Version 1.4 11/13/09 ?????? ???????? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Professor Layton and the Curious Village Walkthrough by The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2009 To see if there is a newer version of this guide, please check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Walkthrough 003a. Chapter 1: Reinhold Manor Awaits 003b. Chapter 2: The Fugitive Feline 003c. Chapter 3: The Missing Servant 003d. Chapter 4: Night Falls 003e. Chapter 5: The Hunt Begins 003f. Chapter 6: The Elusive Tower 003g. Chapter 7: The Abandoned Park 003h. Chapter 8: The Shadowy Intruder 003i. Chapter 9: The Tower's Secret 004. Gizmos 005. Furniture 006. Painting Pieces 007. The Golden Apple's House 008. The Puzzle Master's House 009. UK Exclusive Puzzles 010. Credits 001-General Information ----------------------------------------------------------- This is a walkthrough for the Nintendo DS game called Professor Layton and the Curious Village. It's a puzzle/mystery game containing a lot of brainteasers. Please note that this guide does not cover the Wi-fi puzzles you can get with this game, because I am currently unable to download the wi-fi puzzles for some reason. It worked when I first purchased this game, but it doesn't work now. Dang. You can contact me at ilovecartoonssomuch@yahoo.com if you have any questions, suggestions or that sort of thing. 002-Video Walkthrough ----------------------------------------------------------- I made a video walkthrough for this game, so if you would rather watch me solve various puzzles rather than read about them, you can see them all at: http://www.youtube.com/view_play_list?p=42DAED4CD1C0D33F I will put the links to individual videos in the guide as well. 003-Walkthrough ----------------------------------------------------------- Video #1: http://www.youtube.com/watch?v=xCDPzFH944A The game begins with Professor Layton and his apprentice Luke driving to St. Mystere, where the Professor has been asked to help solve an inheritance dispute. It seems that Baron Augustus Reinhold left behind a will stating that his entire estate will go to the one who finds the Golden Apple. This is quite a mysterious will, given that no one had ever heard of the Golden Apple before the will's reading. Could it be a treasure of some sort? Lady Dahlia, Baron Reinhold's wife, has sent for Professor Layton to help solve the mystery. They just need to go to the town and...wait, what's this? Puzzle #001: Where's the Town? ------------------------------ Lady Dahlia included a map, along with the instructions "My village is on a road that leads to no other towns." The instructions are on the top screen of the DS, and the map is on the bottom screen. As you can see, there are four roads and five towns. Using your stylus, draw a circle around the correct town. Which town is that? Why, it's the town in the upper/left, the one with red roofs. Circle it and submit it as your answer. ------- With the puzzle solved, Professor Layton and Luke make it to town, where they stare at the very odd tower at the north part of town. Video #2: http://www.youtube.com/watch?v=lnflujF2vzs The drawbridge to town is closed. Tap on the man who runs the drawbridge, Franco, to talk to him. Puzzle #002: The Crank and the Slot ----------------------------------- Location: Drawbridge Character: Franco -------------------- Summary: To solve this puzzle, figure out which slot fits the crank. Is it slot 1, 2 or 3? You can tap the crank to change the viewing angle to help you out. Solution: See the two square parts sticking out of the crank? Slots 2 and 3 show that the side between the two of them is flat. However, the crank shows that there is actually a sharp angle between the two of them. Therefore, Slot 1 is the correct answer. ------- Franco lowers the drawbridge and lets you into town. Now it's off to find Lady Dahlia! But first...let's explain the game's control scheme! Click on the shoe in the bottom/right corner. Yellow arrows will appear. Click on the arrow to travel in that direction. A white glove appears in front of doors that you can enter through. You can also click on a person to talk to him or her. Try it out now by tapping on the woman on the left. Puzzle #003: Strange Hats ------------------------- Location: Entrance Character: Ingrid ------------------ Summary: You have four hats pictures here. Which hat is as wide as it is tall? Solution: Hat A is the correct hat. ------ You can talk to the man here. He tells you to tap on the barrel for a hint coin. You can find hint coins hidden all over this game, and you can use them to get three hints on every puzzle. You're reading a guide with the answers to all the puzzles, so you shouldn't need them, and so, I do not list where all the hint coins are. Head north, and the professor explains about the game's save system. Tap the briefcase in the upper/right corner to be taken to a screen where you can save your game, look up an index of all the puzzles you've seen, read a journal to get an overview of the plot, and read about the various mysteries in the game. You can also solve the painting, gizmo and furniture meta- puzzles here, but you don't learn about