The Squire’s Tale is a point-and-click puzzle adventure in the AE Mysteries series. I really enjoy the series because the stories are well-written, and there’s plenty of humor and intrigue, as well as some tricky puzzles and object-finding. This one is listed as a beginner adventure, but if you want to complete it without using hints, it can still be testing, so read on for my full walkthrough (with puzzle solutions) to The Squire’s Tale.
If you’ve played any AE Mysteries games before, you’ll be on familiar ground with The Squire’s Tale. Click items on the screen to interact with them or pick them up and add them to your inventory. Items can also be used from your inventory in close-ups after you click particular details. Stars you collect can be used to provide you with clues if you get stuck, but that shouldn’t be necessary if you follow my walkthrough.
The Squire’s Tale Walkthrough - Chapter 1
In The Squire’s Tale, you’ll play as our squire hero, Martin, as he attempts to guide his foolhardy knight boss Cedrick to recover the Royal Ruby and then save the realm.You begin on the trail of goblinsand have found your way to a cave entrance.
Entering The Goblin’s Lair
Pick up theTunic(a1),Torch(a2),Statue Horn, andStatue Arm(a3). Select the torch in your inventory (the background of it will go dark blue) and use it to remove the plants (a4). Click the cave entrance this reveals for a close-up and take theShovelandHammer. Use the hammer on the pillar in the close-up (above the skull) to reveal an alcove and take theGoblin DictionaryandAnimal Statuesfrom inside.
Use the shovel on the dirt pile (a5) and click the box that’s revealed to find a locked box. To open the box, use the number3574and then take theGoblin Glue. Click the goblin statue (a6) and use the glue to affix the horn and arm back in place (use the glue on the close-up first, then the two broken items). Click the water bottle (a7) to get aDamp Tunic, then use the tunic on the Shield (a8) to clean it,revealing a goblin face.
Add the animal statues to the spare plinth next to the goblin statue in the close-up. Use the dictionary to read the plaque on it, which saysAided by one with the hard shell of a warrior. Click the animal statue until it is ared crab. Click the other plaque to see it saysGobby rose from the flames, so click the base until you seeflames. If you look at the goblin sign (a9) you’ll note itsarms are both raised, so move the central section to match. The cave will open.
Once inside, Cedrick will attack the goblins in a minigame. Do the following:
On the final level:
Inside The Goblin’s Lair
Take theCrown(b1) andDagger(b2), then use the dagger to open the box (b3) and take theGear. Click the painting (b4) for a close-up and click the top-right corner, where it is coming away. Cedrick will rip it, revealing a sun. Note the positions (from top to bottom) of all the shapes that look out of place:
Back on the main image, click the door lock (b5), and enter the code above. With the door open, take theSecond Gear. Click the rug (b6) to reveal and take theThird Gear. Open the box on the side of the elevator (b7), add the three gears, and the elevator will be fixed.Click the elevator to head down to the vault.
The Goblin Vault
Click thePickaxe(c1) andHeavy Duck Statue(c2) to collect them, then click the note on the vault door (c3) for a clue on how to collect the three gems you need to continue. Click the torch (c4) to turn it off, revealing theBlue Gem. Use the pickaxe on the blue gem and collect it.
Click Cedrick, who’ll complain he needs something heavy to smash the door with. Give him the duck 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 goblin lair. Use the tinder to light the cauldron (b8), add the crown to it, and collect theRed Gem. Now you can use the pickaxe on the door (b5) here and knock down the book.
Open the book, turn to the chicken (red) section, and take theYellow Gemfrom the hidden compartment in the book. Go back up to the vault and add the blue gem, red gem, and yellow gem to theKaleidoscope(c5), starting a puzzle.
Twist the colored dials until they fit the squares (see image above). Nowclick the vault door mechanism(c6) and click all the squares that don’t have colors on the kaleidoscope. The vault door will open to reveal… another vault door.
All you need to do isclick the puzzle in the middle of the door againand drag the square from the bottom left to the bottom right, then to the top, and then all the way left to the other circle. This should take you to the next vault door.
