Version 1.3 6/19/2013 _ _ / `._ \+O+/ _.' \ ( @ : `. //`\\ .' : @ ) \ `. `. ((o o)) .' .' / \;' `. `.((( - ))).' .' `;/ \`. `. ((()=())) .' .'/ ) :-._`/`(("Y"))`\'_.-: ( (`..../ /(_ * _)\ \....') >---/ / ) ( \ \---< / .'.\ \_/\\_//\_/ /.'. \ |o _.-\/_) '*' (_\/-._ o| |`' ;/ \; `'| ".o_.-/ \-._o." "._/ \_." / \ / \ / \ / \ / \ `----....._____.....----' # # # # # ## # # ###### # # # # # #### # # # # # # # # # ## # # ## # # # # # # # # # #### ##### # # # # # # # # ####### # ## # ###### # # # # # # # # # # # ### # # ## ## # # # # # # ## # # ## # # # # # # # # # # ###### # # # # # #### Awakening: The Goblin Kingdom A Walkthrough by Michael Gray AKA The Lost Gamer ([email protected]) Copyright 2013 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Walkthrough 003a. Chapter One: Mountain Outpost 003b. Chapter Two: The Dark Tower 003c. Chapter Three: The Fungal Forest 003d. Chapter Four: Return to Gobholme 003e. Epilogue: Homecoming 004. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the game called Awakening: The Goblin Kingdom. This is the third game in the Awakening series. I played the PC version, but the guide should work for all other versions of the game (Mac, iPad). 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-Video Walkthrough --------------------------------------------------------- Would you like to see someone play the game, not just read about how to play the game? You're in luck! I've done a video walkthrough for this game, which can be seen here: http://www.youtube.com/playlist?list=PL- BD_KjCUmdz_82oGLyc6bum1HyqoRmlL The video comes complete with my commentary. 003-Walkthrough --------------------------------------------------------- The game has two modes: normal and casual. Casual mode is easier. 003a-Chapter One: Mountain Outpost --------------------------------------------------------- Getting Inside -------------- The game starts with Princess Sophia landing on the edge of the Goblin Kingdom. She wants to visit Gobholme, the capital city, in order to talk with King Crookshank about the humans. On the left side of the screen, sitting on a banner, is Ran the Owl. Click on him. He will be your guide in this game. If you ever need a hint, click on him. On the right side of the screen is the pocket dragon. Click on him to learn that he's hungry. Pick up the three mossflowers on the walkway, then use the mossflowers on the pocket dragon. You can now pick him up. Go forward through the archway to a new area. The way to reach the rest of the city is through the gate on right, but it's currently locked. You have to solve a series of puzzles to get through it. First, you might want to examine the small pond. It's frozen. Use the pocket dragon on the ice multiple times to melt it. This reveals a puzzle. Rotate the outer ring and the second ring, until they are in place. Then, swap the hexagon tiles to form a picture of the goblin king. Solving the puzzle gets you a shield. There are three statues on display in the back here. Zoom in on them for a puzzle. You want to click on the differences among the suits of armor. For example, the leftmost suit of armor has a left shoe, while none of others do. The rightmost suit of armor has a right shoe, while none of the others do. Click on these shoes to remove them. When you find all twelve differences, you get an axe. On the left side of this area is a viewing station, with a goblin. Talk to the goblin to learn that the Goblin King recently died. This is most unfortunate news. The goblin will leave. Examine the strongbox the goblin was sitting on. Take the coin, and use the axe to chop the ropes in half. You can now see the lock to the strongbox. Use the coin on the telescope viewer. This starts a puzzle. You want to find all the landmarks (seen at the bottom of the screen) and click on them. When you solve the puzzle, the telescope opens up to reveal four gems. Click on the gems to get all of them. Use the gems on the strongbox. You want to move them, so each gem is in a spot of the correct color. The yellow gem goes on the yellow banana, the orange gem goes on the orange, the green gem goes on the leaf, and so on. Starting from the top piece, and moving clockwise, the gems are red, pink, white, purple, yellow, green, blue and orange. Solving this puzzle gets you a picture and a pickaxe. Pick them up. Now, you can exit through the door on the right. Put the shield (from below the pond) on the door. use the pickaxe and the axe on the shield. This starts a puzzle. You have four buttons here, which control the eyes, ears and mouth of the goblin, as well as the design of the gear. Press the buttons to change the designs, so they match the picture from the strongbox. A copy of this picture is inside your journal. Solving the puzzle will open the gate. You can go through it. Here, you can look left to see the kingdom, and you can pick up a flyer. The flyer says that Regent Grimble has been named as the next Goblin King. Hopefully, he can help Sophia. Go forward from here to the generator area. Fixing the Generator -------------------- A goblin engineer is here. He says you need to get blueprints in order to go up the broken stairs. Grab the two pieces of firewood which are in the snow, then zoom in on the area under the little bridge. Use the pocket dragon two times in this spot to melt the ice and get a goblin tool. Zoom in on the bottom/right corner of the waterwheel. Here, you can get firewood and a bellows. The wheel here is frozen, but you can't use the pocket dragon to get it. Now, examine the big machine on the left. It's locked with a puzzle. In this puzzle, you want to arrange pieces from dark to light. The top row is black, the row under it is dark gray, the row under that is light gray, and the bottom row is white. You also want to arrange pieces from small to full. The left column is a crescent moon, the column right of that is a half moon, the column right of that is a mostly full moon, and the rightmost column is a completely full moon. When you solve the puzzle, you can pick up a goblin tool and the blueprints. Give the blueprints to the goblin, and he gives you a tangrams puzzle. In this puzzle, put all four pieces on the board. The blue piece is on top, the small yellow piece is on bottom, and the green piece is in the lower/left. Solving the puzzle lets you go upstairs. Here, you can get two more pieces of firewood, for a total of five. You can also pick up a tool, which is lying near the toolbox. Take a look at the tower on the right, then