~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ Geronimo Stilton in the Kingdom of Fantasy ~ ~ Playstation Portable Game Guide ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Author: Ezechiel Schwarzstein Email: [email protected] Updated: Wednesday, 24th January, 2013 Introduction ~~~~~~~~~~~~ Geronimo Stilton in the Kingdom of Fantasy is a puzzle adventure game that was released in 2011 for the Playstation Portable. The game is derived from a series of childrens books that is popular in Europe, and has much in common with the Professor Layton games. Geronimo Stilton is the Editor-in-Chief of a newspaper - The Rodent's Gazette. This game will take you on an adventure through the seven Kingdoms that make up the Kingdom of Fantasy: The Kingdom of Witches, The Kingdom of Mermaids, The Kingdom of Dragons, The Kingdom of Pixies, The Kingdom of Gnomes, The Kingdom of Giants, and the Kingdom of Fairies. Your quest, should you choose to accept it, is to rescue the Fairy Queen. Gameplay ~~~~~~~~ This game has several gameplay concepts that are probably best explained before get started. As you progress through the game you will be presented with puzzles, riddles, and mini-games to complete. The riddles have a set answer, which will be provided. As long as you select the correct answer, you will receive the full reward. The puzzles also have a set answer, however there is sometimes an element of skill required, and so while the answer will be provided, you may need to retry and thus receive a smaller reward. The mini-games are entirely skill based, and so this guide will only give tips on how to complete those games. In this game there are rewards for completing the challenges. These include Fantastic Guilders (the currency of the Kingdom), Achievement Stamps (for doing particularly well), and the occasional item or helper. As you progress there will be items that you must purchase in order to continue. These cost Fantastic Guilders. Should you complete a challenge the first time, without using any hints, you will receive the full amount of Guilders. However each time you use a clue, or fail and retry a challenge, the number of Guilders you earn decreases. Thus it is in your best interests to make sure you get it right the first time, rather than randomly guess, so as to not run out of Guilders. The story of this game is rather interesting, so I do not wish to give any of it away. This guide will only give answers and tips for completing the challenges. I will also include the clues where possible, so that if you still wish to figure out the puzzles, you can do so without spending valuable Guilders. Puzzle 1 - Map of the Witches ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Help Geronimo Stilton rebuild the map of the Kingdom of the Witches. Use the analog stick or the directional buttons to move the pointer over the pieces. Hold the X button to pick one up and move it to the corresponding box. Release the X button to drop the piece. Clue: A completed reference map. Answer: This is a basic three by three jig-saw. With enough time it is easy enough to figure out by simple trial and error, however here are a few tips. The piece with the large dirt brown patch goes in the centre. The piece with a blue lagoon goes on the bottom row, centre column. The piece with the compass goes in the bottom left corner. Puzzle 2 - The Wicked Witch ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Tree branches are blocking the path of Geronimo Stilton and his companion. The Witch will only let you pass if the three riddles are answered correctly. Use the analog stick to select the response you believe is correct. Clue 1: It can't be 1 cat or 17 cats. Clue 2: Remember that all the months have at least 28 days. Clue 3: Carefully read the riddle and think about the creatures that actually "go" to the pond. Answer 1: If the witch makes all but 9 cats disappear, then 9 cats remain. Answer 2: Although some months have 30 days and others have 31, all the months of the year have 28 days. Answer 3: Only the Troll goes to the pond to drink water. The other creatures were already there. Puzzle 3 - The Greenhouse ~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: To cross through the greenhouse of carnivorous plants, you need to calculate the exact amount of potion. Remember: one drop per plant. Count the number of plants in the greenhouse so that you don't make any mistakes with the potion. Press L and R buttons to move through the greenhouse. Press the directional buttons up and down to set the number of plants in the greenhouse. Clue 1: There are more than 20 and fewer than 45 plants. Clue 2: There are between 35 and 40 plants. Answer: There are 39 plants. Puzzle 4 - The Restless Ghost ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Place each crow on the crow headstones, and place each skull on the skull headstones. Move the pointer by pressing the directional buttons left and right or by using the analog stick, and press the X button to make the crows and skulls