Follow the image above for the next door (draw from circle to diamond, down one, anticlockwise around the sun, clockwise around the right-hand sun, then down and right to the circle), and then the one below for the final door. With the vault open,click the Ruby to have Cedrick collect itand complete Chapter 1.
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 waterwheel. Click theOld Clothon the dragon (d1) to pick it up and read the plaque underneath. Select the stairs (d2) and use the cloth to clean them and reveal symbols. Set them as follows by clicking each step symbol until this number of lights are on, top to bottom,246353. You can now head 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 reveal and take theWooden Gear. Click the other loose stone (e3) to get aChest Key, use it to open the chest (e4), take theAxefrom inside, and use the axe to remove the vines (e5) and get theLadder.
Place the ladder below the other one, giving you access to the upper level above the door. Also, use the axe on the vines a second time to remove the rest of them completely. Click the base of the pump (where the ladder was) with the gear elected to add it to the bottom of the machine. Now, you’re able to click the lever (e6) to fill the pool with water (see image below).
Use the bucket on the stream of water (f1) toenter a pipe puzzle. You can’t fail here, as you can keep moving pipes until it is complete. See the solution below.
Use the bucket again, this time on the big stream of water, to get aBucket of Water. Use the bucket of water on the barrel (f2) and repeat the process twice moreso that the barrel is on the groundand the pipe completes the system, meaning the water is going into the pipe on the left (f3).
you’re able to now head through the open door into the caves beyond.
The Sleeping Dragon
Select the broken statue (h1) and place the pieces on top of each other (by dragging them) to rebuild it (see image), then take theGemfrom inside the base. Grab theEmpty Flask(h2), then select the table (h3) for a close-up and take thePotion Book. Read the book, then add the flask to the table click the ingredients in the correct order (purple, blue, yellow, red, green, orange), and take theStrength Potion.
Click the boulder, and Cedrick will move it out of the way, letting you up tothe Griffon’s Nest. Take theHammerthere, go back into the dragon’s cave, and use the hammer to open 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, add 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
Click the broken pillar (i1) to move it, then click the knight’s bag (i2) to get aTorch. Select the ornate picture (i3) for a close-up, noting the order of symbols in the images above the dragon (wind, sun, mountain, star, fire, cloud, moon). Now select the right-hand dish (i4) for a close-up, click the symbols on it in this order, and take asecond Gem.
Add the two gems to the two floating rocks (i5) to fill the dishes with water and light the flame (i6). Use the torch on the flame to get aLit Torch, then click the area behind the knight (i7) for a close-up, and use the torch to light the braziers and take theNetfrom the right side of the close-up.
Go back into the dragon cave and use the net in the water (h6) to fish out a cloth bundle. Click it to get theDragon Bust. Now go back out to the terrace, add the bust to the central pedestal in the area behind the knight close-up (see image), andcomplete the stone ring puzzle. You first need to make a path from the white stone on the left to the left half of the central stone (at which point it turns blue), then do the same on the right-hand side. you may’t fail here. Once complete, the altar appears, and you’ve completed chapter 2!
The Squire’s Tale Walkthrough - Chapter 3
The Ruins of Recursia
Click the pots (a1) until you find aKey, then click the door on the far right and left to open them. Use the key on the red paint pot in the left cupboard (a2) to get aRed Keyand use it to open the other door on the left (a3), taking theAlpha Orbfrom inside.
Place the orb in the left obelisk (a4), which raises a pedestal on the left. Click the pedestal for a close-up and press the buttons in the order indicated by the central statue (3,1,2), opening a staircase underneath it. Click the stairs to move on.
The Second Level
Click the roles of parchment (b1) and then collect theBowbehind them. Click the left desk (b2) and take theArrow, getting you aBow and Arrow. Use it on the rope (b3) to destroy the statue below, then collect theBeta Orb(b4).
Go back into the first room and recover the Alpha Orb from the obelisk, replacing it with the Beta Orb, which opens a hatch (a5). Take theWadersfrom inside, retrieve the orb, then go back downstairs and use 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 access it. Use the painting key to open it and click it once more to take thePainting.