click on the base of the tower on the left. You have a puzzle, in which you want to duplicate the tower pattern. A picture of the tower is in your journal. From top to bottom, it is parrot face, purple smile and angry face. Press the top and bottom buttons to recreate the tower pattern. The door opens. Use the bellows on the ashes multiple times, in order to get a coin and a handle. You can put the firewood in here and light it with the pocket dragon, but the wind blows it out. Go downstairs. Use the handle on the doorway to the right. This takes you to the greenhouse, where you have a hidden objects challenge. Find all the items on the list and click on them. Two items are on the top shelf of the closet, and two others are in the small pond. Solving the hidden objects challenge gets you an ice pick. Zoom in on the bottom/right corner of the waterwheel. Use the ice pick three times, in order to get rid of the ice. Pick up the wheel, and go up the stairs. Zoom in on the back/right corner. Use the wheel on the wheelbarrow. Click on the three wall pieces, and they are added to the wheelbarrow. Click on the wheelbarrow to push it forward. A puzzle will start. This is a jigsaw puzzle. Click on pieces to rotate them, and put all the pieces on the wall. You need to start from the bottom up. The bottom row has a brown line going along it, and the middle row has a large gear drawn on it. When you finish the puzzle, the wall is fixed. You can now go to the machine on the left. If you haven't already, put the firewood inside. Light the firewood with the pocket dragon. You then get a pipe puzzle. Click on the valves, when the pipe's needles are green. The first valve controls the fourth needle, the second valve controls the first needle, the third valve controls the second needle, and the fourth valve controls the third needle. Solving the puzzle melts the ice in the pool. You can now click on the toolbox in the lower/right. This starts a puzzle. Find all the tools in the diagram on the left. If you click on a correct tool, part of the diagram is colored in. You need to solve the puzzle three times, with different diagrams. Solving the puzzle gets you a fourth tool. Go downstairs, then zoom in on the machine on the left. You have to use each tool four times, on the machine. Use the screwdriver to put in the screws. Put the hammer on the pipes. Use the wrench on the bolts four times, and use the sealant on the four holes. Solving the puzzle fixes the elevator on the right. Go into the elevator. The Train Station and the Mines ------------------------------- The elevator has three buttons. Click on the bottom one to see that it is really a coin, not a button. That means the only place you can go is the train station. Click on the red button to go there. Step forward. The train station is run down at the moment. Pick up the two pipes and the two pieces of charcoal, then go inside the ticket office. No one is here, but there is a strange shadow outside. Pick up the pipe and the two pieces of charcoal. Zoom in on the typewriter on the left to find a coin. The typewriter needs paper, and ink ribbon and keys before it will work. Examine the desk on the right. Pick up the magnifying glass, then read the paper. Open the drawer to get the missing elevator button. Examine the machine on the back wall. This is a puzzle. Rotate the capsules, so they match the colors on the outside edges. The left ones are yellow, the right ones are red, the top ones are green and the bottom ones are blue. Solving this puzzle gets you a message capsule. Go outside. A mysterious peddler is here. Talk to him for a game. Find three pairs of matching watches, and you get a watch. The peddler says that you can get a typewriter ribbon, if you give him six coins. Go back to the elevator. Use the elevator button on the control panel, then go down to the mines. They're dark, so you need to find the four lamps and light them up with the pocket dragon. Once that's done, get the two pipes and the two pieces of charcoal. In the bottom/right is table. Zoom in on it to get a typewriter key. Use the magnifying glass on the puzzle box for a puzzle. In this puzzle, you want to move pieces around and make matches of three or more. Clear away all the pieces to win and get some gems. There are two more puzzles in the mines. In the upper/right, you have a hidden objects screen. Go through it to get a crank handle. A bat is hidden behind a chain, and a mole is hidden behind a cart. The final puzzle in the mines is behind the door in the upper/left. What you have to do is move the dials, according to the legend. For example, the top dial is butterfly on four. Rotate the dial, so the butterfly is on four. Three and nine are flowers and zero is a heart; click on the small pictures to match them up. The bottom dial is 8 on 7. Rotate the dial to that setting; 8 is the number between 5 and 13. With 8 on 7, 3 is 1, 1 is 55 and 6 is 5. Solving the puzzle opens the safe. Get the charcoal and the oil. Step back to the elevator, and press the red button to reach the train station. Examine the base of the bridge here, to find a typewriter key. Use the pipes on the machine here for a puzzle. Here, you want to use all the pipes to form a full line. There are multiple solutions. Solving the puzzle lowers the gate and gives you access to the right side of the train station. Zoom in on the crane here. Use the crank handle on the crane to lower the brazier. Then, zoom in on the door of the carriage car to get charcoal. Back away and use the elevator to go down to the mines. Take the coin from the brazier, then use the charcoal on the brazier. Use the oil on the charcoal and use the pocket dragon to light it up. Go back upstairs with the elevator, and use the crane to raise the brazier. This melts the ice on the train car. You can go inside for a hidden objects challenge. Solving the challenge gets you paper. Go inside the ticket station. Zoom in on the desk on the right. Inside the drawer is a gear puzzle. Use your gems on the puzzle to start it. Here, you can click on the gears to rotate them and see which symbols go with which colors. Swap the symbols in the lower/left to make them match. Solving the puzzle gets you a final coin. Leave the ticket station and click on the peddler. Use your coins to buy the typewriter ribbon. Go back into the ticket station. Zoom in on the pillar in the middle of the room. The final typewriter key is there. Zoom in on the picture here, and click on the writing in