Begin your escapade !

The Squire ’s Tale is a spot - and - click teaser dangerous undertaking in the AE Mysteries serial . I really enjoy the series because the stories are well - written , and there ’s mess of humour and machination , as well as some cunning puzzles and physical object - determination . This one is listed as a novice escapade , but if you want to complete it without using steer , it can still be test , so read on for my full walkthrough ( with puzzle solvent ) to The Squire ’s Tale .

If you ’ve play any AE Mysteries games before , you ’ll be on intimate ground with The Squire ’s Tale . Click item on the projection screen to interact with them or pick them up and summate them to your armory . Items can also be used from your inventory in unaired - ups after you click particular particular . superstar you collect can be used to bring home the bacon you with hint if you get cleave , but that should n’t be necessary if you follow my walkthrough .

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The Squire’s Tale Walkthrough - Chapter 1

In The Squire ’s Tale , you ’ll play as our squire hero , Martin , as he undertake to pass his foolhardy knight boss Cedrick to recover the Royal Ruby and then bring through the realm . You start on the lead of goblinsand have found your agency to a cave entryway .

Entering The Goblin’s Lair

clean up theTunic(a1),Torch(a2),Statue Horn , andStatue Arm(a3 ) . Select the torch in your stock-taking ( the background of it will go dark blue ) and use it to remove the works ( a4 ) . cluck the cave entrance this disclose for a close - up and take theShovelandHammer . Use the hammering on the column in the tight - up ( above the skull ) to reveal an alcove and take theGoblin DictionaryandAnimal Statuesfrom inside .

habituate the shovel on the dirt pile ( a5 ) and come home the box that ’s revealed to incur a locked loge . To launch the box , use the number3574and then take theGoblin Glue . tick the goblin statue ( a6 ) and use the glue to supplement the motor horn and gird back in place ( use the glue on the close - up first , then the two broken items ) . Click the water nursing bottle ( a7 ) to get aDamp Tunic , then use the tunic on the Shield ( a8 ) to clean house it , revealing a goblin fount .

total the animate being statue to the spare plinth next to the goblin statue in the finish - up . utilise the lexicon to read the brass on it , which saysAided by one with the hard shell of a warrior . Click the animal statue until it is ared pubic louse . Click the other memorial tablet to see it saysGobby rose from the fire , so dawn the base until you seeflames . If you seem at the goblin sign ( a9 ) you ’ll notation itsarms are both raised , so move the central section to match . The cave will open .

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Once inside , Cedrick will attack the hobgoblin in a minigame . Do the following :

On spirit level two , watch over this pattern :

On the final horizontal surface :

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Inside The Goblin’s Lair

Take theCrown(b1 ) andDagger(b2 ) , then use the dagger to start the boxful ( b3 ) and take theGear . fall into place the picture ( b4 ) for a close - up and click the top - right corner , where it is come away . Cedrick will rip it , revealing a sun . observe the positions ( from top to bottom ) of all the shapes that look out of place :

Back on the primary image , clack the door lock ( b5 ) , and enter the codification above . With the door clear , take theSecond Gear . flick the carpeting ( b6 ) to bring out and take theThird Gear . start the corner on the side of the lift ( b7 ) , add the three gears , and the elevator will be fixed . sink in the elevator to head down to the hurdle .

The Goblin Vault

Click thePickaxe(c1 ) andHeavy Duck Statue(c2 ) to pile up them , then come home the note on the vault threshold ( c3 ) for a clue on how to take in the three gems you need to continue . Click the torch ( c4 ) to turn it off , revealing theBlue Gem . Use the pickaxe on the gloomy gem and pick up it .

Click Cedrick , who ’ll kvetch he needs something heavy to smash the door with . Give him the duck’s egg statue , which will lead to a box falling from a crack above the door . Take theFlint and Tinderfrom inside , then use the lift to go back to the hobgoblin den . Use the punk to fall the cauldron ( b8 ) , add the crown to it , and collect theRed Gem . Now you’re able to utilize the pick on the door ( b5 ) here and knock down the playscript .

launch the book , turn to the chicken ( red ) part , and take theYellow Gemfrom the hidden compartment in the leger . Go back up to the vault and add the blue gem , red gem , and chickenhearted gem to theKaleidoscope(c5 ) , starting a puzzle .

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Twist the emblazon dials until they accommodate the squares ( see image above ) . Nowclick the vault door mechanism(c6 ) and click all the squares that do n’t have colors on the kaleidoscope . The vault door will open up to let out … another bank vault threshold .

All you need to do isclick the teaser in the middle of the threshold againand drag the square from the bottom left to the bottom right , then to the top , and then all the direction left to the other circle . This should take you to the next vault doorway .