Take the Alpha Orb back and replace it with the Beta Orb, which opens the left-hand floor panel (b7). Place the painting on the blue glowing number grid that appears, which gives you a code (83146). Still wearing the waders, click the pool (b9) once more andclick the pipes at the back in that order, which opens up a new set of stairs. Take the Beta Orb back and head down.
The Third Level
Use the Alpha Orb on the obelisk (c1) to find what it does, but then retrieve it and use the Beta Orb instead, revealing a stone arrows puzzle in front of the obelisk. You need to complete two to move on, and I’ve put the solutions below. Once complete, you’ll be able to take theFlower Keyfrom beneath the puzzle.
Go back to the first room and use the key to open the final door on the right (a6), taking theRubber GlovesandWatering Canfrom inside. Go down one floor and use the can on the pool to get aFull Watering Canand use the gloves to collect theMossbottom Ooze(b8). Go down the lowest level and use the Alpha Orb to open the right pedestal (c2), then place the ooze on the stone ball there and then water it with the can, releasing Cedrick.
Now both heroes are available, pull the switches (c3) to reveal an abacus. Click it for a close-up, then click the battery panel on the right and retrieve the dead battery. Cedrick can now move the rubble (c4), allowing 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 head upstairs.
Restoring the Abacus
Back on the top floor, place the stone slab in the hands of the statue on the right (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 to show a number of blue lights, starting at one and moving through to six, each time coming out of the close-up and noting the symbol being beamed onto the stone slab.
These are the symbols you need to select on the other panel. The sequence (using the image above) is413225. This opens the right panel (a7), allowing you to take theAbacus Instructions and recharge the batteryby placing it briefly inside the panel.
Retrieve the Gamma Orb and head to the middle floor. Insert the Gamma Orb, and a series of dominoes will appear in the pool. Note down the number total of each domino (74836), then retrieve the orb and head down to the bottom floor. Put the battery back in the abacus and check the instructions. They tell you that each stone on the lower part of the abacus is worth one if raised, and the one on the top counts as five if it is lowered.Move them to match the domino code, and you’ve solved the puzzle(see image below). Click the area behind the abacus to advance.
Place the three orbs in their correct spots toawaken the Golemand start a movement puzzle. The key is not to finish a turn in the red area marked (it appears after your first few moves), meaning sometimes you have to double back. The solutions are below.
Once complete, you’ll be done with Chapter Three after a couple of cut scenes.
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 area (d2). Take theScissors(e1) and then click the book (e2) to open and note the numbers on the invitation design (3 and 1 top row, 6 and 4 bottom row).
Select the scissors and use them on the fabric (e3) to get someCloth. Use the key to open the chest (e4) and take theFolding StoolandFabric Patternsfrom inside. Go back to the queue, place the stool to the left of the queuers (d3), then use the scissors to collect theDecorations(d4).
Go back into the tailor’s area and place the cloth on the table (e5), taking you into a close-up. Add the fabric patterns and decorations, then put them together to make the invitation. Follow the numbers above for the patterns, then place the decorations that match them (from top left to bottom right, that’s astag, shield, lion, and eagle). Go back to the queue andgive the invitation to Cedrickto advance.
The first task
Out in the bazaar, click theBasketon the right (f1) to pick it up, then click the tea stand (f2) to receive some freeTea Leavesfrom the person there. Select the coin and pop it into the sleeping man’s cup (f3). Once the man moves, take theTasslehe was sitting on. Now click the snake basket (f4) to find that two snake baskets are missing. You can return the one you have, but you need one more.
Click the background to return to the tent. Use the tassel on the curtain (g1) to tie it back and find another snakeBasket. Take it, then add your tea to the pot (g2).Click the Teapot to pick it up, then place it on the brazier (g3) to get aHot Teapot. Use it on the cup (g4) and then click the cup again to find thatAmbrose would like some honeyin it.
Go back to the bazaar and replace the other snake basket. After talking to Manid, grab theFlute(h1) andclick the snakes to start a puzzle. Note the diamond pattern on each lamp above the snakes, then use the flute to change each snake’s head position to match its white diamond direction by clicking the snakes (see image below).