jump from one headstone to another. You can move the crows or the skulls to the nearest vacant headstone. The same move can also be done even if the nearest headstone is occupied, but only if the next headstone is vacant. If you complete the puzzle in 16 moves or less, you will unlock the Well-Organised Player achievement. Answer: Move the crows and skulls in this order: 1 crow on the right, 2 skull on the left, 3 skull in the middle, 4 crow on the right, 5 crow in the middle, 6 crow on the left, 7 skull on the left, 8 skull in the middle, 9 skull on the right, 10 crow on the right, 11 crow in the middle, 12 crow on the left, 13 skull in the middle, 14 skull on the right, 15 crow on the left. Reward: Well-Organised Player Achievement. Puzzle 5 - The Pygmy Ogre ~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Solve the Pygmy Ogre's riddle and he will take you to the other shore. Use the analog stick or the directional buttons to select the response you believe to be correct. Answer: 0. Exactly! There is no dirt inside a hole. Puzzle 6 - The Heartless Horsemen ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Help the lost Knight find the nine pieces of his armour. Take whatever time you need to memorise what the Horseman's armour is like. Clue 1: A hint that gives you 3 pieces of the armour. Clue 2: A hint that gives you 7 pieces of the armour. Answer: The helmet has one peak and a slotted visor. The breast-plate has a plain neck and a 4 square abdominal section. The cloak has no knot in it. The spear has a banner and is longer than the others. The left glove is the only one there. The right glove is black and matches the left glove. The skirt has a sword on the short left side. The left boot is the only one there. The right boot is plain black and matches the left boot. Puzzle 7 - The Secret Passage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Scribblehopper knows of a scret passage to enter the Fortress of Fear, but in order to reach it, you must make your way through the heavy rocks that block the exit. Place the pointer over a rock or Geronimo Stilton to move either one. Move them while pressing the X button. Each rock is marked with the direction in which it can be moved. The goal is to lead Geronimo Stilton and Scribblehopper to the passage entrance. If you manage to take Geronimo Stilton and Scribblehopper to the passage entrance in less than nine moves, you will complete the Secret Entrance achievement. Answer: Move the small rock in the centre row up. Move the small rock in the bottom row right. Move the large rock in the centre row down. Move Stilton to the middle of the cave. Move the large rock in the bottom row left side, upwards. Move the small rock in the bottom row to the left. Move the large rock in the bottom row upwards. Move Stilton to the secret entrance. Reward: Secret Entrance Achievement. Puzzle 8 - The Flight of the Phoenix ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Collect extra Fantastic Guilders with the help of the Phoenix. Use the analog stick or the directional buttons to control the Phoenix and press the X button to activate the shield of invulnerability Notes: This mini-game is the easiest in the game, and useful for getting more Guilders when you need them. Remember to stay near the bottom of the screen to give you more reaction time to avoid the falling rocks. The lightning will give a warning glow before it strikes, so keep out of its way. Also, should you use the shield, don't just break up the rock that you want to avoid, use it as an opportunity to break other rocks and get to other Guilders. Puzzle 9 - Escape from the Werewolves ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: The entrance to the next Kingdom is near, but be on the lookout for a pack of Werewolves. Your objective will be to find the shortest path to the exit. Excape from the Werewolves three times to get to the next Kingdom. Clue 1: A hint that shows you part of the fastest path. Clue 2: A hint that shows you part of the fastest path. Clue 3: A hint that shows you part of the fastest path. Answer 1: Move 5 squares right, 3 squares down, 2 squares right, 4 squares down, 4 squares right, 2 squares up, 3 squares right, 2 squares down, 2 squares right. Answer 2: Move 1 square down, 4 squares right, 3 squares down, 4 squares right, 2 squares down, 3 squares right, 1 square up, 3 squares right, 2 squares down, 2 squares right. Answer 3: Move 2 squares down, 6 squares right, 1 square up, 6 squares right, 2 squares down, 1 square right, 2 squares down, 2 squares right, 2 squares down, 1 square right. Puzzle 10 - Map of the Mermaids ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: If you want to continue your journey, you must rebuild the map of the Kingdom of the Mermaids. Use the analog stick or the directional buttons to move the pointer over the pieces. Hold the X button to pick one up and move it to the corresponding box. Release the X button to drop the piece. Clue: A completed reference map. Answer: This is a basic