the upper/right. This is the call number for Gobholme, and it is written in Goblin. Zoom in on the typewriter, on the left side of the room. Put the paper, the ribbon and the keys on the typewriter. You have a challenge. Type out the station's call name, according to the picture in your journal. When you're done, hit the return key. You get a station code! Go to the desk on the right of the room. Put the canister in the canister holder, then put the code in the canister. Pick up the canister, then zoom in on the column in the middle of the room. Put the canister into the yellow pipe for a ticket. The train arrives at this point. Leave the ticket station and give your ticket to the conductor to get on the train to Gobholme. Finally! Gobholme -------- The train takes Sophia to the capital city of the Goblin Kingdom. Here, go forward to the castle. Click on either of the guards, or the front gate. The guards will take you to the throne room, to meet with Grimble. Talk to Grimble. He hasn't been crowned King yet. He says his first act as King will be to declare war on the humans. As such, he captures Sophia and throws her in a dungeon, saying she is a prisoner of war. Oh no! 003b-Chapter Two: The Dark Tower --------------------------------------------------------- Escaping the Room ----------------- Examine the window. Ran and the pocket dragon are here, and they want to help Sophia escape. Click on them, then take the tower and the puppet. Click on the towers outside, and Sophia adds a picture of them to her journal. Back away from the window and examine the table. You need to find something for the dog's mouth. Pick up the cheese and the fish. Look at the puppet theater on the right. Click on the curtain to pull it open. Put the cheese on the mousetrap, and put the fish on the plate. A mouse and cat appear, along with a dog. Click on the dog. It chases the other animals and leaves a bone. Click on the puppet in the background to pick it up. Pull the two tabbed arrows, to see the humans (represented by Sophia's parents) making a deal with the goblins (represented by King Crookshank). Maybe it has something to do with the floating island in the background? Take all four picture scraps to close the puppet theater. Zoom in on the table. Use the bone on the dog to get a stick. Left of the door is a spider web, against the wall. Zoom in on it. Use the pocket dragon three times to burn away the webs. A puzzle starts. You need to find the matching pairs. These pairs are feather and bird, horse and horseshoe, hammer and nail, rain and umbrella, rabbit and carrot, moon and sun, bow and arrow, leaf and tree, flower and bee, shoes and socks, water and ocean and table and chair. Solving the puzzle gets you the third puppet, along with a palette. Examine the puppet rack, on the left side of the screen. It is locked with a towers puzzle. Use your tower on the puzzle, then click the buttons at the bottom to change the heights of the five towers. You want them to match the towers you can see from the window of this room. A picture of the towers should be in your journal. Solving the puzzle opens the puppet rack. Put the three puppets on the rack, then use the paper scraps on the frame. This starts a jigsaw puzzle. Move the various scraps of paper on the board, to form a picture of the six puppets. A good portion of the picture has been faded out. When you're done, you want to arrange the six puppets so they are all in the same spots as the picture. This will unlock the puppet on the top row. Use the paint palette on the puppet for a puzzle. Here, you want to paint the puppet. Click on a color, then click on a spot to paint it that color. If you try to paint a spot with the wrong color, it doesn't work. Correctly fill in the missing paint spots. The puppet is revealed to be Xim, the magic puppet. Zoom in on the puppet parts, below the window. Xim gives you a series of clues, to find items. The items are gloves, a screwdriver, screws, a hat, socks, shoes, thread, a compact, overalls and wood polish. Find all ten items, and Xim is repaired. Time to escape this room! Zoom in on the exit door. It's protected against fire and direct tampering. Use the stick on sliding door (on the bottom), then use Xim on the open door. He will unlock the door from the outside. The Top of the Tower -------------------- Talk to the inventor here. His name is Leodici. He will help you escape, if you get the blueprints to his flying machine. Zoom in on the flying machine, which is on a platform by the window. Click on the plans, and two of them fall down to the area below. Talk to Leodici again, and he says you need to use the elevator to go down. The elevator isn't working, so you have to fix it. Go into the doorway on the left. This is the storeroom. You have a puzzle to clean it up, by putting similar items together. The salt goes with the pepper, the brush goes with the mirror, the mortar goes with the pestle, the nut goes on the screw, the pipe goes on the tray, the quill goes in the ink jar, the sword goes in the scabbard, the wrench goes in the toolbox, the armor goes on the dummy, the key goes in the lock and the paintbrush goes in the paint can. After solving the puzzle, you get another puzzle. Find all twelve gears in the scene. When you're done, you get the gears and a cipher plate. Get the scissors from the table in front of Leodici, then zoom in on the plates on the table behind him. Put the cipher plate on the stand and use the scissors on the plates for a puzzle. You want to click on the nine symbols that are listed on the cipher. Three symbols are on each plate, and none of the symbols on the outer ring of each plate are used. You get code sheets. Use them on the parrot-like creature in the back. This starts a puzzle. You need to put the three code sheets on the board, in the right spots. This involves rotating the sheets, so they match with the symbols on the bird's back. Once you're done with that, click on the buttons which are inside the plates. When you solve the puzzle, the bird goes up. Use the gear assembly on the machinery below the bird. You have a puzzle, to use all the parts and connect the screw heads. You have to solve two versions of this puzzle to fix the elevator. When you're done, zoom in on the elevator. Pull the lever, and Princess Sophia travels to the ground floor of the tower. The Bottom of the Tower ----------------------- The mysterious peddler from the last chapter is here. He's worried about his lost pet