The Squire’s Tale Walkthrough - Chapter 2

Grim Tops Mountain

Once the story moves on , you ’ll find yourself faced with two doors and a water wheel . Click theOld Clothon the dragon ( d1 ) to pick it up and read the brass underneath . Select the stairs ( d2 ) and use the fabric to strip them and reveal symbols . Set them as follow by click each stone’s throw symbolisation until this bit of lights are on , top to bottom,246353 . you may now channelize through the door at the top of the steps .

Once you ’re in the pump room , take theBucket(e1 ) and click the stone ( e2 ) to give away and take theWooden Gear . Click the other loose stone ( e3 ) to get aChest Key , utilise it to give the chest ( e4 ) , take theAxefrom inside , and use the axe to withdraw the vines ( e5 ) and get theLadder .

put the ladder below the other one , devote you access to the upper level above the door . Also , practice the axe on the vines a second time to remove the rest of them entirely . Click the base of the pump ( where the ladder was ) with the gear elect to add it to the bottom of the auto . Now , you’re able to penetrate the lever ( e6 ) to fill up the pond with water ( see picture below ) .

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Use the bucketful on the stream of piss ( f1 ) toenter a pipe mystifier . You ca n’t fail here , as you may keep moving pipes until it is over . See the resolution below .

apply the bucket again , this metre on the big current of water , to get aBucket of Water . Use the pail of water on the barrel ( f2 ) and ingeminate the cognitive process double moreso that the barrel is on the groundand the pipe fill in the system of rules , meaning the water is go into the pipe on the left-hand ( f3 ) .

You ’ll now move outdoors once more , but clicking the door ( g1 ) reveals something is missing . Click the box in the piddle ( g2 ) and take theCompass , then add it to the gist of the door ( g1 ) . To act upon out the directions to put the pointers on each symbol , you take to read the plaques on the dragons :

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you could now head through the overt door into the caves beyond .

The Sleeping Dragon

Select the broken in statue ( h1 ) and set the pieces on top of each other ( by dragging them ) to reconstruct it ( see figure of speech ) , then take theGemfrom inside the root word . snaffle theEmpty Flask(h2 ) , then take the mesa ( h3 ) for a closing curtain - up and take thePotion Book . Read the account book , then add together the flask to the board get across the constituent in the right parliamentary procedure ( purple , blue , yellow , carmine , green , orange ) , and take theStrength Potion .

Click the bowlder , and Cedrick will move it out of the manner , let you up tothe Griffon ’s Nest . Take theHammerthere , go back into the flying lizard ’s cave , and apply the hammer to give the box ( h4 ) and get theFlint and Steel . Click the box once more to remove it and take theBlack Powderunderneath . Go back to the nest , contribute the powder to it , then use the flint on it , scaring off the Griffon . Take theGriffon Eggand give it to the dragon . Click the back of the cave ( h5 ) to move out to the terrace .

The Terrace

snap the break column ( i1 ) to move it , then sink in the knight ’s bag ( i2 ) to get aTorch . Select the ornate icon ( i3 ) for a close - up , observe the order of symbol in the images above the flying lizard ( wind , sun , mountain , star , ardor , cloud , moon ) . Now pick out the correct - manus mantrap ( i4 ) for a close - up , click the symbol on it in this order , and take asecond Gem .

Add the two gems to the two swim rocks ( i5 ) to fill the dishes with water supply and light the flaming ( i6 ) . Use the great mullein on the flame to get aLit Torch , then chatter the surface area behind the knight ( i7 ) for a finis - up , and habituate the torch to light the brasier and take theNetfrom the right side of the finish - up .

Go back into the dragon cave and use the mesh in the weewee ( h6 ) to fish out a cloth bundle . Click it to get theDragon Bust . Now go back out to the terrace , summate the bust to the key plinth in the area behind the horse close - up ( see image ) , andcomplete the Edward Durell Stone ring puzzle . You first need to make a track from the blank gemstone on the left field to the left half of the central stone ( at which breaker point it turns dreary ) , then do the same on the correct - hand side . You ca n’t fail here . Once double-dyed , the altar appears , and you ’ve finish chapter 2 !

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The Squire’s Tale Walkthrough - Chapter 3

The Ruins of Recursia

Click the lot ( a1 ) until you regain aKey , then click the door on the far right wing and left to open up them . Use the key on the ruby-red key pot in the left cupboard ( a2 ) to get aRed Keyand use it to launch the other door on the left ( a3 ) , taking theAlpha Orbfrom in spite of appearance .

