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Chapter 01 - Frozen in Time

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Still in the Bostonius, examine the airship's dashboard to trigger a dialogue, after which Raymond appears. Talk to him to proceed.

At the Froenborg South Gate, investigate each of the items of interest three to scratch them off your list. Tap the big lodge at the right side then speak to Aldus who commands you to find his hidden wooden box. Tap the middle of the lodge to zoom in and then check the wooden box for a hint coin. The top of the pipe above the heater has another hint coin. The yellow pan above the stove also has a coin. Zoom out to return outside and tap the green lamp post at the top left corner for the next coin. The makeshift "stool" next to the fire at the bottom right corner has one more, and finally the the round "windows" on the roof of the lodge holds another coin.

Onward to the Slippery Street. Hint coins are: On the snow pile in the lower left corner, the sign board hanging off the building, the chimney of the building to the far left, and the loose bit of snow hanging from the window of th building to the right. Speak to Prima for a puzzle.

Puzzle 002 - A Glacial Gift
"My friend gave me this birtday present, but it was delivered in a block of ice! The card that came with it said you can use 5 150 ml cups of hot water to melt 30g of ice, and tha I'd have to work out how many cups of hot water are necessary to melt the 2 kg ice block that's around it." Can you help Prima work out how many cups of hot water are necessary?
Solution - No water is needed so the number you want is 0.

Still at the Slippery Street, tap the big lamp post at the upper left of the screen for one more puzzle.

Puzzle 003 - Lighten Up
It's carnival time and it's your job to hang some festive lanterns around the town. You'd think it would be simple enough, but a note from a pushy member of the carnival committee shows they have a very specific idea of how they want the job done: "No more than one lantern per street! And we don't want any beams of the same color crossing. It's tacky!" Can you position the lanterns according to these conditions and still light every street in town, all the way from one end to the other?
Guide Image

Position the lanterns as shown in the image above, with the last remaining yellow lantern going to the spot on the bottom right-most corner.

You'll uncover a new mystery Suspicious Men at the Snow Coach Stop. For hint coins: tap the snowman for one, the big sign board hanging off the large building, the structure in the distance at the lower right corner. Now tap the chimney of the building to the right for a puzzle.

Puzzle 004 - Similar Snowflakes
As usual it's snowing in Froenborg! Look carefully and you'll see that there are three different types of snowflake gently fluttering their way down from the sky. Of the 4 snowflake patterns shown on the Touch Screen, one of them does not match any of the falling snowflakes. Can you work out which one it is? Be sure to look closely before answering!
Solution - Snowflake C is the odd one out.

Talk to Harald next the exit the city toward the Ice Cave Front. Now for hint coins: the top of the mountain in the middle, the edge of the log on the ground and the mountains at the top left corner. Examine the cave entrance followed by the snowman then head back to town where you must talk to Prima and Donna at the Snow Coach Stop for a puzzle.

Puzzle 005 - Embroidery Enigma
Four different patch designs have been sewn onto this plain handkerchief in a particular sequence. The pattern starts in the top-left corner and follows the orange line toward the center. Study the sequence carefully and work out which patches belong in the four empty spaces on the handkerchief. Place the patches in the appropriate spots.
Solution - The snowflake goes to the upper left corner, the glove to the upper right corner, the tree in the lower left corner and the snowman at the lower right corner.

Solving Puzzle 005 unlocks the Dress Up minigame in the trunk and you'll also get a request abut if from Prima. You won't be able to complete her request at the moment so just move on for now. Anyway zoom in on the building off to the right and search the rock next to the hot spring for a hint coin. Check the blue signboard here for the Hot Spring Signboard Mystery Item.

Note that these mystery items only become available after you've viewed the corresponding tutorial in the Trunk (its the "?" at the bottom-left corner of the Touch Screen. Speak to Mascha, return to the Slippery Street and check the snowman there. You'll get a Fluffy Glove. Take that over to the Ice Cave and check the snowman.

Once inside, look for some hint coins: on top of the rock pillars to the left, at bottom of the streaning water to the right, on rock towards the front at lower right corner. Tap the orange sleeping bag on the ground for the Sleeping Bag Mystery Item. Tap the frozen girl twice for a puzzle.

Puzzle 006 - Frozen in Time
According to Professor Sycamore, the words "divide into fours" are written in an ancient language in the back of this stone tablet. The tablet is divided by beams of blue light, and touching the round stones changes the direction in which these beams of light shine. Rotate the beams of light so that they all connect, dividing the stone tablet into multiple sections containing four squares. Bear in mind that the square in the center is excluded.
Guide Image

At this point, you're told to hurry off to the Bostonius. Head back to the Snow Coach Stop, check the clock tower to discover the Pendulum Clock Tower mystery item. Onto Slippery Street and examine the tall signpost to the left of the snowman for the Timber Signpost mystery item. Try to proceed toward Froenborg South Gate and you'll run into the goon Robin who gives a puzzle.