hamster, Mr. Nibbles. On the right side of the room, in the back, there is a red curtain. Click on it for a hidden objects scene. In this scene, you have to move socks on shoes, close a book, and move the coins from the lower/right to the coinpurse in the upper/right. You also have to open the container on the left for glasses. Solving the challenge gets you four coins and a volume of the goblin encyclopedia. The doors to the left and the front are blocked, so go to the right. There are several puzzles for you here. Look out the window to see one of the blueprints. You'll need a fishing rod to catch it. Back away from the window. Move the small plant near the window to find an encyclopedia. There is a trash can by the desk. Zoom in on it. Move the trash around in order to find glue. Pick it up. Now, zoom in on the fish under the display case. Use the glue on it for a puzzle. This puzzle is simple; you need to cover all the cracks with glue. It is okay, if you put glue in the wrong spot. In fact, one technique that works is to use glue everywhere, until the game accepts it. You get a repaired fish. Zoom in on the trophy wall (by the door to the left). Put the fish in the empty spot for a puzzle. You want to move the fish around, according to their descriptions. Hover the mouse over a location to see a fish's name, and click on the goblin script to read a description. The solution has the blue fish on top, with the rainbow fish to its right and an orange fish to its left. The bottom row is a spiky puffer fish and a fish with a light on its head. The middle row, from left to right, is a striped spiky fish, a round fish, a pink fish and a gray fish with tall fins. Solving the puzzle gets you a reel. On the back wall, behind the desk, is a puzzle. Open up the doors to the armoire. There are twelve things on the right side, which are different from the left. Find all twelve differences and click on them. You get a book of the encyclopedia as a reward. Go through the door to the left, to reach the records room. On the right is a tall stack of books and paper. Click on the top of it. You find a book, a coin and a crank on top. Click on the card catalogue. One of the drawers opens. Read all the files. One of them is about Princess Sophia, and another gives the location of an encyclopedia volume. Find the shelf that the file indicates, then click on it to get the book. Leave the records room. Zoom in on the desk, which has a monkey on it. Use the crank on the monkey, then spin the crank to get another volume of the encyclopedia. You should now have all six volumes. Go back a room, to the room with the peddler. Put the books on the shelf against the left wall. This starts a puzzle. You want to put the books in alphabetical order, according to the alphabet in the lower/right. Six books' locations are marked, to help you. Solving the puzzle opens the doorway. Go left to it. This room has three gear puzzles. Zoom in on the middle one. To unlock this gear, click on the six locks in the proper order: 6 3 4 1 2 5 The gears rotate, and you find Mr. Nibbles, holding a coin. Pick him up, then go back a screen. Give Mr. Nibbles to the peddler, and he will sell you a lock-picking kit for six coins. Buy this. The kit is wrapped in some sort of paper. Zoom in on the swordfish display case here. It is locked with a puzzle. You want to press the six buttons, until all the spokes of the wheel are put out. Certain buttons are connected to certain spokes. One solution is to press all the buttons once, except for the bottom/right button. Solving the puzzle gets you a swordfish crest. Go left, the use the crest on the left gears puzzle. This is a simple one. Rotate the gears, so the blue symbols on top match the black symbols on bottom. Do this with all three gears, then pull the lever. Go back a room. You can now get the hook out of the mouth of the swordfish. Take it, then go right. Zoom in on the desk, and use the lockpicking kit on the drawer. This starts a challenge, where you have to push the button on the bottom, when the pin is on the top. Do this six times to open the drawer. Inside the drawer, you find a lion plate. You also find that the wrapping paper for the lockpicking kit is one of the two blueprints you need. Convenient! Go left twice, and use the lion plate on the gear puzzle to the right. Here, you want to rotate the gears, so the symbols match. The bee goes with the flower, lightning goes with clouds, the caterpillar goes with a butterfly and jewelry goes with jems. Pull the lever when you're done to open the display case two rooms to the right. Go there and take the fishing rod. Princess Sophia puts her equipment together to make a working fishing rod. Zoom in on the window and use the fishing rod to get the third blueprint. Escape ------ Go backwards twice to use the elevator. Sophia returns to the top floor. Talk to the inventor, and he says you can use the blueprints on the flying machine. Zoom in on the flying machine, on the platform in the back. Use the blueprints on it for a puzzle. The blue piece is on the bottom. From left to right, the other pieces are dark green, purple, light green, dark yellow and yellow. When you solve the puzzle, Sophia using the flying machine to escape the tower. She lands in the territory of the gnomes. 003c-Chapter Three: The Fungal Forest --------------------------------------------------------- The Silver Glowspore -------------------- Take the empty glowspore lamp here, then go forward. Talk to the gnome here, and he tells you to visit the Wise One. That means you have to go to the hut on the left. Talk to the Wise One. He says you must prove your purity, in order to be treated well here. The way to prove your purity is to get a silver glowspore. Zoom in on the bottom part of the table on the left. Grab the bag of dirt, then leave the hut. This time, go right from the main crossroads. You have a pathway here, with four different spots to look at. Zoom in on the spot in the lower/right, which has mushrooms. Push the leaves aside here to get a glitterstone, then dump the dirt on the rock. Inkcap mushrooms grow. Click on them all, and five of them will give you spores. Pick up all the spores, and a mushroom will glow. Click on it, and it releases a glowspore. Use your lamp on the glowspore to pick it up. Go back a screen to the main crossroads and go left to the Wise One's hut. Use the glowspore on him to get accepted by the gnomes. The Oracle ---------- The Wise One figures you should ask the Oracle