Place the ball in the left obelisk ( a4 ) , which raises a plinth on the left . get through the pedestal for a finis - up and press the buttons in the order show by the central statue ( 3,1,2 ) , afford a stairway underneath it . Click the step to move on .

The Second Level

come home the roles of lambskin ( b1 ) and then collect theBowbehind them . Click the left desk ( b2 ) and take theArrow , getting you aBow and Arrow . Use it on the rophy ( b3 ) to destroy the statue below , then collect theBeta Orb(b4 ) .

Go back into the first room and recuperate the Alpha Orb from the obelisk , supervene upon it with the Beta Orb , which spread a hatch ( a5 ) . Take theWadersfrom within , retrieve the orb , then go back below and habituate the waders on the pool ( b9 ) there to get thePainting Key . Place the Alpha Orb in the obelisk here ( b5 ) , dropping the painting ( b6 ) low enough to get at it . apply the house painting Francis Scott Key to open it and click it once more to take thePainting .

Take the Alpha Orb back and supersede it with the Beta Orb , which opens the left - hand floor control board ( b7 ) . rate the house painting on the blue shine bit grid that appears , which return you a code ( 83146 ) . Still wearing the waders , click the pool ( b9 ) once more andclick the pipes at the back in that order , which unfold up a new set of stairs . Take the Beta Orb back and channelize down .

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The Third Level

Use the Alpha Orb on the obelisk ( c1 ) to ascertain what it does , but then retrieve it and use the Beta Orb alternatively , revealing a stone arrows puzzle in front of the dagger . You need to discharge two to move on , and I ’ve put the root below . Once complete , you ’ll be able to take theFlower Keyfrom beneath the teaser .

Go back to the first way and use the key to launch the final door on the rightfulness ( a6 ) , accept theRubber GlovesandWatering Canfrom inside . Go down one floor and habituate the can on the consortium to get aFull Watering Canand use the boxing glove to collect theMossbottom Ooze(b8 ) . Go down the low-toned level and use the Alpha Orb to open up the proper pedestal ( c2 ) , then pose the ooze on the Harlan F. Stone ball there and then water it with the can , unloose Cedrick .

Now both submarine sandwich are available , pull the transposition ( c3 ) to bring out an abacus . Click it for a close - up , then click the battery panel on the right and find the dead battery . Cedrick can now move the debris ( c4 ) , earmark you to collect theGamma Orb . Use it on the obelisk here , allowing you to take theStone Slabfrom the statue ( c5 ) . Retrieve the Gamma Orb and manoeuver upstairs .

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Restoring the Abacus

Back on the top floor , place the Lucy Stone slab in the hand of the statue on the right wing ( a7 ) , then insert the Gamma Orb in the obelisk . Both pedestals will rise . What you need to do is use the buttons on the right wing to show a figure of blue luminance , starting at one and moving through to six , each time fare out of the close - up and noting the symbol being beam onto the stone slab .

These are the symbol you need to select on the other dialog box . The sequence ( using the image above ) is413225 . This opens the right panel ( a7 ) , allowing you to take theAbacus Instructions and reload the batteryby locate it in brief inside the panel .

Retrieve the Gamma Orb and head to the middle floor . Insert the Gamma Orb , and a series of domino will appear in the kitty . Note down the number amount of each domino ( 74836 ) , then retrieve the ball and head down to the bottom floor .   Put the barrage fire back in the abacus and fit the educational activity . They tell you that each Harlan Stone on the down part of the abacus is deserving one if evoke , and the one on the top count as five if it is let down . Move them to couple the domino computer code , and you ’ve solved the puzzle(see image below ) . Click the area behind the abacus to advance .

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Place the three orbs in their correct spot toawaken the Golemand start a movement puzzle . The Francis Scott Key is not to finish a play in the ruddy area marked ( it appears after your first few moves ) , stand for sometimes you have to double back . The solutions are below .

Once pure , you ’ll be done with Chapter Three after a couple of cut conniption .

The Squire’s Tale Walkthrough - Chapter 4

The Tournament in Morrocas

Click the cushion on the sofa ( d1 ) and take theKey , then move into the tailor ’s arena ( d2 ) . Take theScissors(e1 ) and then click the book ( e2 ) to open and note the numbers on the invitation designing ( 3 and 1 top course , 6 and 4 bottom run-in ) .

Select the pair of scissors and use them on the fabric ( e3 ) to get someCloth . habituate the key to give the chest ( e4 ) and take theFolding StoolandFabric Patternsfrom indoors . Go back to the waiting line , place the BM to the left wing of the queuers ( d3 ) , then use the scissors to collect theDecorations(d4 ) .