After the cut scene when Cedrick messes with the lights, it is a similar idea, but now you have to have the snakes match the diamond pattern that matches the height of the snake (so, from left,lamp 1 matches snake 2, lamp 2 snake 1, and lamp 3 snake 3).
For the final one, it is the same process, sosnake 1 looks down, snake 2 left, and snake 3 up. You’ll receive someHoneyfrom Manid for your efforts. Head inside, add the honey to the tea, and give it to Ambrose. He’ll give you aPear.
Back outside, give the pear to the Donkey (h2), then click the spilled rugs tostart a pattern-matching puzzle(see image above). On completion, Manid will give you aFancy Rug. Hand over the rug as your competition entry, and you’ll be through to the second round.
The Second Task
For the first challenge of the second task,select the telescope for a moveable close-upof the night sky andadd the star mapAmbrose gave you to it. You’ll notice that the constellations in the notebook are all animals and that theymatch the golden fountains that are next to the telescope. You need to find each constellation by moving the telescope view and noting how many stars in each constellation are bright. Once you’ve done this, simply click each statue so the number of golden lights above it matches that number.
Once complete (see image above), Ambrose will appear and give you aBanner.Click the buildings in the background to go to the courtyard, select the banner in your inventory, andadd it to the flagpole on the left. Return to the oasis for the next challenge.
After hearing the instructions, Cedrick jumps into the oasis. Click him to make him dive down and search for the object to open the chest. Click the seaweed (i1) and take theOld Swordbehind it, then use the sword on the slab to uncover the chest (i2). Now, use the sword on the octopus holding the key (i3), which will disappear, leaving a cloud of ink. Click the cloud until it disperses, and take theUnderwater Key.
Use the key to open the chest and take theBattle Horn, then click the mound to the right of the chest to reveal a clam. Use the sword to open the clam (i4) and reveal aPearl, at which point a shark appears. Take the pearl, select the battle horn, then click the background anywhere, scaring off the shark. Click the surface of the water to swim out. Now, you caninsert the pearl into the chest, which has afour-symbol combination.
The Stolen Banner
Swim back down to see there are1 octopus, 2 clams, 3 fish, and 4 starfish. Put those symbols into the four spaces (octopus, clam, fish, starfish) to open it and take thesecond Banner. But when you return to the arena, you find your first banner gone.
After speaking to Manid, return to the arena andopen the chestthere (k1), taking theBoomerangfrom inside. Back at the oasis, use the boomerang 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 click the sand near the barrels (k2) to find yourFlag Poleburied there. Dig it up, collect it, then click the barrels (k3) to find thePole Base. Place the base (k4), add the pole, then the banners, and you’ll be through to the final task.
Once the final puzzle begins, place your five diamonds in the positions above, then click the horn. Now, all that’s left is to enjoy the victory.
The Squire’s Tale Walkthrough - Chapter 5
Chapter Five sees our heroes teaming up with a new companion, Nira, as theysail to an island in frozen Mittenheim in search of the Sword of Light. Remember that if you do get stuck on any of the puzzles, you can use any remaining stars you have available (top right of the screen) to get clues. However, I’ve walked through the entire chapters step by step below if you want to save them or have run out of hints.
Pick up theIce Scraper(a1) and use it on the metal crate (a2), which you can then open to find you’ll need to repair three electric boards via a connections puzzle.See the solutions below. In the first one, I just needed to connect the 1 in the top right 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 read it, noting the pin code. Now click the store window, where you can deduce the numbers for the pin code by matching the symbols on the price tags, giving you3584.
Click the snowman (a4) and take theButtons, then select the machine in front of the bank (a5). Add the buttons to it, enter the code 3584, and get the parcel containing theGeneral Store Key. Select the store’s door (a3) for a close-up of the inside and take theShovel. Back outside, use the shovel on the snow in front of the house (a6). Go inside.
Learning the Potion Ingredients
Open the box (b1) and take theCandleandField Guide Page, get theJar Openerfrom the shelf (b2), take asecond Field Guide Pagefrom the floor (b3), then click the panel on the front of the desk (b4) to get athird Field Guide Pageand theStorage Key. Use the key to open the chest (b5) and take theFishing RodandIce Drill. Now, you can select the field guide folder (b6) and add the pages to collect theField Guide.