four by four jig-saw. With enough time it is easy enough to figure out by simple trial and error, however here are a few tips. The compass goes in the bottom row, third column. The piece with the volcano goes in the second row, first column. The whirl-pool goes in the second row, second column. The piece with two whales goes in the third row, fourth column. The piece with the pink castle goes in the second row, fourth column. Puzzle 11 - Blackbeard's Ship ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: To help find Blackbeard's Ship, you should know he always gives his crew the same orders. Look closely and select the ship that follows this sequence in order: First, he gives the order to shoot two cannon shots. Then, he gives the order to raise the Jolly Rodger. Later, he gives the order to send to signals with mirrors for his buddies in the other ships. Lastly, he gives the order to lower the flag. Use the analog stick to move the spyglass sight. To select the ship, press the X button. Remember that you have till dusk. Clue 1: A hint that removes a few ships, narrowing down the field. Clue 2: A hint that removes a ship, narrowing down the field. Notes: This is a simple, but difficult observation test. You can ignore the ships that fly a red flag, and any that deviate from the pattern can safely be ruled out straight away. Ships do not remain on screen all day, so you need to move quickly for this puzzle. Puzzle 12 - Guilders on the sea bed ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Break the corals on the seabed and get more Fantastic Guilders. Move the shell with the analog stick and prevent the pearl from falling on the floor. Notes: This mini-game is a remake of the arcade game 'Breakout'. The major difference between the two are that you do not receive points for breaking bricks, only for picking up Guilders, and you do not have to pick up the Guilders immediately, since they fall to the seabed and stay for some time. This mini-game is harder than Flight of the Phoenix, so only play this one once. Puzzle 13 - Neptune's Challenge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Help Neptune rebuild the fish using the available geometric pieces. Place the pointer over a piece and press the X button to pick it up. Whilst holding the X button move the pointer to the desired area. To rotate the pieces, first select a piece by holding the X button and then use the L button and the R button to rotate it. Clue 1: A hint that shows you 3 pieces of the fish. Clue 2: A hint that shows you 5 pieces of the fish. Answer: Note that when you get a piece into the correct spot it will snap into place. So if you have a piece wrong, you will have difficultly lining it up, which is a useful hint. First, take the square an place it where the fish's mouth is. Next, take a large triangle and place it on top of the square, with the 90 degree angle pointing south-west. Next, take the medium triangle and place it as the bottom fin of the fish. Now you should have a gap between the two triangles. Fill this with a small triangle. Use a large triangle as the body of the fish, with the 90 degree angle pointing north-east. Finally, fill in the tail with the parallel- ogram and the top tail fin with a triangle. Puzzle 14 - Giant Shark ~~~~~~~~~~~~~~~~~~~~~~~ Instructions: The giant shark is hungry. If you don't want to end up being his lunch, catch ten fish for him. You must only catch fish which are identical to the ones shown inside the bubble. Use the analog stick to move the net and catch a fish identical to the one in bubble. Then select it pressing the X button. Notes: This game is really a game of luck. There is a time limit, so you don't have enough time to check each and every fish against the one shown in the bubble. All you can really hope for is a good throw of the dice. Hopefully you'll get a selection of fish that are obviously not the same type as the one in the bubble. Expect to do this one again and again. Puzzle 15 - White Whales ~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Answer the three questions from the White Whales. Only by answering all three questions correctly, will you be able to continue your journey. Clue 1: Whales are much similar to human beings than you might think. Clue 2: Baby whales like things similar to baby humans. Clue 3: Whales measure more than 20 metres. Answer 1: Even though they don't look like it, whales are mammals, like humans. Answer 2: Being mammals, young whales drink milk from their mothers. Answer 3: A blue whale can measure up to 30 metres and weigh up to 85 tonnes. In fact, there have been cases of blue whales of more than 30 metres and 150 tonnes. Puzzle 16 - The Sea Serpent ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: The Sea Serpent challenges you to a very ancient game. The winner will be the first player to obtain three victories. If there is a draw, a victory will be added to each player. The game uses a game board with seven columns and six rows, and it is played in turns. Use the