The first task

Out in the fair , cluck theBasketon the right ( f1 ) to pick it up , then click the tea stand ( f2 ) to encounter some freeTea Leavesfrom the individual there . Select the coin and pop it into the sleep valet ’s cup ( f3 ) . Once the man move , take theTasslehe was sitting on . Now click the snake basket ( f4 ) to find that two snake field goal are miss . you may bring back the one you have , but you need one more .

Click the background to repay to the tent . employ the tassel on the drape ( g1 )   to tie it back and find another snakeBasket . Take it , then bring your tea to the mint ( g2).Click the Teapot to pick it up , then range it on the brasier ( g3 ) to get aHot Teapot .   Use it on the cup ( g4 ) and then penetrate the cup again to happen thatAmbrose would like some honeyin it .

Go back to the bazaar and replace the other Hydra basket . After spill the beans to Manid , seize theFlute(h1 ) andclick the snakes to start a puzzle . Note the diamond approach pattern on each lamp above the snake in the grass , then use the champagne flute to change each serpent ’s heading position to match its bloodless rhomb centering by sink in the snakes ( see double below ) .

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After the slue view when Cedrick mess up with the brightness , it is a similar idea , but now you have to have the snakes match the adamant pattern that matches the top of the Hydra ( so , from odd , lamp 1 match Hydra 2 , lamp 2 Hydra 1 , and lamp 3 snake 3 ) .

For the final one , it is the same operation , sosnake 1 depend down , snake 2 left , and snake 3 up . You ’ll receive someHoneyfrom Manid for your efforts . Head inside , add the dear to the tea , and give it to Ambrose . He ’ll give you aPear .

Back outside , give the Pyrus communis to the Donkey ( h2 ) , then click the spill rugs tostart a pattern - match puzzle(see image above ) . On pass completion , Manid will give you aFancy Rug . helping hand over the rug as your rivalry entering , and you ’ll be through to the second round of drinks .

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The Second Task

For the first challenge of the 2d project , pick out the telescope for a transferable close - upof the dark sky andadd the lead mapAmbrose gave you to it . You ’ll notice that the constellations in the notebook computer are all animals and that theymatch the gilded fountains that are next to the telescope . You need to find each configuration by moving the scope view and mention how many star in each configuration are bright . Once you ’ve done this , simply click each statue so the turn of golden Christ Within above it equate that number .

The numbers you need are :

Once complete ( see simulacrum above ) , Ambrose will appear and give you aBanner . flick the buildings in the background to go to the court , pick out the banner in your stocktaking , andadd it to the flagpole on the left wing . Return to the oasis for the next challenge .

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After hearing the statement , Cedrick jumps into the oasis . Click him to make him dive down and seek for the object to open up the chest . Click the seaweed ( i1 ) and take theOld Swordbehind it , then apply the sword on the slab to uncover the chest ( i2 ) . Now , use the brand on the octopus holding the key ( i3 ) , which will disappear , leaving a swarm of ink . Click the swarm until it disseminate , and take theUnderwater Key .

Use the key to launch the bureau and take theBattle Horn , then click the mound to the rightfulness of the chest to reveal a clam . Use the sword to reach the clam ( i4 ) and bring out aPearl , at which peak a shark appear . Take the pearl , select the conflict horn , then come home the screen background anywhere , dash off the shark . Click the aerofoil of the water to swim out . Now , you caninsert the pearl into the chest , which has afour - symbolic representation combination .

The Stolen Banner

Swim back down to see there are1 octopus , 2 moolah , 3 fish , and 4 starfish . Put those symbol into the four spaces ( octopus , clam , fish , starfish ) to open it and take thesecond Banner . But when you riposte to the arena , you find your first standard gone .

After speaking to Manid , give to the arena andopen the chestthere ( k1 ) , take theBoomerangfrom inside . Back at the oasis , use the backfire on theBananas , pick them up , and give them to Manid . He ’ll give you theFishing Netto scoop the Banner from the sea .

Return to the arena and snap the sand near the barrel ( k2 ) to find yourFlag Poleburied there . Dig it up , collect it , then get through the barrels ( k3 ) to find oneself thePole Base . Place the foot ( k4 ) , bring the magnetic pole , then the banners , and you ’ll be through to the final task .

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Once the final puzzle begin , send your five diamond in the positions above , then click the trumpet . Now , all that ’s leave alone is to bask the victory .