Using the Field Guide, you can deduce the ingredients you need. The blackboard (b7) shows four ingredients you can’t have (in red), while the line above shows what will work, and the paper taped to the wall next to the blackboard shows the chemical reactions.
Thethird (for the pink potion) chemical symbolmatches with the lightning bolt. While using the book, 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 solution on the blackboard above).
Head outside and return to the general store, using the jar opener on the jar on the table to get someJerky. Back outside, give the jerky to the dog that has appeared 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 ice (c2) and add the fishing rod to the clip (c3). Attach the ornament, and you’ll soon catch someShimmer Scales.
Click the basket of berries (c4) to start a game with the Magic Snowman. Click the marked arrows to complete the battles (see images below). Once you’ve completed the three battles, the snowman will give you theCrosen Berries.
Select the purple plant (c5) to find out that it needs to be heated to be of any use to you. Head back into town and into the general store, and use the candle on the fire to get aLit Candle. Return to the lake, use the candle on the plant, and take theHatch Flower.
Making the Potion
Back in the lab, take the chemical (b8) from the desk and add it to the pot (b9). Add the other three ingredients from your inventory, and then click the pot again for a close-up. You now need to configure the pot and get theDefrosting Potion.
Head outside and use the potion on the Yeti Scholar, then the ones in the general store and by the lake.Return to the scholar, and they will guide you to the altar.
The Altar
Grab 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 pick to get theFrog Statue(d5). Now you can click the scales (d6) and add the three statues, then the pick and rope,and finally the backpack itself. Click the altar to cross over the bridge to it and complete Chapter Five.
The Squire’s Tale Walkthrough - Chapter 6
The Forgotten Forest
After the initial chat with Kruk ends, click the left of the screen (e1) to move to the river. After more chit-chat, pick up theStick(f1) and theDead Fish(f2), then take aTattered Shirtfrom the tree (f3).
Return to the first screen, put the stick next to the torch (e2), add the shirt, and collect theLit Torch. With the torch selected in your inventory, click the right of the screen (e3) to move further into the woods.
Click the cobwebs (g1) tostart a web mini-game. In the image below, I just need to move the final tile into the top-left space.
Once the spider has gone, use the torch to remove the webs (g1) and then receive someSpider Webs. Next,click the rope ladder below the door(g2) to get a bit of a surprise…
Select the area under the hut (h1) for a close-up of the spinning wheel. Click the pedal on the shelves on the left, add it to the spinning wheel, and then add the spider webs to the spinning wheel to getSpider Silk. While in the close-up, also collect theDried Mushroomsand then add them to the pot on the right to getMushroom Powder. Add the powder to the pot on the left, and a scroll will appear on the right. Pick up theMagic Scroll.
The Witch’s Hut
Back on the main screen, put the dead fish on the floor (h2) to attract the cat and get theTumbler. Select the spider silk in your inventory and add it to the bow (h3) to also get theShortbow. Use the shortbow on the coiled ladder (h4), dropping it within reach and allowing you to take theDreamcatcher(h5).
Select the crows (h6) for a close-up of them, noting the amount of crows around each of the letters in the trees, which gives you a five-letter word. Now click the box (h7), add the tumbler to complete the lock, and enter the combination (LOVED) to open it and get theWand.
Head back to the dam and place the dreamcatcher in the tree (f4), then give the magic scroll to Oakley (f5). Once he translates the spell for you, select the wand in your inventory and click the dam (f6) to cast it.Once Kruk has smashed the dam, he’ll open the gate.
Nightcap Gully
Click the windmill door (i1) for a close-up and take theHand Rake. Click the daisies and pick up theBow Drill, and the orange shelf to get theGarden Gloves. On the main screen, take theMill Lever(i2), then use the gloves to pick someStinkweed(i3). Click the door again (i1) and use the mill lever 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. Add the moss to the campfire and use the drill to light it, scaring off the flies. Click the hole you got the moss from with the stinkweed selected towake up the Ancient Tortoise. After a brief talk, use the stinkweed to wake it up again (several times!) to discover the Path of Storms shortcut location. After your conversation, collect theMoon Mushrooms(i5, in the close-up) and use them on the fire to getDried Moon Mushrooms.