Puzzle 007 - Mutiny
Oh no! The pirates are attacking! Move the pieces around the board according to the rules below and turn all pirates into sailors

- Sailors and pirates can only move by leaping over pieces adjacent to them.

- Multiple sailors and pirates can be leapt over in one movement.

- Pirates that are leaped over will turn into sailors, and sailors that are leaped over will turn into pirates.

Solution - Follow the steps below to turn all the pirates into sailors:

1. Take the rightmost pirate and leap to the left, then grab the leftmost pirate and jump right.

2. Take the leftmost pirate and leap to the left, then grab the sailor and leap to the right.

3. Take the sailor in the middle and leap to the left.

4. Take the rightmost pirate and leap to the left, then grab the sailor and leap to the right.

You'll get the Snow White Jacket for solving Puzzle 007. Head to the gate and tap the wooden sledge leaning by the lodge for the Upright Sledge mystery item. Enter the lodge again and tap the snowman figurine to get the Mini Snowman mystery item. Speak to Harald for the next puzzle.

Note that if you happen to miss Puzzle 008 here, you'll get another chance to solve it in the Bostonius in Chapter 3.

Puzzle 008 - Reggie's Slidy Ride
Reggie the Red wants to sunbath on this frozen lake. He's seen the perfect spot, but he needs a little help getting to it... Little turtles like Reggie go flying if anything bumps into them, but big ones don't budge unless they're hit by Reggie or an ice block. Blocks only move when you move them, and they fill any holes they fall into. Can you bump and slide everything around so that Reggie is left standing alone in the middle of the ice?
Solution - Follow the steps to get Reggie onto the center of the ice.

1. Grab the red turtle (Reggie) and toss him left.

2, Take the ice block and toss it down.

3. Grab the upper green turtle and toss it down.

4. Grab the largest turtle and toss it right.

5. Finally, grab Reggie again and toss him down.

Continue to the Bostonius where you'll engage hostiles FPS style. Just pay attention to the objective and do exactly what it says. Once you get aboard the enemy ship, search the Cargo Hold for hint coins: the small crane hanging from the ceiling and the padded wall on the left. Check the metal door in the back for a puzzle.

Puzzle 009 - Dial Trial
The door of the cargo hold is fitted with a special lock, and Layton and Luke will have to unlock it before they can proceed. The control device consists of dials that are each separated into four quadrants. These quadrants are marked with the symbols O and which have values "1" and "5" respectively. To open the door you need to align the dials so that the total value of the symbols in all four quadrants is the same. Start spinning the dials and open the door.
Solution - The yellow dial should go a quarter turn clockwise and the white dial goes a quarter turn counterclockwise. This gives each quadrant an equivalent vale of 15.

Continue into the Midship. Now for hint coins: the center door in the back, and the red support beam above the crane. Talk to Macaw for a puzzle.

Puzzle 010 - Funky Hooks
[Watch out! Layton needs to get across this walkway, but some swinging hooks have made it a dangerous task indeed! The hooks always swing back and forth across the same routes. Examine how they move and plan Layton's steps carefully to get him safely across to the other side.
Guide Image

Solution - Below are the steps to get Hershel safely across to the exit.

1. Move right two squares then all the way down to the corner.

2. Move the rest of the way right to the corner.

3. Move up one square then down one square.

4. Move left two squres then up two squares.

5. Move all the way over to the exit.

You'll receive the Tiny Top Hat for solving Puzzle 010. Operate the panel next and zoom into the compartment below. Check one of the green boxes there for a hint coin. Next tap the red fuel drums in the corner for another puzzle. Note that if you happen to miss Puzzle 011 here, you'll get another chance to solve it in the Bostonius halfway through Chapter 3.

Puzzle 011 - A Laborious Liter
This pump seems to be broken - It won't stop pouring fuel until the drum is full to the brim. Nonetheless it is possible to end up with just one liter of fuel using only the pump and two empty fuel drums. The small drum holds 9 liters and the large one holds 11 liters. Although the pump is broken, the machine's other features still seem to be functional. Can you find a way to end up with just one liter of fuel in a drum?
Solution - Follow these steps to end up with just one liter of fuel in a drum:

1. Fill the left drum then empty it into the right drum.

2. Fill the left drum then empty it into the right drum.

3. Empty the right drum then empty the left drum into the right drum.

4. Fill the left drum then pour some of it into the right drum.

5. Empty the right drum then empty the left drum into the right drum.

6. Fill the left drum then pour some of it into the right drum.

7. Empty the right drum then empty the left drum into the right drum.

8. Fill the left drum then empty it into the right drum.

Back on the map, head left to witness the conclusion of the story's first chapter.

 
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1 comments, latest first.
Jul 2nd 2014 Guest
please put a solution to puzzle 6
ID #410918
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