The Squire’s Tale Walkthrough - Chapter 5

Chapter Five sees our heroes teaming up with a young fellow traveller , Nira , as theysail to an island in icy Mittenheim in lookup of the Sword of Light . retrieve that if you do get stuck on any of the puzzles , you’re able to use any remaining headliner you have uncommitted ( top right of the screen ) to get cue . However , I ’ve walked through the entire chapters step by dance step below if you want to save them or have operate out of trace .

pluck up theIce Scraper(a1 ) and use it on the metal crate ( a2 ) , which you could then open to find you ’ll require to repair three electric boards via a connections teaser . See the solutions below . In the first one , I just take to connect the 1 in the top rightfield down to the 2 below . In the second , the five on the right to the one below it .

Take theLetterfrom the door of the general store ( a3 ) and click it to record it , noting the pin code . Now click the store window , where you’re able to deduce the numbers for the peg code by matching the symbols on the price tag end , giving you3584 .

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flick the snowman ( a4 ) and take theButtons , then take the machine in front of the bank building ( a5 ) . Add the buttons to it , record the code 3584 , and get the parcel containing theGeneral Store Key . Select the fund ’s door ( a3 ) for a close - up of the interior and take theShovel . Back out of doors , apply the power shovel on the snow in front of the house ( a6 ) . Go within .

Learning the Potion Ingredients

start the box ( b1 ) and take theCandleandField Guide Page , get theJar Openerfrom the ledge ( b2 ) , take asecond Field Guide Pagefrom the base ( b3 ) , then flick the panel on the front of the desk ( b4 ) to get athird Field Guide Pageand theStorage Key . Use the key to launch the chest ( b5 ) and take theFishing RodandIce Drill . Now , you could select the plain guide pamphlet ( b6 ) and add the pages to take in theField Guide .

Using the Field Guide , you could derive the ingredients you need . The blackboard ( b7 ) show four ingredient you ca n’t have ( in red ) , while the line above present what will work , and the newspaper tap to the rampart next to the chalkboard show the chemical chemical reaction .

Thethird ( for the pinkish potion ) chemical symbolmatches with the lightning bolt . While using the Koran , you ’ll findmixing Shimmer Fish , Hatch Flower , and Croaen Berrieswill give you the rest of the ingredients required . Enter their symbols onto the blackboard ( see the result on the chalkboard above ) .

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lead outside and return to the general shop , using the shock opener on the jar on the table to get someJerky . Back alfresco , give the jerky to the dog that has come out outside the bank , who will then move to the sign at the back of the scene . Click the dog once more to follow it to the lake .

The Lake

Click the Christmas tree ( c1 ) to get aShiny Ornament . Use the ice drill on the glass ( c2 ) and add the fishing retinal rod to the cartridge holder ( c3 ) . impound the ornamentation , and you ’ll soon hitch someShimmer Scales .

penetrate the basket of berries ( c4 ) to start a game with the Magic Snowman . Click the set arrows to complete the battles ( see images below ) . Once you ’ve completed the three battles , the snowman will give you theCrosen Berries .

Select the majestic plant ( c5 ) to find out that it needs to be heated to be of any usage to you . manoeuvre back into town and into the worldwide store , and use the standard candle on the firing to get aLit Candle . Return to the lake , use the candle on the plant , and take theHatch Flower .

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Making the Potion

Back in the lab , take the chemical substance ( b8 ) from the desk and add it to the pot ( b9 ) . Add the other three ingredients from your inventory , and then chatter the stool again for a close - up . You now need to configure the potty and get theDefrosting Potion .

Head alfresco and use the potion on the Yeti Scholar , then the ones in the world-wide store and by the lake . Return to the scholar , and they will guide you to the Lord’s table .

The Altar

take hold of theIce Pick(d1 ) and then click the backpack ( d2 ) to open it and then take theRope . Take theOx Statue(d3 ) , use the rope to get thePenguin Statue(d4 ) , and use the woof to get theFrog Statue(d5 ) . Now you’re able to click the plate ( d6 ) and add the three statue , then the pick and roach , and at long last the haversack itself . Click the Lord’s table to cross over the bridgework to it and fill out Chapter Five .

The Squire’s Tale Walkthrough - Chapter 6

The Forgotten Forest

After the initial chat with Kruk end , penetrate the left of the blind ( e1 ) to move to the river . After more chit - chat , pick up theStick(f1 ) and theDead Fish(f2 ) , then take aTattered Shirtfrom the tree diagram ( f3 ) .

Return to the first screen , put the stick next to the torch ( e2 ) , add the shirt , and collect theLit Torch .   With the Aaron’s rod selected in your inventory , penetrate the right of the screen ( e3 ) to move further into the woods .

get across the cobwebs ( g1 ) tostart a web mini - secret plan . In the image below , I just necessitate to move the final roofing tile into the top - left space .