analog stick or the directional buttons to move the piece you are playing with. Press the X button to drop it. Each turn, the player must place one single piece on the board. The player that connects four pieces of their colour will win the game. Matches can be made vertically, horizontally or diagonally. Notes: This game is derived from the board game 'Connect Four'. There is no answer for this game, only tips. Firstly, play in the centre as much as possible. Most lines of four must use the centre column, so controling that is essential. Try to look a few moves ahead, just like chess. Don't allow the Serpent to set up lines of three. Finally, try using diagonals and horizontals at the same time. If you set up a match where the Serpent must block one line, thus placing the foundation piece for another line, you'll automatically win. Puzzle 17 - The Queen's Dance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Prove to the Queen on the Mermaids that you can dance to the beat. Try to follow the sequence suggested by the pearls. In each round, the pearls will add a new musical note. To pass the test you must repeat a minimum of 12 notes. Press the directional buttons to repeat the pearl sequence. If you manage to repeat 16 notes, you will unlock the Player With Rhythm achievement. Notes: This puzzle has no set answer, however, it is rather easy to do if you have a piece of paper and pencil. Simply write down the notes as they play, and you'll have it in no time. Keep in mind that the game continues for as long as you wish, however after 16 notes, you're finished as far the achievements and Guilders are concerned. Reward: Player With Rhythm Achievement. Puzzle 18 - Wedding gown ~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: The Queen intends to celebrate an express wedding. Help her find the seven differences between the two wedding gowns. Use the analog stick to move the pointer over the screen and press the X button to mark the differences. Clue 1: A hint that shows you 3 differences in the gowns. Clue 2: A hint that shows you 6 differences in the gowns. Answer: Note that the differences must be marked on the left gown, not the right. Firstly, mark the missing pearls on the top left of the frame. Next, mark the inside of the neck which is lighter. Next, mark the pearls under the right arm which are missing. Next, mark the pearls on the lower right of the gown which are missing. Next, mark the part of the left fin which is missing. Next, mark the fish on the lower left part of the picture which has been added. Finally, mark the top few buttons which are slightly different. Puzzle 19 - Music Box ~~~~~~~~~~~~~~~~~~~~~ Instructions: Take the Music Box to Shelly. The sea currents will push the box forward until it finds an obstacle. Use the analog stick or the directional buttons to move the box. Answer: Move the box down, right, up, right, up, left, up, right, up, left, down, right. Puzzle 20 - Map of the Dragons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Rebuild the map of the dragons so that you can find your way around the Kingdom. Use the analog stick or the directional buttons to slide the pieces of the puzzle. Clue: A completed reference map. Notes: Since this is a sliding puzzle, there is no set answer. However there are a few tips that may make it somewhat easier. The blank piece is in the bottom right corner. With sliding puzzles you generally want to work on getting the opposite sides, in this case the top and left sides, locked into position. In regards to this puzzle the lava lake is in the bottom left, the lava stream is on left, and the grey mountain peak is on the top centre. Puzzle 21 - Crystal Ball ~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: You need to put the crystal ball inside the backpack. To do so, move one of the bones to an empty box so that they mark the correct route between the crystal ball and the backpack. Use the analog stick to move the pointer over a bone, and hold the X button to move it. After placing the bone, press on the ball with the X button so that it starts to roll. Do this three times and you will have solved the puzzle. Clue 1-1: Don't move the Dragon ribs. Clue 1-2: Don't move diagonal bones. Clue 2-1: Don't move vertical bones. Clue 2-2: Don't move diagonal bones. Clue 3-1: Don't move vertical bones. Clue 3-2: Don't move diagonal bones. Answer 1: In the fifth row, fifth column there is a horizontal bone. Move it to the third row, third column, and release the ball. Answer 2: In the second row, second column there is a horizontal bone. Move it to the sixth row, third column, and release the ball. Answer 3: In the third row, fifth column there is a horizontal bone. Move it to the sixth row, second column, and release the ball. Puzzle 22 - Mount Fossil ~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Escape Mount Fossil using the Mystic bones. Rotate the pieces so that they all fit together and make the path to the exit. Use the analog stick to move around the pieces of the puzzle and