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Walkthrough

by The Lost Gamer

Version 1.2 9/15/11

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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).