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Once the wanderer has gone , utilize the blowtorch to polish off the webs ( g1 ) and then find someSpider Webs . Next , chatter the roofy ladder below the door(g2 ) to get a bit of a surprise …

Select the surface area under the hut ( h1 ) for a conclusion - up of the spinning wheel . Click the pedal point on the shelves on the left , add it to the spinning bicycle , and then add up the spider webs to the spinning wheel to getSpider Silk . While in the close - up , also pile up theDried Mushroomsand then tally them to the sight on the right to getMushroom Powder . summate the powder to the pot on the leftfield , and a roll will appear on the right . Pick up theMagic Scroll .

The Witch’s Hut

Back on the main concealment , put the dead Pisces on the floor ( h2 ) to attract the big cat and get theTumbler . Select the wanderer silk in your inventorying and add it to the bow ( h3 ) to also get theShortbow . employ the shortbow on the coiled ladder ( h4 ) , dribble it within reach and allowing you to take theDreamcatcher(h5 ) .

Select the crows ( h6 ) for a close - up of them , take note the amount of crow around each of the letters in the trees , which yield you a five - letter word . Now fall into place the box ( h7 ) , add the tumbler pigeon to nail the lock , and enter the combination ( LOVED ) to open it and get theWand .

Head back to the dam and localize the dreamcatcher in the tree ( f4 ) , then give the magic scroll to Oakley ( f5 ) . Once he translates the charm for you , select the wand in your inventory and click the decameter ( f6 ) to cast it . Once Kruk has smashed the dike , he ’ll open up the logic gate .

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Nightcap Gully

Click the windmill doorway ( i1 ) for a close - up and take theHand Rake . chatter the daisies and pick up theBow Drill , and the orangish ledge to get theGarden Gloves . On the chief screen , take theMill Lever(i2 ) , then use the glove to pick someStinkweed(i3 ) . Click the doorway again ( i1 ) and use the mill lever tumbler to the left of the table ( see below ) .

Select the creature ( i4 ) for a close - up and use the rake on its nose to get someMoss . bestow the moss to the campfire and use the exercise to light it , scaring off the fly . Click the gob you engender the moss from with the stinkweed select towake up the Ancient Tortoise . After a abbreviated talk , expend the penny grass to wake it up again ( several prison term ! ) to discover the Path of Storms shortcut location . After your conversation , collect theMoon Mushrooms(i5 , in the close - up ) and use them on the ardor to getDried Moon Mushrooms .

Go back to the threshold skinny - up ( i1 ) and grind the mushroom to getMoon Powder . With the powder selected , get through the rotating sail ( i6 ) of the aerogenerator to reveal a mushroom path . chatter it to move forward to a route puzzler .

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The track you need to take is below . Note that some moves take you multiple spaces power by the current of air symbol . My indicators below arethe direction to pick out from the space you land on after each move :

The Pond of Remembrance

habituate the moon powder on the torch ( k1 ) to let on the image above . clack the six frogs(k2 ) , who will jump onto lilypads , then click each of them once on the pads ( in the correct order ) to make them stand up . you’re able to get the Holy Order by comparing the form on their lilypads to the symbols shine in the trees — you want to click a Sir Herbert Beerbohm Tree ( k3 ) for a finis - up to see the guild : Orange , Blue , White , Yellow , Purple , Pink .

The steel will arise from the water system , and you ’ll utilize the pendent to trigger off another puzzler . Select the symbols mark below to recreate the runes . And with that , you ’ll be done with Chapter Six of The Squire ’s Tale !

The Squire’s Tale Walkthrough - Chapter 7

The Monster King’s Lair

As we commence Chapter Seven , our heroesMartin , Cederick , and Nira are off to take on the Monster Kingdespite having failed to take in the Sword of Light . I ’ve walked through all the scenes and mystifier below , so expect pile of spoilers if you read on ( you’re able to click the section postulate in the contents lean to quash seeing section you do n’t require to see ) . Also , remember you could practice any spare stars you have for clue !

Arriving at the lift organization , take theOld Key(a1),Gloves(a2 ) , andRope(a3 ) . Use the cay to launch the red box ( a4 ) and take theCan of TunaandScrewdriverfrom at bottom . snap the rocks a few times ( a5 ) to get aShield , then apply the screwdriver to enter the grating ( a6 ) and use the gloves to search the rubbish at heart and get theFishboneandMedallion one-half .

Place the can of tunny and fishbone on the two offering discs ( a7 ) and then click the anchor on the shark statue . Attach the rope to it to get anAnchor Hookand use it on the tower ( a8 ) .   When the column falls , click the hollow in it ( you’re able to see a gullible wardrobe dig through ) for a close - up and use the shield to move the rock ( b1 ) jam the wardrobe ( b2 ) . Click it to spread it and take theUmbrella , then use that to snag thesecond Medallion Half(b3 ) .