for help, but the goblins ruined the area when their armies came through. You'll have to fix it. One of the things you need is a moongleam crystal, contained in this hut. You then get a puzzle, where you have to find many items in the hut. To find a sun, use the pocket dragon on the stove. To find marbles, tip over a pot. To find a totem pole, take the wings from the oven's stovepipe and put them on the figuring on the table. To get the mask, click on its eyes and mouth until they are in the proper position. By the window is a machine. Click on it, until the light shines through the moon. Move the crystal into the light to get the moongleam crystal. Leave the hut. Take the resin tapping knife, which is sticking out of a pole by the elder. Click on the elder for a puzzle. You have sixteen butterflies here. Click on the correct butterfly, that is, click on the one which all the clues describe. There is no penalty for guessing incorrectly. Solving this puzzle three times for a glitterstone. Above the elder is a differently-colored lamp. Click on it for a puzzle. What you have to do is match pairs, according to the clues. The pairs are rabbits, carrots, sunflowers, lemons, ducks, fish, mushrooms, frogs, tomatoes, dogs, four-leaf clovers and three-leaf plants. Solving the puzzle gets you another glitterstone. The oracle statue is right of the elder, and if you zoom in on it, you'll notice it looks like the Fairy Queen, from the two previous games in the series. You should have three glitterstones now. Go to the Wise One's hut. At his request, zoom in on the table. Put the glitterstones on the table. One by one, put a glitterstone in the bowl and grind it with the pestle until it is dust, at which point, it is put on the paper. When you're done with that, a puzzle starts. You want to mix dusts, so they match the background colors. For example, to get a background color of green, you mix blue and yellow dust. There is no penalty for guessing incorrectly, and each type of dust is used twice, except for red and white (which are used once). Solving the puzzle gets you a good amount of glitterstone dust. Leave the Wise One's hut, then go right. On the left, there are three different altars to the oracle. Use the moongleam crystal on the right altar. This stars a jigsaw puzzle. Get all the pieces in place, and you get a resin collection kit. Use the glitterstone dust on the middle altar. You get a puzzle, in which you have to color in a butterfly. The left side of the butterfly must be identical to the right side. Use the picture in the upper/left as a guide. You don't get anything for solving the puzzle, but now two of the three altars are activated. Back away, then zoom in on the tree in the upper/left. Use the resin tapping knife (from the village elder) on the tree. Move it around the tree until a large area is opened, then use the resin collecting kit on the tree. You get a puzzle, to connect the upper/left corner to the lower/right. All the tubes must be used. Solving the puzzle gets you resin. Zoom in on the altars again, and use the resin on the left altar. This starts a puzzle. Move the chess pieces around, so none of the lines are overlapping. You need to solve the puzzle twice. All the altars are active now! Go left and talk to the Wise One. A scene with the Oracle, who is revealed to be the Fairy Queen, will play. She says that the gnomes must give Sophia a goblin disguise. The Disguise ------------ Talk to the Wise One. He says there are two ingredients he needs, in order to make the disguise. Both are found in the ancient shrine, so he gives you an encryption plate for that area. Zoom in on the oracle's statue to find bark paper. Pick it up, then go right. Use the encryption plate on the door to the ancient shrine. This is a puzzle. You want to create one of the symbols on the plate, such as red with three fingers. When that is the middle pieces, what piece is created by the arrows on top and on bottom? Recreate that piece, on the bottom area. Do that for all four symbols to open the door. You have three puzzles here, on the first screen. One is in the upper/right. For this puzzle, you have to make matches with the dewdrops. When you're done, click on the final dew drop to have it added to your inventory. There is a box in the lower/left. Zoom in on it. The lid is held in place by a coin. Pick it up to find a slider puzzle. The picture is of Mr. Nibbles, the hamster. The piece which is missing from the puzzle is randomly determined, which means the puzzle will usually be different, every time you play it. Solving the puzzle frees the mysterious peddler. He has a special vial available for four coins. The final puzzle on this screen is in the lower/right. In this puzzle, you have to move the coins around to match the clues. Click on a mushroom to see its clue. From the top position, and going clockwise, the coins are a head, a star, a fist, the sun, fire, the moon, scales, a crown, a rose, a bird, a bell and a ship. As a reward, you get a coin and some spores. Go forward, towards the very large mushroom in the distance. You reach a maze. Click on the singing mushrooms, in front of the maze. They are not working at the moment. Click on the chimes in front of them for a puzzle. In this puzzle, you have to clear the board by clicking on groups of two or more. For the first puzzle, get rid of all the red pieces. Then, get rid of all the blue pieces, and finish with the green pieces. On the second puzzle, get rid of the blue pieces, then the stars in the middle. Get rid of the red pieces, then the stars, then the green pieces. On the third puzzle, get rid of the stars in the middle, then all the other stars. Get rid of the red pieces, then the green pieces, and finish with the blue pieces. The singing shrooms are still not working. You need to solve puzzles with them, from left to right. The leftmost shroom needs a dew drop. Use your dew drop on it, and it gives you tweezers. The second-from-left shroom needs spores, so use the fairy ring spores on it. You get a puzzle, in which you must move the spores around. Under each spore is a picture of the spore it needs. When you get a spore in place, it cannot be moved. The middle shroom needs help with an infection. Use the tweezers on it. You get a puzzle, in which you must click the fungus which is different from the others. Do this six times to get a coin. Back away from the maze, and you get back to the area with the peddler. Zoom in on the stone basin, which is left