Go back to the door close-up (i1) and grind the mushrooms to getMoon Powder. With the powder selected, click the rotating sails (i6) of the windmill to reveal a mushroom path. Click it to move forward to a route puzzle.
The path you need to take is below. Note that some moves take you multiple spaces powered by the wind symbols. My indicators below arethe direction to choose from the space you land on after each move:
The Pond of Remembrance
Use the moon powder on the torch (k1) to reveal the image above.Click 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 can get the order by comparing the pattern on their lilypads to the symbols glowing in the trees—you need to click a tree (k3) for a close-up to see the order:Orange, Blue, White, Yellow, Purple, Pink.
The sword will rise from the water, and you’ll use the pendant to activate another puzzle. Select the symbols marked 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 begin Chapter Seven, our heroesMartin, Cederick, and Nira are off to take on the Monster Kingdespite having failed to collect the Sword of Light. I’ve walked through all the scenes and puzzles below, so expect lots of spoilers if you read on (You can click the section required in the contents list to avoid seeing sections you don’t want to see). Also,remember you can use any spare stars you have for clues!
Arriving at the elevator system, take theOld Key(a1),Gloves(a2), andRope(a3). Use the key to open the red box (a4) and take theCan of TunaandScrewdriverfrom inside. Click the rocks a few times (a5) to get aShield, then use the screwdriver to open the grate (a6) and use the gloves to search the rubbish inside and get theFishboneandMedallion Half.
Place the can of tuna 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 tower falls, click the hole in it (you can see a green wardrobe poking through) for a close-up and use the shield to move the rock (b1) blocking the wardrobe (b2). Click it to open it and take theUmbrella, then use that to snag thesecond Medallion Half(b3).
Go back to the main image and place the two medallion halves into the altar (a9). The lift appears,starting a ball-rolling puzzle. Only go through the circles where they are numbered below:
Now you canenter the elevator.
The Elevator
Take theWooden Plankleaning against the wall, then click the two curtains to reveal the walls. Click the green mask (c1) take theGemstonethat falls from its mouth, and collect asecond Gemstonefrom the elevator floor indicator (c2). Click the button panel (c3) andclick the + buttonin the close-up, which opens the emergency kit (c4) below it. Take theBandagesandHand Sawfrom inside.
Use the saw to cut the bars (c5) and use the plank on the torch (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 hatch, click it to open, then get a close-up of the hatch anduse the bandages to fix the wires.
Now that the wires are fixed, select the button panel once more and click the button for floor B10 (on each floor you visit, note the number of statues you’re able to see through the window on the right - you’ll need this info later). Add the two gems to the panel to open a panel and take theCandelabra. Now select the button panel andflip the switch at the bottom to turn off the elevator lights, noting the colors and positions (top to bottom) of the revealed faces.
Turn the lights back on in the lift and click button B30. Get a close-up of the panel and set the sliders (top to bottom) as follows:Orange, Green, Blue, Purple, and Red(see above). Take theKey. Now move to B20, get a close-up of the combination in the lift, and enter (top to bottom)3532, which is the number of statues through the window on each floor (see below). A panel will open, giving you yoursecond Key.
Head to floor B40 and place the candelabra in the slot in the lift. You need to light the correct candles with your torch to open the hatch and get the final key. For this, you’ll need tonote which stars burn orange in the mural on the roof of the lift(click c7). Select the torch, light the correct candles (snuff out the ones in white in the mural; see below), and take thethird Key.
Move back down to B50, use the keys on the locks (c8), and move forward to the forge.
The Forge
Grab theBolt Cutters(d1) and use them on the cupboard lock (d2), taking theTongsfrom inside. Turn the valve (d3) to find out that you need to make the forge hotter before you’re able to use it. Use the tongs to pull down the ladder (d4), then take theCrowbar(d5) and use it to open the crate (d6) and take out theValve Wheel.
