, examine the chest in the lower/left. Use the gold chain (from the statue in the room next to this one) on the chest to get another prism. Move left twice. This area WAS blocked earlier, but now we can open it with the prism. See the three slots under the mirror? Use the three prisms on those slots. According to the inscription on the base of the statue in the next room, you have to push the leftmost prism down, and have the two other prisms up. Push the red button, and the magic field disappears, letting you go upstairs. You have two items in this room: the glove and the bird feeder. The bird feeder is in the upper/left, and the glove is in the lower/left. Grab both of them, then examine the statue for a puzzle. This isn't too tough. Switch the feathers on the right wing, so it is a mirror image of the feather pattern on the left wing. That'd mean the feathers look like this: red blue blue red blue blue blue red red blue The statue moves its claw, giving you access to a vase. Examine it and you find a potion of true sight, as well as a scratched coin. Cool! Now examine the tile pattern on the floor, in the lower/right. It's another puzzle where you swap tiles to form a picture. This is a picture of the young princess, with her parents. Fairies are flying above them, and a rose decoration (with gold trim) is in all four corners. Solving the mosaic gives you the net. This net can be used to catch one of those flying keys which flew out of the statue's vase. Use the net on the keys, near the exit door. Just like the butterfly challenge earlier, you want to make matches until only one key remains. You can use this key on the door in order to leave. Before that, go downstairs. Use the glove you just got on the potted plant here, and our character gets a jar handle. Go back upstairs, then go through the door. Hey, we're in the art gallery now. Take the basket on top of the statue to the left. That basket will let you pick mushrooms, in front of the carriage house in the garden. It's been a while since we were last there. Talk to the goblin here. He made both of the gem boxes you solved earlier. He has one final gem box puzzle for you to solve. For Round One, get rid of all the gray gems, then the red gems, the big group of black gems on the bottom, then all the blue gems, then all the green gems, then all the black gems. For Round Two, get rid of all the green gems, starting with the top ones. Then, get rid of the gray line on top. Get rid of all the blue gems, then the red gems, then the black gems, then the other grey gems. For Round Three, get rid of all the gray gems, then the green gems (working from top to bottom). Get rid of all the red gems, the blue gems, then the brown gems. This gives you access to a box. Look inside for a puzzle. The puzzle comes complete with a picture, and it has four lines. 1. Black and blue they stood, with heads bowed, 2. as the brown soldiers looked up high. 3. The blue looked up bravely, while the black stayed down. 4. And the browns looked down and sighed." This is a clue for the chest in the lower/right. You want to move the handles up and down, according to the poem, and you want to color them, according to the picture. First Row: Black Down, Blue Down, Black Down, Blue Down, Black Down Second Row: Brown Up, Brown Up, Brown Up, Brown Up, Brown Up Third Row: Black Down, Blue Up, Black Down, Blue Up, Black Down Fourth Row: Brown Down, Brown Down, Brown Down, Brown Down, Brown Down Solving this puzzle gets you a handkerchief. Examine the mural against the wall. It's a hidden objects scene! Get through it in order to receive a scratched coin. Examine the paintings on the wall. This is a puzzle, where you have five paintings to reproduce, and the pieces do NOT snap into place. Tricky! The picture on the left is a flower fairy, as is the one on the bottom. The one on the right is an angel, and the one left of the angel are some flowers. The final painting is a fairy with red trim. Solving this puzzle gets you a starry disc. Now, examine the jar in the lower/left part of the room. Use the handkerchief (from the chest puzzle in this room) on it to find some handle holes. Use the handle (from the plant, two screens down from this one) on the jar to put the handle on. Then, remove the lid to find a scratched coin. Well, that's it for this tower area! Go down two screens, to the bottom of this tower. use the starry disc from the paintings puzzle on the door to the right. You can now go through it to reach another tower. A goblin is here, watching the dragon statue. Talk with him, and you are challenged to more Goblinjong. Win three rounds, and you get a dragon's egg. The goblin says something, and you can check his lunchbox to get another item: bread crumbs. The dragon's egg goes in the little nest, in the dragon's arms. Examine this nest, and you find some beetles. Click on matching beetles until all the pairs are gone. Then, click on the final beetle for a golden beetle item. Now, the goblin said you had to hatch the egg and feed it some mushrooms, in order to get another magic rune. The mushrooms can be gathered near the carriage house, using the basket from the art gallery. Go back five times to reach the garden, then go right to reach the carriage house. The mushrooms are in the lower/left. Examine this area, and use the basket on it. You get another minigame where you have to repeat the pattern. This time, repeat the pattern the mushrooms appear in. You have to win this five times to get the mushrooms. Now, go left, forward to the kitchen, right and forward. You should be in the room with the statue of the princess on the horse. When you were here earlier, you might have noticed that the pigeon messenger is on the left. Then again, that might have escaped your notice. In any case, the pigeon is here, and the princess wants to get its attention. Use the bird feeder (from the room with the griffin statue) on the hook in the left window. Put the bread crumbs (from the lunchbox of the goblin in the dragon statue room) in the feeder. The pigeon then flies over, and you can take a golden beetle from its mouth. Go left, then go through the doorway here. You're in the dragon room again. Use the dragon egg on the nest in the dragon's arms. The baby dragon hatches, but it's hungry. Use the mushrooms on the dragon, and it will eat them. In return, the dragon gives you a magic rune. All right, one more rune to go! Talk to the goblin here, and he leaves. Then, go through the portal to the final room of the game. It's...completely dark. All I can see is the sphere on the ground. Examine it, and use the two gold beetles on it. The room then lights up, and you learn that it is an astronomy tower. Talk to the astronomer. He talks about finding the book of truth and putting it on the bookstand. There are two stands on the left: the bookstand and the gargoyle stand. Examine the gargoyle stand for another puzzle where you put the pieces together to form a picture. This time, obviously, the picture is a gargoyle statue. The gargoyle opens its mouth, expecting some payment. Put the coins in its mouth, and it gives you the book of truth. All right! Put the book of truth on the bookstand. Hey, the book of truth is blank! That's not good. Use the Potion of True Sight (from the griffin statue) on the book, and you're able to read it. It just has some symbols on it, that's all. That's good enough for the astronomer, though. He leaves and lets you use the telescope. Examine the engraving in the fair wall. It has a moon, star and sun. Now examine the panel under the telescope. It's locked by a moon, star and sun. Put them in the same place as they are in the engraving, and you can now use the telescope to see some stars. Examine the sphere on the ground again. It needs ten stars. Find the ten stars in this room, then use them on the sphere. This gives you a star map. Check the telescope again. You can turn stars on and off by tapping them. Recreate the picture of the star map on the ground, and you get the final magic rune. All right! If you didn't get all the magic runes, they are found... 1. In the mirror in the princess' bedroom. 2. On the door leading to the garden. 3. In the alchemy lab, when you use a potion on the magic rock. 4. In the dumbwaiter. 5. In the dragon hatching room. 6. In the astronomy room. Move back twice, and you're in a room with a mirror. Use the six magic runes on the mirror to get a crown. Take the crown, then go right to the statue of the princess. Use the crown on the princess' statue, and the statue moves. You can now throw open the doors of the castle and leave. The game ends as the Princess and the goblins finally leave the castle, after the hundred-year curse. The narrator warns that this is not the end of the Princess' adventures. The princess' adventures continue in another game, called Awakening: Moonfell Wood. 003-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2011. If you want to use any part of this FAQ, ask me first (instructions under general information).