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Go back to the main simulacrum and set the two medallion halves into the altar ( a9 ) . The facelift appears , set out a ball - rolling puzzle . Only go through the circles where they are numbered below :

Now you canenter the lift .

The Elevator

Take theWooden Plankleaning against the wall , then tick the two drapery to reveal the walls . Click the green mask ( c1 ) take theGemstonethat strike from its oral cavity , and gather asecond Gemstonefrom the lift floor indicator ( c2 ) . cluck the button gore ( c3 ) andclick the + buttonin the finis - up , which opens the pinch kit ( c4 ) below it . Take theBandagesandHand Sawfrom inside .

Use the saw to cut the bars ( c5 ) and use the board on the flannel mullein ( in the close - up of the other side of the bars ) to get aBurning Plank . Select the rug on the floor ( c6 ) to reveal the hatching , cluck it to open , then get a close - up of the hatching anduse the bandage to sterilize the wires .

Now that the wires are fixed , select the clitoris panel once more and click the button for floor B10 ( on each flooring you jaw , observe the identification number of statues you may see through the windowpane on the rightfulness - you ’ll need this information subsequently ) . append the two gems to the panel to open up a panel and take theCandelabra . Now take the button board andflip the electrical switch at the bottom to wrick off the lift light source , noting the colors and positions ( top to bottom ) of the bring out faces .

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change state the lights back on in the lift and click button B30 . Get a close - up of the control panel and set the Pseudemys scripta ( top to bottom ) as follow : Orange , Green , Blue , Purple , and Red(see above ) . Take theKey . Now move to B20 , get a close - up of the combination in the rhytidoplasty , and go into ( top to bottom)3532 , which is the number of statues through the window on each floor ( see below ) . A venire will open up , giving you yoursecond Key .

Head to storey B40 and order the candelabra in the slot in the ski lift . You necessitate to light the right candles with your torch to start the hachure and get the final samara . For this , you ’ll want tonote which asterisk cauterise orange in the wall painting on the roof of the lift(click c7 ) . Select the blowlamp , light the correct candela ( snuffle out the ones in white in the mural ; see below ) , and take thethird Key .

Move back down to B50 , use the keys on the lock ( c8 ) , and move forward to the smithy .

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The Forge

Grab theBolt Cutters(d1 ) and use them on the cupboard whorl ( d2 ) , taking theTongsfrom inside . change by reversal the valve ( d3 ) to find out that you need to make the forge hotter before you could practice it . habituate the pair of tongs to pluck down the ladder ( d4 ) , then take theCrowbar(d5 ) and use it to start the crate ( d6 ) and take out theValve Wheel .

apply the crowbar again to get theGumfrom the switch ( d7 ) . you may now flick the switching to get the forge up to the second heat storey . Use the gingiva to restore the tube ( d8 ) and add the valve to the pipe ( d9 ) to fully power the furnace . you could nowpress the large button(d10 ) thatopens the armory door(d11 ) . Click it to go inside .

Take theHammer(e1 ) , then pick out the crushed blade in your inventory and clack and take theSpoon(e2),Shield(e3 ) , andJug(e4 ) , then place them into the forge . unfold the tray ( d12 ) to get theMagic Oreand place it on the anvil ( d13 ) , start a mystifier to remove the impurities . Press the up , down , left , and right keys in the following order : Right , Right , unexpended , Up , Right , remaining , Up , Right , Right .

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Put the brand on the anvil , add thePurified Magic Ore , then use the cock on the sword to complete the chapter . Just one to go !

The Squire’s Tale Walkthrough - Chapter 8

The Doomsday Device

clean up the metal ball and use it to break the grate ( f1 ) and get theCoin . Click the wall chain ( f2 ) until the wall collapse , give the coin to the dungeon rat that appears , and then take theSilver Needle . expend the needle on the doorway lock ( f3 ) and head into the hall .

Take theTin Ladle(g1 ) then get across the shift on the wall ( g2 ) to enhance the column in the center of the hallway . sink in the back - exit cadre door ( g3 ) for a close - up of the gelatinlike square block and pick up aHandful of Rocks . Keep picking them up and adding them ( along with the ladle ) until it explode . Take back theTin Ladle , then snap up theTorchand start the chest to getCedrick ’s Sword . Finally ( still in the close - up ) use the ladle on the toilet hole to fish out theKey .

Light the common mullein via the one burning in the hallway ( g4 ) , then use the key on the right - side cell door ( g5 ) to open up it . come home your illuminated torch in your stock and then the dark close - up toreveal a skeleton . you may drag the luminosity around the persona and compile aSpearon the right field , also noting the code scratched into the wall ( 24637 ) .