press the L button and R button to rotate the pieces in either direction. If you manage to find the exit with 11 rotations or less you will unlock the Great Orientation achievement. Clue 1: A hint that shows you 3 of the pieces. Clue 2: A hint that shows you 6 of the pieces. Answer: Rotate the upper left piece once to the left. Rotate the upper centre piece twice to the left. Rotate the upper right piece once to the left. Rotate the centre right piece twice to the left. Rotate the centre piece once to the right. Rotate the centre left piece once to the right. Rotate the lower left piece once to the left. Rotate the lower centre piece once to the right. Rotate the lower right piece once to the left. Reward: Great Orientation Achievement. Puzzle 23 - The Big Question ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Answer the big question asked by the strange creature. Clue 1: Perhaps, nothing the strange creature says is of much use. Clue 2: Look at a calendar. Answer: Ignore everything they say except for the very last line... 'Which day of the week is it?' The answer is not the day in game, but rather the day in real life, as set in your PSP. This is why the game asks you to confirm the date and time when you start. Puzzle 24 - Steamy Pit ~~~~~~~~~~~~~~~~~~~~~~ Instructions: You cannot proceed with your journey until you answer the question asked by the Hippogryph. Clue 1: 30 days is a lot of days, don't you think? Clue 2: I am sure that, eventually, she would get out. Answer: The right answer is 3 days. The first day she goes up 3 metres and goes down 2, so she still has 4 metres left. The second day she goes up 3 metres and goes down 2 more, so she has 3 more metres left. Finally, on the third day, she will go up the 3 metres remaining. Puzzle 25 - Mount Thunder ~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Mount Thunder is made up of thousands of fragile stones placed in perfect balance. Any sound can cause the mountain to collapse. Help Geronimo Stilton and his toad companion cross the mountain in silence. Unfortunately, Scribblehopper has a cold and is always about to sneeze, so a catastrophe could occur at any moment. To stop Scribblehopper from sneezing, press the appropriate button when he passes through the marked zone. If you make too many mistakes, Scribblehopper will sneeze and trigger a terrible stone avalanche. Notes: This is 'Dance Dance Revolution' Stilton style. Try to keep an eye on the buttons that are coming up and remember that some move quicker than others. Also note that if two of the same button are in the zone at the same time, you only have to press that button once. Pressing twice will count as an error. You have a maximum of three chances, with the fourth mistake sending you tumbling down. Puzzle 26 - Air Traffic ~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Count how many dragons are on screen in each wave. After every wave, indicate the number of dragons you saw using the up and down directional buttons. Notes: There is no set number for this challenge. It is a fairly simple puzzle, just count dragons as they enter the screen, and ignore those that are sliding through the middle. Puzzle 27 - The Dragon's Enigma ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Solve the enigma presented by the dragon. If you don't do it well, he might get really angry and burn your whiskers with his fire breath. Clue 1: Think about how many different colours there are. Clue 2: There are two different colours: black and blue. A pair is made up of two socks so, if they are not of the same colour, you will only need one more sock to make sure you get a pair of socks of the same colour. Answer: 3. Puzzle 28 - Star Path ~~~~~~~~~~~~~~~~~~~~~ Instructions: To find the exit to the Kingdom of the Dragons, you should follow the constellations of Cassiopeia, Cancer, Pegasus and Orion. They will guide you and show you the way out of the Kingdom. Your objective is to discover in which area of the sky each one can be found. To join two stars, move the selection using teh analog stick or the directional buttons and press the X button. Then, move the selection again to the star you want to connect to and press the X button again. To separate two stars, follow the same procedure. Move the selection over each of the two connected stars and press the X button. Notes: This is one of the easiest puzzles because it gives you the answer, there is no time limit, and you can simply experiment until you manage to get the right answer. Just follow the instructions for easy Guilders. Puzzle 29 - The map of the Pixies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Rebuild the map of the pixies so that you can find your way around their Kingdom. Use the analog stick to slide the pieces of the puzzle. If you manage to rebuild the map without using the clue, you will unlock the Green Kingdom achievement. Clue: A completed reference map. Notes: Since this is a sliding puzzle, there is no set answer. However there are a few tips that may make it