them quite yet. Basically, sometimes when you solve puzzles in this game, you will get a painting piece, gizmo, or piece of furniture as a reward. Collect them all, and at the end of the game, you can solve each of the meta-puzzles for bonus puzzles. And now that you've gotten an idea of the control scheme, it's time for... 003a-Chapter One: Reinhold Manor Awaits ----------------------------------------------------------- The goal of this chapter is to get to Reinhold Manor, which is in the northeast part of town. Of course, along the way, you'll want to talk to everyone you meet in order to get a puzzle. In this game, pretty much everyone you talk to has a puzzle for you to solve. For example, that man there! Percy! The town author! Tap on him to get... Puzzle #004: Where's My House? ------------------------------ Location: Plaza Character: Percy ---------------- Summary: Leave the front door of Percy's house and turn left. Take a right at the first intersection you meet, and a right at the next intersection you meet. You end up facing the morning sun. Which of the seven houses in the picture is the correct one? Solution: The morning sun is in the east, so you can work backwards from there to figure it out. Alternately, you can use guess and check on every house--pick a house, follow the instructions and see if it results in facing east. You can also rule out a few houses that are facing the same direction, because taking the same route from those houses would result in facing the same direction, and there's only one solution, so when two houses both lead you to the same direction, they can be ruled out, right? Right. Anyway, the answer is the house with the blue roof in the middle of the screen, the one that faces north. ------ Video #3: http://www.youtube.com/watch?v=2Z0ZpTSUhnI Ah, but it's not just talking to people that gives you puzzles! You can also find puzzles by examining things! For example, examine that clock tower there to get a puzzle. Puzzle #005: Digital Digits --------------------------- Location: Plaza Examine: Clock Tower ---------------- Summary: Occasionally, a digital clock will show the same digit three or more times in a row, such as when it's 3:33. How many times does a digital clock do this over the course of one day? Solution: There's not much to do to solve this puzzle besides make a list of all the times during the day when three or more digits appear in a row. Here's a list of all those times: 1:11 AM 2:22 AM 3:33 AM 4:44 AM 5:55 AM 10:00 AM 11:10 AM 11:11 AM 11:12 AM 11:13 AM 11:14 AM 11:15 AM 11:16 AM 11:17 AM 11:18 AM 11:19 AM 12:22 AM 1:11 PM 2:22 PM 3:33 PM 4:44 PM 5:55 PM 10:00 PM 11:10 PM 11:11 PM 11:12 PM 11:13 PM 11:14 PM 11:15 PM 11:16 PM 11:17 PM 11:18 PM 11:19 PM 12:22 PM The list is made up of 24 different times, so the answer is 34. --- Those are both the puzzles you can do on this screen, meaning there's not much left to do besides go right to the next screen. Do so, and the Professor and Luke see a man blocking the road. Tap on this man with your stylus to talk to him. His name is Marco, and he gives you a puzzle to solve. Puzzle #006: Light Weight ------------------------- Location: Manor Road Character: Marco ---------------- Summary: You have seven weights here that are all the same weight. You also have a weight that is rather light, but it looks exactly like the other weights. Can you figure out which weight is the light one by using a scale only twice? Solution: The number of the light weight is randomly determined. You're going to have to use logic here. These instructions work well: Place weights 1, 2 and 3 on the left-hand scale. Then place weights 4, 5 and 6 on the right-hand scale. Press the red button to weigh them. If the left-hand scale goes up, you know the light weight is either 1, 2 or 3. Then, weigh 1 and 2. If 1 and 2 are the same weight, 3 is the light weight. If 1 and 2 are not the same weight, choose the one that is lighter. If the right-hand scale goes up, you know the light weight is either 4, 5 or 6. Then, weigh 5 and 6. If 5 and 6 are the same weight, 4 is the light weight. If 5 and 6 are not the same weight, choose the one that is lighter. If the left-hand scale is equal to the right-hand scale, then you know the light weight must be 7 or 8. Weigh the two of them to determine which is lighter. --- Marco lets you pass. Now you can walk north towards the manor. Your path here is block by Ramon, a servant at the manor. He thinks Layton could be someone in disguise, so he asks Layton to solve a puzzle and thereby prove his identity. In case you haven't figured it out yet, pretty much every character in this game has a puzzle for you to solve. Puzzle #007: Wolves and Chicks ------------------------------ Location: Manor Border Character: Ramon ---------------- Summary: You want to take three wolves and three chicks across a river. You have to take one or two animals with you when you cross the river, and if the wolves ever outnumber the chicks on one bank, they will eat the chicks. Can you get the animals across the river without allowing the wolves to eat the chicks? Solution: There are multiple solutions, and you get as many tries as you need to solve the puzzle. My strategy is to start by getting the wolves on the right side of the river. 