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Walkthrough

by The Lost Gamer

Version 1.3 6/19/2013

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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).