somewhat easier. The blank piece is in the bottom right corner. With sliding puzzles you generally want to work on getting the opposite sides, in this case the top and left sides, locked into position. In regards to this puzzle the maze takes up the upper right portion of the map, and the roads that go everywhere take up the upper left portion of the map. Reward: Green Kingdom Achievement. Puzzle 30 - Fruit Basket ~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Earn extra Guilders connecting three of them. Move the pieces with the analog stick or the directional buttons. Press the X button to change the order of the fruit. Use the analog stick or press down on the directional buttons to increase the speed of the falling fruit. Notes: This is a simple textris derivative and is a lot of fun to play. No hints are required for this, just have fun. Puzzle 31 - Green Labyrinth ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Scatterbrain has entered the intricate Green Labyrinth alone. You must get to the centre of the labyrinth and save her. To do this, pick up the four keys that open the door where the terrified Scatterbrain awaits. You have limited time to rescue Scatterbrain. Along the way, you can also pick up Fantastic Guilders. Use the analog stick or the directional buttons to move around the labyrinth. Clue 1: This clue will give you 20 more seconds. Clue 2: This clue will give you 20 more seconds. Clue 3: This clue will give you 20 more seconds. Answer: Move straight down for the first key. Move right, then head up towards the second key. Go back to the intersection and head down and to the right. Go past the second intersection, and continue towards the third key. Collect it and go back to the second intersection. Head upwards and follow this this track. Take note of the position of the fourth key and the way to get there as you pass by. At the end of the track you'll want to go left, down, right, down through the gap, then start working your way clockwise until it takes you to the fourth key. Then work your way back towards the gap. Go right past the gap and towards the middle. Open the gate and meet up with Scatterbrain to finish this puzzle. Most of the additional guilders require minor detours from this track. Puzzle 32 - Arithmetic Challenge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Complete the operations with the arithmetic signs to add, subtract, multiply and divide, so that you get the specified result. Use the analog stick or the directional buttons to move around the different arithmetic signs and press the X button to select them. Answer 1: 5 multiplied by 3 equals 15. Answer 2: 6 multiplied by 5 plus 2 equals 32. Answer 3: 22 divided by 2 minus 11 equals 0. Answer 4: 68 plus 2 multiplied by 10 equals 700. Puzzle 33 - Four Ls ~~~~~~~~~~~~~~~~~~~ Instructions: This time, you must place the four Ls over a 5 x 5 panel without them touching each other. Select one of the figures with the X button and move it with the analog stick or the directional buttons. Use the L button and the R button to rotate them. Clue 1: A hint that shows you the position of 1 piece. Clue 2: A hint that shows you the position of 2 pieces. Clue 3: A hint that shows you the position of 3 pieces. Answer: The upper left piece goes at the top in the centre. The upper right piece goes at the bottom in the centre. The lower right piece goes on the left side, between the two pieces already there. The lower left piece must be rotated once to the left, then it will slot into the remaining space on the right. Puzzle 34 - Magetic Ball ~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Take the magnetic ball up to the medallion. The walls are magnetic and will attract the ball, so it will not stop until it hits a wall. Use the analog stick or the directional buttons to move the ball. Clue: Make the first movement to the right. Answer: Whilst it is possible to get to the medallion by making the first move to the right, it is really adding a few un-necessary steps. Move the ball down, right, down, left, up, left, down, left, up, right, up, right, up, left, down, right, down. Puzzle 35 - Golden Tiles ~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Use the analog stick or the directional buttons to move the piece around the grids in the picture. You must fill all the grids with golden tiles without stepping on any of them more than once. Clue 1: A hint that shows the first half of the map. Clue 2: A hint that shows the first half of the map. Clue 3: A hint that shows the first half of the map. Answer 1: Move up 3, left 3, down 1, right 1, down 1, left 3, down 1, right 3, down 2, right 7, up 2, left 1, up 1, right 1, up 3, left 1, down 1, left 3, up 1. Answer 2: Move up 1, right 1, up 1, left 3, down 2, right 1, down 1, left 1, down 2, right 2, up 2, right 2, up 1, right 1, down 3, right 1, up 1, right 1, up 1, left 1, up 1, right 1, up 1, left 1, up 1, left 1, down 1, left 1. Answer 3: Move up 2, left 1, up 1, right 1, up 1, left 5, down 1, right 2, down 1, right 