1. Take two wolves right. 2. Take one wolf left. 3. Take two wolves right. Then you want to start moving all the chicks over. This will require having an equal amount of wolves and chicks on both sides. 4. Take one wolf left. 5. Take two chicks right. 6. Take a chick and a wolf left. Now move two chicks right so all the chicks are on the right hand side. 7. Take two chicks right. Now that all the chicks are on the right, you want just bring all the wolves right. 8. Take one wolf left. 9. Take two wolves right. 10. Take one wolf left. 11. Take two wolves right. --- Ramon is pleased when you solve the puzzle, and he leaves. You can now walk towards the manor, but before that, tap on the flowers on the other side of the riverbank to get a puzzle. Puzzle #008: Farm Work ---------------------- Location: Manor Border Examine: Flowers ---------------- Summary: Alfred and Roland are being paid $100 to plow and sow a 10-acre plot of land. Each boy will plow and sow half of the land. Alfred plows 20 minutes per acre, and Roland plows 40 minutes per acre. Roland sows three times as fast as Alfred. So, how much of the $100 should Roland receive? Solution: Ha, this is a tricky puzzle. It tries to confuse you by giving you a bunch of unnecessary mathematical facts. To put it simply, Alfred works on half the land, and Roland does the other half. Since each of them does half the work, each of them should receive half the money. The answer is $50. --- Now head forward towards the manor. Luke is impressed by how large it is, and thus ends Chapter One. 003b-Chapter Two: The Fugitive Feline ----------------------------------------------------------- Video #4: http://www.youtube.com/watch?v=ZbKyoZZvunI Professor Layton and Luke have arrived at Reinhold Manor. They go inside and meet Matthew, the butler. He says that everyone is waiting upstairs, but before you can join them, you must solve a matchstick puzzle. Matthew then explains the control scheme for matchstick puzzles. Puzzle #009: One Poor Pooch --------------------------- Location: Manor Entrance Character: Matthew ------------------ Summary: Here's a picture of a dog. After the picture, the dog is hit by a car. Move two matchsticks to show what the dog looks like after it is hit by the car. Solution: The game says not to assume you'll be looking at the dog from the side when the puzzle is done. That's your hint that tells you you'll be looking at the dog's flattened body from above. Change the picture from __ /| |__ \|__| /\ /\ to \__/ /| |__ \|__| / \ --- Examine the bookshelf for another puzzle. Puzzle #010: Alphabet --------------------- Location: Manor Foyer Examine: Books -------------- Summary: What's the last letter of the alphabet? Hint: It's not Z. Solution: Tricky puzzle! It wants you to answer "t", which is the last letter in the word "alphabet". --- While in the manor foyer, you can look at the paintings on the wall. One is of the late Baron Augustus Reinhold, and the other is of his daughter Flora. When you look at the paintings (if you don't look at them now, later on, Layton will look at them automatically), Matthew gives you a painting frame. Throughout this game, when you solve certain puzzles, you get pieces of the painting that belongs in this frame. When you collect all twenty of them, you can put the painting together and get three bonus puzzles. Go upstairs now to meet Baron Reinhold's wife, Lady Dahlia. A cutscene plays, where Professor Layton talks to Lady Dahlia. There is a mysterious crashing sound, and her cat escapes from the house. Lady Dahlia becomes upset and demands that you search for her cat, Claudia by name. This will be the goal of Chapter Two--to find Claudia the Cat. You'll have to search throughout the entire town to find her, and so, you will get a basic idea of the town's layout while searching for Claudia. You can talk to Simon, the man with glasses, for a puzzle. Puzzle #011: Arc and Line ------------------------- Location: Manor Parlor Character: Simon ---------------- Summary: You have a mathematical puzzle, which requires some basic geometry skills to solve. How long is line AC? Solution: Line AC is the same length as line BD, because ABCD is a rectangle, and the two diagonals of a rectangle are always the same length. Now, you may notice that BD is a radius of the circle. The radius of the circle is ten inches (5 + 5), so BD must be 10 inches as well. And since AC = BD, AC is 10 inches. The answer, therefore, is 10 inches. --- Tap on the chandelier to get a hidden puzzle. Puzzle #110: The Vanishing Cube ------------------------------- Location: Manor Parlor Examine: Chandelier ------------------- Summary: You have a bunch of matchsticks here that form four cubes. Move one matchstick so you have only three cubes. Solution: This requires three-dimensional thinking. See the cube in the middle/back? Only one side of this cube is showing. That means this is the cube that is going to "disappear". Take the matchstick that forms the side of this cube, and rotate it so it is facing straight up and down. Then place it so it forms a side on the uppermost