of the large mushroom in the distance. This place has the liquid mojo needed for the goblin disguise, but it is highly corrosive. Take the coin here. That makes four coins. Use them on the peddler for a vial which is resistant to acid. Use this vial on the mojo in the stone basin. Sophia gets the mojo, and she also gets some blueprints. Leave this area and return to the Wise One's hut. Give him the liquid mojo. Then, zoom in on the bottom shelf of the desk there. Use the inkcap spores on the soil, then use the bark paper on the inkcap. This starts a puzzle, where you must trace lines with ink. You have to do this three times. There is no penalty for drawing in a place without a line. When you're done, you get paintings. Go all the way back to the singing shrooms. Use the paintings on the fourth shroom from the left to get a magnifying glass. Use the magnifying glass on the last shroom. This starts a puzzle, where you must find all twelve bugs, shown at the bottom of the screen. When you're done, the shrooms will sing the directions for the maze: right, right, up, left and up. Go into the maze and follow those directions. You make it to the base of the venerated toadstool. Click on the light to get the spore. Return to the Wise One's hut. Give him the spore, and he makes the disguise for Sophia. Leave the hut, then go forward to the harbor. Use the blueprints on the hammock to the left. You have a series of two jigsaw puzzles, followed by a tangrams puzzle. With the tangrams, the purple piece is on the left, with the yellow piece right of it and the dark yellow piece right of that. The green piece goes above the blue piece on the right. Click on the boat to end the chapter. Sophia uses the disguise and the boat to sneak into the goblin kingdom. 003d-Chapter Four: Return to Gobholme --------------------------------------------------------- The Boat House -------------- Go forward to the exit. Take the cloth and open the door to see that it's locked. According to the sign on the left, you need prismatic glasses to see the lock. Go back a screen. On the ground, to the left, are some olives and a bottle of moonflower nectar. There's a shelf on the left, and a shelf on the right. Sophia can't reach them, because she's a short goblin at the moment. Examine the wheeled luggage case. It's locked, and the way to unlock it is to press the five symbols which do NOT repeat on the lock. Press in all five symbols to open the case. Then, move the clothes out of the way to find a wheel. Use the wheel on the case. You can now move the wheeled case to the right and left, by clicking on it. Move it right. Get the moonflower nectar which was behind the case, and get the moonflower nectar above the shelf on the right. Now, click on the shelf. You get a hidden objects challenge! Find everything here. You must use a weight on the scales to unbalance them, and you just use the red paintbrush on the anchor to get a red anchor. You must also connect the oar paddle to the handle to get an oar. Solving the hidden objects challenge gets you some spectacles, which are lacking glass. Click on the fishing area, which is part of the water. You get a challenge, where you must find matching pairs of fish, based on the clues. The seventh set of fish you have to find are rainbow fish, and they give you rainbow scales. Move the wheeled case to the left. Click on the shelf for a puzzle. You had a puzzle like this in the gem case, in the mines in Chapter One. Move pieces around, and make matches of three or more. Clear off the entire board to finish the puzzle. The shelf is dirty. Use the rag (from the cloth that covers the exit door) on the shelf to clean it. When it's completely clean, use the spectacles and the rainbow scales on the shelf. This starts a jigsaw puzzle. The pieces with jagged edges go on the left, while the pieces with rounded edges go on the right. Solve the jigsaw puzzle to get prismatic lenses. Go to the exit door. Use the prismatic lenses on the door, in order to see the runes. Move the runes around, so the ley lines connecting them do not overlap. There are multiple solutions, and you have to complete the puzzle three times in order to open the door. The Market ---------- Walk forward to reach the market. The goblins are here, but the market is not open yet. Go forward to the castle. Talk to one of the goblins to learn that only servants and guards are allowed inside. Go back a screen. Go through the wooden door on the right, at the top of the stairs. This leads you to a bar. The captain of the guards is here, and he is busy getting drunk. Sophia wants to steal his uniform and use it as a disguise. Grab the olives and the moonflower nectar here, then leave. The peddler is at the base of the stairs. Click on him, and he goes into the alley. Follow him there. Talk to him, and he agrees to sell you something to make the captain of the guards fall asleep. You'll have to earn eight coins before you can buy the potion. First, open the top box on the right for olives, and get the moonflower nectar on the left. There is a box on the left. Click on it for a puzzle. In this puzzle, you want to rotate and move pieces around, to form a picture of a goblin. When you get a piece correct, it snaps into place and can no longer be moved. Solving the puzzle gets you some moonflower nectar. Go back to the market. It's open now! Talk to the goblin near the base of the stairs. He needs olives. By now, you should have all three olives, so give them to him. He will give you a job. Your job is to find all twelve tankards. One is on the sign, and the one on the table needs to be used on the drain before it can be picked up. Two are inside the crate, and you have to use a washcloth on one to clean it off. The tankard on the stool is broken. You have a jigsaw puzzle, in order to fix it. The middle of the tankard has a metallic ring going around it. When you finish the tankard puzzle, you get two coins. Talk to the goblin in the upper/left, who is a shipwright. He gives you a tangrams puzzle. The purple piece goes on the left. The blue piece's short edge goes against the highest part of the puzzle. The yellow piece is left of it, while the long green piece is down/right of it. The dark yellow piece fills in the space on the right. Solving the puzzle gets you some heavy duty chains. Use them on the stonemason, who is on the right and in the back. This starts a puzzle. You want to click on Sophia's wheel when both arrows are pointing at the green area. You must