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pick out the front - left cell door ( g6 ) to reveal a grid . Move the sensation with the buttons until the ace are in the position ( from left to rightfield , top to bottom ) that match the code from the electric cell ( see above ) . you’re able to nowgo in and speak to Cedrick . Give him his steel , and he ’ll get with you . While still in the cell close - up , dawn the three loose Stone to give a secret compartment and take theGear(see below ) .

Add the gear to the pillar ( g7 ) , then use the spear on the hole ( g8 ) , finally click Cedrick to get him to serve you plough it . You ’ll first need to cheer him up , though . Choose the undermentioned alternative :

Cedrick will now aid if you click the shaft , allow you to escape the dungeon .

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Getting to the Doomsday Device

foot up theFish Statue(h1 ) and theHook(h2 ) , then utilize the hook on the ladder on the right ( h3 ) . you could now enter the door at the top ( h4 ) .

GrabAnother Shovel(i1 ) and utilize it to dig out theBallista Bolt(i2 ) . Also , take theBook(i3 ) , alongside aSecond Bookand theMoon Chartfrom the other alcove ( i4 ) . Head back outside , add the bolt to the ballista ( h5 ) , and shoot it , revealing a moon mystifier . practice the moonlight chart to work out it , or find out out the image below for the solution ( all that is leave to do in the image ischange the bottom leave moon to be completely dark ) . Once complete , take the secondFish StatueandShadow Orb .

Head back into the way and put the two Pisces statues on the pedestal ( i5 ) , then alter the Harlan Fiske Stone bowl so that thewater flows into the ring on the ground(see persona below ) . Take theStaff . Back in the independent area , take the anchor back and use it on the opposite ladder ( h6 ) , taking thethird Bookfrom the top . apply the backbone to go through the correct door once more , add the Word of God to the shelves ( i6 ) , and take theRed Crystal .

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Outside once more , sum up the staff to the statue on the right ( h1 ) and the quartz glass to the one on the left over ( h7 ) , let out apuzzle in the substance of the arena . Add the shadow orbit to the center to start the puzzler . You take to energise each ball by making each area have four dissimilar symbolic representation , so clack the empurpled primal orbs in the next social club :

2 , 4 , 4 , 3 , 3 , 3 , 3 , 1 , 3 , 3 , 3 , 1 , 1 , 1 , 3 , 3 , 3 , 1(image below )

cluck the stair to head forward .

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Underneath the Device

Take theCrystal Shard(k1 ) and sum it to the disc ( k2 ) , which opens the trapdoor ( k3 ) , so head down . Take theHorn Blueprint(l1 ) , then snap the skeleton ( l2 ) , reveal a scroll . Click the roll , take theWinding Key , and read that you require the automaton ’s horn and heart to make it function .

Take theHammer and Chisel(l3 ) and theButter Knifefrom the cupboard ( l4 ) , then use the hammer on the crack in the floorboards ( l5 ) to get theFilament . With the filament take in your stock list , snap the gadget ( l6 ) to discover you need to power it somehow .

Back upstairs , use the hammer on the crystals ( k4 ) to get a secondCrystal Shardand add it to the other disc ( k5 ) , powering up the stone ( k6 ) . Also , apply the tongue on the panel on the front of the robot ( k7 ) , taking thePlate Cover .

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Go back downstairs to observe the machine powered up . Add the filament to it in the close - up by clicking the sprocket ( bottom - left ) double with the filament selected . It ’s now ready to go . utilize the blueprint in your inventoryto find the six release you need to crusade ( they ’re bolded ) , or utilize my image below . Once selected , click the hammer push ( bottom right ) to make and collect theMetal Horns .

Now do the same , taking the symbolization from the collection plate coverto make the and collect theHeart . Again , see my image below for the correct symbols to choose from .

Add the fondness and horns to the robot to trip theRobot Yeti . When it turn around , use the key on its back to eat up the fix . Reattach the front instrument panel to the robot , then jaunt up in the elevator .

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The Final Battle

Once Nira breaks up the weapons platform you ’re standing on , you ’ll start a mini - plot . The idea is tocover all the storey public square ( turn them orange)whileavoiding the lightning strikes(these go across from where the musket ball is after the number of tour indicated).For the solution :

Now Cedrick has to do the same on a slenderly more difficult storage-battery grid :

And once more , for the winnings :

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Enjoy the final cutting view , and praise , you ’ve finish The Squire ’s Tale !

Want more Adventure Escape Mysteries in your life ? Check outAll Adventure Escape Mysteries Walkthrough Guideshere on Pro Game Guides .

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