cube. It will connect the red end of two matches if you do this properly. --- Now that you're done with the puzzles here, go outside. Video #5: http://www.youtube.com/watch?v=3feXjYIaOrU Hey, Claudia the Cat is here! Tap on her, and she runs off. Then, there's a minor scene in which a mysterious villain crash- lands in town and declares his intent to get the treasure of Baron Reinhold and defeat Professor Layton! Uh oh! The villain won't try to kill Layton for a while, though, so just forget about him for now and look for Claudia. Move back to the screen with Ramon, and you can click on the boat for a puzzle. Puzzle #013: Sinking Ship ------------------------- Location: Manor Parlor Examine: Boat ------------- Summary: Fifteen people are on a sinking ship. There is a five person raft onboard, and an island four and a half minutes away. How many people can make it to the island if the boat sinks in twenty minutes? Solution: The trick to this puzzle is realizing that you'll need at least one person on the raft at all times. So... Minute 1: Five people get on the raft. Minute 4 1/2: Four people land on the island. One takes the raft back to the ship. Minute 9: Four people get on the raft. Minute 13 1/2: Four people land on the island, making eight people on the island in total. One takes the raft back to the ship Minute 18: Four people get on the raft. Minute 20: Ship sinks. The eight people on the island and the five people on the raft are safe. Therefore, 13 people lived. --- Go down a screen, to the screen with Marco. Here, you can go inside the building on the left by tapping on the door. Inside this abandoned store are two puzzles. Puzzle #014: Which Chair? ------------------------- Location: General Store Examine: Chair -------------- Summary: Which of the five chairs is good for an auditorium? Solution: Chair E, because it is the only chair that is stackable. Humbug, I say. That's not much of a puzzle. --- Puzzle #015: How Many Are Left? ------------------------------- Location: General Store Examine: Candle --------------- Summary: Ten candles are lit. Some wind blows out three of the candles. How many candles are left in the end? Solution: This puzzle is phrased in an attempt to confuse you. What it means by "how many candles are left in the end?" is "How many candles will NOT melt?". The answer is three--the ones that were blown out. --- That's it for the general store. Leave, then go left to the clock tower area. Franco shows up and says someone stole the crank to the town, so no one can get in or out of town now. I bet that's the work of the mysterious villain! Franco also found a weird gizmo, which he gives to you. From now on, people will give you gizmos when you solve certain puzzles. Collect all the gizmo pieces, open up the "Gizmo Puzzle" in Layton's trunk, then click on all the gizmo pieces you collected to get a robot dog. Claudia the Cat is here. Tap on her, and Luke tries to calm her down. She attacks Luke. What a vicious cat! There are a few buildings here at the Clock Tower, but the only one you can enter now is the Town Hall, which has a blue door. Inside is Rodney. Talk to him for a puzzle, and when you solve the puzzle, he gives you a gizmo. So, do that to see how getting gizmos works. Puzzle #016: Triangles and Ink ------------------------------ Location: Town Hall Character: Rodney ----------------- Summary: There's a big triangle made up of little triangles. With one dip in ink, you can make four little triangles. How many dips of ink does it take to draw the big triangle? Solution: Seven. --- Tap on the window on the right for a hidden puzzle. Puzzle #118: Red and Black Cards -------------------------------- Location: Town Hall Examine: Windows ---------------- Summary: A deck of cards is shuffled, then cut in half. If you do this 1000 times, how many times will the number of black cards in Pile A equal to the number of red cards in Pile B? Solution: Math! Fun math, too. Let's say Pile B has x black cards. That means Pile A, then, must have 26-x black cards (because there are 26 black cards in total). As for red cards, Pile B has 26-x red cards (because there are 26 cards in Pile B in total). So, the number of red cards in Pile B = the number of black cards in Pile A. Aha! The number of red cards in one pile always equals the number of black cards in the other pile! So, if you do this trick 1000 times, the conditions will be met 1000 times. Cool! --- Video #6: http://www.youtube.com/watch?v=c3nOTQfjTN4 Leave the town hall. If you talk to Deke, he tells you Claudia went left. However, Professor Layton suggests taking a detour to the south to get a room at the inn. So, go south. Talk to Stachenscarfen here for a puzzle. Puzzle #017: Five-Card Shuffle ------------------------------ Location: Entrance Character: Stachenscarfen ------------------------- Summary: Which one of the four pictures is different than the others? Solution: D is the one that is different. --- Now, go inside the Inn, which is the building with the blue door. Talk to the woman there, Beatrice, to get the Furniture Puzzle. It's sort of like the Gizmo puzzle. From now on, whenever you solve certain puzzles, you get pieces of