Use the crowbar again to get theGumfrom the switch (d7). You can now flick the switch to get the forge up to the second heat level. Use the gum to fix the pipe (d8) and add the valve to the pipe (d9) to fully power the furnace. You can nowpress the large button(d10) thatopens the armory door(d11). Click it to go inside.
Take theHammer(e1), then select the broken sword in your inventory and click and take theSpoon(e2),Shield(e3), andJug(e4), then place them into the forge. Open the tray (d12) to get theMagic Oreand place it on the anvil (d13), starting a puzzle to remove the impurities. Press the up, down, left, and right keys in the following order:Right, Right, Left, Up, Right, Left, Up, Right, Right.
Put the sword on the anvil, add thePurified Magic Ore, then use the hammer on the sword to complete the chapter. Just one to go!
The Squire’s Tale Walkthrough - Chapter 8
The Doomsday Device
Pick up the metal ball and use it to break the grate (f1) and get theCoin. Click the wall chain (f2) until the wall collapses, give the coin to the dungeon rat that appears, and then take theSilver Needle. Use the needle on the door lock (f3) and head into the hallway.
Take theTin Ladle(g1) then click the switch on the wall (g2) to raise the pillar in the middle of the hallway. Click the back-left cell door (g3) for a close-up of the gelatinous cube and pick up aHandful of Rocks. Keep picking them up and adding them (along with the ladle) until it explodes. Take back theTin Ladle, then grab theTorchand open 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 torch via the one burning in the hallway (g4), then use the key on the right-side cell door (g5) to open it. Click your lit torch in your inventory and then the dark close-up toreveal a skeleton. You can drag the light around the image and collect aSpearon the right, also noting the code scratched into the wall (24637).
Select the front-left cell door (g6) to reveal a grid. Move the stars with the buttons until the stars are in the positions (from left to right, top to bottom) that match the code from the cell (see above). You can nowgo in and speak to Cedrick. Give him his sword, and he’ll come with you. While still in the cell close-up, click the three loose stones to open a secret compartment and take theGear(see below).
Cedrick will now help if you click the spear, allowing you to escape the dungeon.
Getting to the Doomsday Device
Pick up theFish Statue(h1) and theHook(h2), then use the hook on the ladder on the right (h3). you’re able to now enter the door at the top (h4).
GrabAnother Shovel(i1) and use 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 puzzle. Use the moon chart to solve it, or check out the image below for the solution (all that is left to do in the image ischange the bottom left moon to be completely dark). Once complete, take the secondFish StatueandShadow Orb.
Head back into the room and put the two fish statues on the pedestal (i5), then alter the stone bowls so that thewater flows into the ring on the ground(see image below). Take theStaff. Back in the main area, take the anchor back and use it on the opposite ladder (h6), taking thethird Bookfrom the top. Use the anchor to go through the right door once more, add the books to the shelves (i6), and take theRed Crystal.
Click the stairs to head onwards.
Underneath the Device
Take theCrystal Shard(k1) and add it to the disc (k2), which opens the trapdoor (k3), so head down. Take theHorn Blueprint(l1), then click the skeleton (l2), revealing a scroll. Click the scroll, take theWinding Key, and read that you need the robot’s horns 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 selected in your inventory, click the device (l6) to find 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, use the knife on the panel on the front of the robot (k7), taking thePlate Cover.
Go back downstairs to find the machine powered up. Add the filament to it in the close-up by clicking the cog (bottom-left) twice with the filament selected. It’s now ready to go.Use the blueprint in your inventoryto find the six buttons you need to press (they’re bolded), or use my image below. Once selected, click the hammer button (bottom right) to make and collect theMetal Horns.
Now do the same,taking the symbols from the plate coverto make the and collect theHeart. Again, see my image below for the correct symbols to choose from.
Add the heart and horns to the robot to activate theRobot Yeti. When it turns around, use the key on its back to finish the repair. Reattach the front panel to the robot, then travel up in the elevator.
The Final Battle
Enjoy the final cut scenes, and congratulations, you’ve completed The Squire’s Tale!
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