do this three times to get two coins. Talk to the fruit vendor in the lower/left to get a puzzle. You want to find the matching loveberries. There are twelve matches you have to make. When you're done, click on the last berry to get a coin. There is one more vendor here. He is at the bottom. Click on him for a puzzle. He has various souvenirs, and you want to find the one which does not match the others. With the statues, click on the one without a left hand. With the snowglobes, click on the one with a subtitle. With the matches, click on the one with a drop of water on the cover (instead of fire). With the mugs, click on the one with a different upper/right corner on the holder. With the shirts, click on the one with different lines along the sleeves. With the plates, click on the one without a cape. Solving the puzzle gets you two coins. When you're done with everyone in the market, you have seven out of eight coins. Go into the tavern (at the top of the stairs) and talk to the bartender. He wants you to navigate a maze in the back. Click on the door to start it. Orange flames mean you go forward, while red flames mean you go left. Green flames mean you go right, and blue flames mean you need to go backwards (and restart the puzzle). Follow the directions indicated by the flames, then pick up the cask. Go back to the tavern and give the cask to the bartender for a coin. Leave the tavern and go to the alley. Talk to the mysterious peddler and give him your coins for the sleeping potion. The peddler says to open your watch, to get a coin for the goblin resistance. He also says that, if you reach the throne room, you should look behind the throne. Go to the tavern. Use your coin on the goblins in the corner. They help Sophia, by causing a distraction. Now, you can zoom in on the bottles behind the bar. Take the container of moonflower nectar. This should be your final one. Now, put the nectar in the empty bottle on the shelf. A puzzle begins, where you have to mix a cocktail. Do this by pairing up the drinks (at the bottom of the screen) with their respective bottles, according to the book in the lower/right. Alternately, you can use the hint button over and over again on this puzzle. You get an unmixed cocktail. Zoom in on the bar again, and use the cocktail on the metal container in the lower/left. Shake it around a bit to get a mixed cocktail. Put the sleeping potion inside the glass on the counter, then put the cocktail in the glass. The captain of the guards returns and drinks the cocktail. He passes out. The bartender presumes that he is drunk, and he throws the goblin outside. Go outside, then into the alley. Examine the guard to steal his uniform. Now go to the market and forward to the castle. Fighting King Grimble --------------------- Talk to one of the guards for a series of security questions. The answers are Leodici, Xim, Venerated Toadstool, the Oracle and Grimble. There is no penalty for getting a wrong answer. When you're done, go forward to the throne room. Examine the throne. The back of it has a wooden cover. Use the pocket dragon twice to burn away the wood, in order to find blueprints. This is the final blueprint challenge of the game. Put all the pieces onto the board. The purple piece is in the lower left, with the dark yellow piece above it. The light blue and light yellow pieces are in the upper/right. The blue piece is in the lower/left, with the light green piece in the upper/left, with a purple piece below it. When the puzzle is solved, a magical gate appears. The mysterious peddler comes and reveals himself as the former king's magician. The magic gate is keeping King Crookshank trapped in the form of a hamster. Grimble appears, and the final challenge of the game begins. Here, you want to drag a pathway across three or more runes of the same color. Diagonal moves are allowed. Keep doing this, until the entire board is cleared. Solve this puzzle three times to break the spell. King Crookshank is returned to normal, and Grimble is arrested. In thanks for her help, Crookshank tells Sophia where the humans live. 003e-Epilogue: Homecoming --------------------------------------------------------- The Train Station and Elemental Altar ------------------------------------- The bonus edition of the game contains an epilogue, in which Sophia travels to the floating island where the humans live. She takes a train to the train station which is closest to the island. Examine the left locker for a puzzle. In this puzzle, you must find the one symbol which is different from the others. The location of the symbol is randomly determined, and if you guess incorrectly, all the pieces are shuffled around. Solve this puzzle three times to get a key. Use the key on the door to go outside. Examine the building on the left for a puzzle. Here, you must find the items which are related. These are a bird and a nest, wine and a glass, cheese and a mouse, firewood and an axe, shoes and socks, a butterfly and caterpillar, a mop and bucket, a cow and cowbell, and a candle and candle holder. For the remaining pairs, click on the red rug, the treasure chest and the boarded-up window. You can now match tongs and a poker, a rabbit and carrot, and a picture with a frame. The poker is added to your inventory. Sadly, the door to the small building remains locked. Examine the fountain on the right. This starts a puzzle, where you must find twelve pipes. One is under leaves, one is in the crate, and one is behind the panel. You get water pipes when you find them all. Use the pipes on the fountain for a pipe puzzle. Connect the spigots, using all the pipes. Do this twice to fix the fountain. Go forward along the path to the up/right area. This is a pathway. Zoom in on the scarecrow. Use the poker on the scarecrow's hat to get keys, then take its broom and sewing kit. Go forward from here to the gorge. You must activate the elemental altar to get the bridge working. Take the screwdriver from the alter and take the shovel handle from the ground. Go back to screens. The turnpike blocks the path which goes up and left. Use the screwdriver on the three screws of the turnpike to remove it. Now, you can go down the path to reach the bridge. The human's island is in the distance. Take the rope and the shovel head. See the cracks on the left? Use the shovel on them to find a box. Click on it for a puzzle. You need to dress the nutcrackers, according to the diagrams. Each nutcracker matches the diagram left of it. Solving the puzzle