1, down 1, right 1, down 2, left 1, up 1, left 1, down 1, left 3, up 1, right 2, up 2, left 2, down 1, left 1, up 2. Puzzle 36 - Numeric Sequence ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Pay close attention to the sequence of figures and decide how they should continue. To pass the test you must solve two sequences. Clue 1-1: Each figure has two numbers. You must deal with them separately. Clue 1-2: The numbers in the first figure represent half the value of the second figure. Clue 1-3: Think about what is the value of two times eight and what is the value of two times sixteen. Clue 2-1: The result can be found in the numbers themselves, not in their position inside every figure. Clue 2-2: Each figure corresponds to double the value of the previous one. Clue 2-3: Add up the numbers in each figure. Answer 1: 16/32 Answer 2: 16/16/16/0 Puzzle 37 - The Tale of the Four Pixies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: This test will challenge your brain, since it contains a complicated enigma. Answer: This question has no set answer, sometimes it will ask for the pixie that eats the most, or the pixie that eats the least. The pixie that eats the most is the southern pixie, and the pixie that eats the least is the northern pixie. Puzzle 38 - The Language of the Pixies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: This test is presented using the ancient pixie language. Find a way to read the enigma and solve it. Clue 1: Remember that pixies always say the opposite of what they mean. Clue 2: If fruit is what they like the least, that means that fruit is their favourite food. Answer: The first component of this question requires the use of a mirrored surface, since everything is written back to front. After holding your PSP up to a mirror you will be able to read it and select Strawberries. Puzzle 39 - Great Pixie Tree ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Find the seven pixies hidden in the tree before the time runs out. Move the pointer with the analog stick and mark each pixie by pressing the X button. Clue 1: A hint that shows 3 of the pixies. Clue 2: A hint that shows 2 more of the pixies. Answer: The first pixie is left of the centre branch, just above the starting point. The second pixie is to the far left of the first, hanging below a horizontal branch. The third pixie is to the far right of the first pixie, hanging below a horizontal brance. The fourth pixie is to the left of the owl, hanging below a horizontal branch. The fifth pixie is in the tree, below the owl. The sixth pixie is directly right of the fifth pixie, in a bush. The seventh pixie is right at the bottom, towards the right side, hiding in a bush. Puzzle 40 - The map of the Gnomes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Rebuild the map of the Gnomes to get around their Kingdom. Use the analog stick or the directional buttons to slide the pieces of the puzzle. Clue: A completed reference map. Notes: Since this is a sliding puzzle, there is no set answer. However there are a few tips that may make it somewhat easier. The blank piece is in the bottom right corner. With sliding puzzles you generally want to work on getting the opposite sides, in this case the top and left sides, locked into position. In regards to this map the small hill is on the upper left, and the mountains the upper centre. Puzzle 41 - Greedy Worm ~~~~~~~~~~~~~~~~~~~~~~~ Instructions: Collect forest fruits making sure that the head of the worm does not clash with any of its body parts. Use the analog stick or the directional buttons to move the worm. If you solve the puzzle without using any clues you will unlock the Greedy Worm achievement. Clue 1: This clue will remove some of the acorns. Clue 2: This clue will remove some more of the acorns. Answer 1: The trick to this is to do two circuits of the map, since the loop sections cannot be done in one go. So do the first circuit, going around one side of the loops, and do another circuit, going around the other side of the loops. Move left 3, up 4, left 1, up 2, left 2, down 3, right 2, down 2, left 1, down 1, right 1, down 2, left 2, down 3, right 17, up 3, left 2, up 2, right 1, up 1, left 2, down 1, left 1, up 2, right 2, up 1, right 2, up 3, left 12. Now you have done one circuit. Just do a second circuit, but take a detour to collect the final six acorns. Answer 2: Move left 6, down 5, right 16, up 1, left 16, up 2, right 16, up 2, left 16, up 2, right 16, up 2, left 16, up 2, right 17, down 5, left 1, down 5, left 2, up 2, left 2, down 2, left 2, up 2, left 2, down 2, left 2, up 2, left 2 down 2 left 2, up 6, right 14, up 3. Ending Notes ~~~~~~~~~~~~ Thank you for reading this game guide, I hope that it has been of use to you. I do not mind others using this guide as they so wish as long as I, Ezechiel Schwarzstein, am still credited with the work held within. I have completed this game twice, and have written the guide to 41 of the 62 puzzles within. Hopefully I shall finish this guide in the next few days.