gets you some silk. When you solve the puzzle, you get silk. Go back from the bridge, then use the keys on the small building. Inside, you can get a slingshot. Read the book, and you get a page which shows off a trapdoor in the train station. The fan on the table is broken. Use the silk on the fan for a jigsaw puzzle. Get all the pieces into place. Then, use your sewing kit on the fan to put them into place. Simply make lines from one circle to the next to solve this puzzle. You must sew both sides of the fan. Sophia gets a fan and a crystal piece. Leave the building and head down the road which is up and to the right. Pick up a rock from the base of the tree, then use the slingshot on the nest in the tree. Click on the nest. Move the leaves aside to get a keycard and a crystal piece. Go down twice to reach the train station. Use the keycard on the locker for a puzzle. You must figure out which each color is. According to the diagram on the left, red is one, green is two, blue is three, yellow is four and purple is five. Add up the colors correctly to open the locker. Inside is a crystal piece and a treasure map. According to the picture in the book in the small building, there is a trapdoor in the floor. Use the broom from the scarecrow to sweep here. Use the wood from the turnpike to open the door, then use the rope from the bridge to climb down. The room is dark. Find the oil lamp on the left, then light it with the pocket dragon. In this room, take the hemp sack and the wooden bucket. Zoom in on the sack of grain and use the shovel on it to find a crystal piece. Climb up, then go forward. Go up/right to the path with the scarecrow. The treasure map show treasure near the base of the scarecrow. Dig here with the shovel a few times. Zoom in here. Take the dirty lump and use the sack on the mound of dirt to gather it. Go back a screen. Zoom in on the fountain. Use the bucket here. Put the dirty lump in the bucket to clean it off. You get a crystal fragment. Refill the bucket with water to get clean water. Now, go through the up/right path and forward to reach the elemental altar again. Use the pocket dragon on fire, the water on water, the dirt on earth and the fan on wind. This causes the bridge to appear. The Unicorn ----------- Go across the bridge and enter the house. This is the only building on the screen which is unlocked. A human is inside. Talk to her, to start a game of Goblin-jong, from the first Awakening game. Make a bunch of pairs, until you make a pair out of the two keys. Solve three rounds in order to get a crystal piece. Zoom in on the blue chest on the shelf. You should have all six crystal fragments now. Use them on the lid. This starts a jigsaw puzzle, where you make a picture of a unicorn. Solving the puzzle gets you a unicorn horn. Look at the painting on the left. It has odd symbols on it. Leave this building, then try to enter the building on the left. A puzzle starts. You want to line up the lock, according to the painting in the woman's house. See the three symbols on the outside ring? You want to arrange the four inner rings, so you can move in from the outside rings and go through the symbols on the paper. The top line, from top to bottom, is the swirly symbol, the X, the circle, the moon and the person. Solving the puzzle opens the door to the stables. Go inside. Zoom in on the feed trough to get the iron plate. Take the pitchfork, then remove the tarp to see the unicorn statue. Zoom in on the statue's head. It's missing a horn! Put the horn on the unicorn to get a key. The key is for the door on the left, so unlock the door and go through. This is the blacksmith area. You need tools to make the key from the plate in your inventory. Zoom in on the tool rack for a hidden objects challenge. Find all the items based on their outlines, and you get the bolt cutters. Leave the smithy area and the horse stable. Look at the shed, on the far left. Use the bolt cutters on the lock to gain access to the shed. Go inside for a hidden objects challenge. Find all of the objects on the list. One is in the panel, one is in the cabinet, and one is inside the toolbox. You must use the diamond handle on the engraving tool to get it. When you're done, you get tools. Go inside the horse stables, then left to the blacksmith area. You can now make the key. Click on the anvil and put the plate on it. Use the pocket dragon on the anvil for a puzzle. You have to use the dragon on the lines around the key. There is no penalty for going outside the lines. You get a rough key when you're done. Zoom in on the table and put the tinker's tools there. Use the key on the tools for a puzzle. You need to use the tools to make the key. One chips away excess metal, one makes holes, one carves ornate areas, and one polishes things up. When you have finished the key, it is added to your inventory. Leave the stables, and go to the building on the right. Use the key on the lock to get inside. Use the pitchfork on the hay, then put the hay in the sack. Do this several times, until all the hay is gone. Take the ebony crest that is revealed, as well as the sack of hay. Leave the feed silo, then go into the woman's hut. Talk to her to learn about the grooming kit, below the bureau on the left wall. Use the ebony crest here for a puzzle. You can click on the handles to move certain rings. Line up the rings to form a picture of a unicorn. Solving the puzzle opens the grooming kit. Take the grooming tools and the diamond key. Leave the building, then go into the horse stables. Use the sack of hay on the trough to calm down the unicorn, then use the grooming kit on the unicorn for a puzzle. Use the four tools to clean up the unicorn. If you use the wrong tool in a place that has already been cleaned, you must re-clean it. The comb goes on the mane and tail, the other comb goes on the wings, and hoof pick goes on the hooves, and the brush goes on the body. When you're done, the unicorn is happy and looking good. Use the diamond key on the cabinet on the right. Get the tackle, then pull the lever to open the ceiling hatch. Put the tackle on the clean unicorn, and it flies away. Leave the stables, then go into the woman's hut. She says the unicorn is at the bridge. Go backwards four times, then go up/left to the bridge. Click on the unicorn, and Sophia flies away on it. The end! 004-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2013. If you want to use any part of this FAQ, ask me first (instructions under general information).