furniture. Get all the pieces of furniture and solve a furniture puzzle to get three bonus puzzles! You won't be able to do that for quite some time, however. Beatrice also has a puzzle for you. Puzzle #018: Of Dust and Dustpan -------------------------------- Location: Inn Character: Beatrice ------------------- Summary: Move two matches to make it so the dustpan is holding the dust. Solution: You have to turn the dustpan upside-down to solve this one. Move the rightmost match to the left of the dust. Then, move the middle match (the only match that is horizontal) to the left a little to connect the two lower matches. See how the dustpan is now upside-down? --- There is a hidden puzzle in the picture behind Beatrice. Puzzle #112: My Beloved ----------------------- Location: Inn Examine: Picture ---------------- Summary: Arrange the pieces of this picture so they form a picture of "My Beloved". Solution: If you think of the pieces of the picture like this: A B C D Switch C and B, then C and A. C A B D Rotate A twice, then rotate D twice. The black outline sort of looks like a woman, and that's the solution. --- Leave the Inn and go south. If you tap on the Laytonmobile, you get a puzzle. Puzzle #019: Parking Lot Gridlock --------------------------------- Location: Drawbridge Examine: Laytonmobile --------------------- Summary: Slide the cars out of the way so the Laytonmobile can exit! Solution: 1. Move the second-from-the-top car right. 2. Move the car right of the Laytonmobile up. 3. Move the car right of the Laytonmobile up. 4. Move the Laytonmobile right. 5. Move the bottom/left car up. 6. Move the bottommost car left. 7. Move the second-from-the-bottom car left. 8. Move the second-from-the-left car down. 9. Move the Laytonmobile left. 10. Move the topmost car down. 11. Move the second-from-the top car left. 12. Move the topmost car left. 13. Move the rightmost car up. 14. Move the car right of the Laytonmobile up. 15. Move the Laytonmobile right. --- Okay, let's get back to searching for Claudia! Go north twice, then left. The woman here, Agnes, knows how to get on Claudia's good side: offer her some food. But, of course, Agnes won't give you the food unless you solve a puzzle. Puzzle #022: Pigpen Partitions ------------------------------ Location: Park Road Character: Agnes ---------------- Summary: Draw three lines to separate the seven pigs. Solution: Okay, see the pig in the bottom middle and the pig in the top middle? One line starts from the peg left of the pig in the bottom middle, and stops on the peg right of the pig on the top middle. Another line starts from the peg right of the pig in the bottom middle, and stops on the peg two left of the pig on the top middle. The third line starts on the peg below the pig in the upper/left, and stops on the peg below the pig on the upper/right. --- Agnes gives you fish bones for Claudia. You can now go north to give the fish bones to Claudia and end the chapter if you want, but there are a few puzzles left in this chapter. Three of them are on this screen. Video #7: http://www.youtube.com/watch?v=D9XKH7_cS44 Puzzle #020: Unfriendly Neighbors --------------------------------- Location: Park Road Character: Pauly ---------------- Summary: Draw four lines between the four sets of numbers. Just make sure that none of the lines overlap. Solution: The line between the two B's is a straight up/down line. The D line goes left from the left D, up to the top of the screen and to the right. The line from the right D goes left once, up to the top of the screen and left. The two will connect. The C line goes right from the left C, and it goes all the way right, then up, then right and goes into the C. The A line goes down, right, down, left, down, right and up--basically, it goes along the only empty spot left for it. --- Puzzle #021: Pill Prescription ------------------------------ Location: Park Road Character: Pauly ---------------- Summary: A dude man has to take ten pills, and he has to label them in the order he will take them. What's the least number of pills he has to label? Solution: If he labels all the pills except one, he can always identify it as the unlabeled one. For example, if he decides not to label Pill 5, he will always know which pill is Pill 5--it's the only one without a label. So the solution is that he can get away without labeling one pill, but the puzzle assumes that he doesn't have to label the first pill either, because he'll swallow it before doing any labeling. I don't know HOW he knows which pill is Pill 1 if he doesn't do any labeling, but that's the puzzle solution anyway. --- Puzzle #111: Mystery Item ------------------------- Location: Park Road Examine: Poster --------------- Summary: What is...something that you need to live, something that people keep in their houses AND something that decreases in quantity the longer it's kept? Solution: Food. Move a matchstick on the leftmost box to spell out the word "Food" and submit it as your answer. --- Go inside the blue door building to the right, which is the local restaurant. Both the characters here have puzzles. Puzzle #025: Equilateral Triangle --------------------------------- Location: Restaurant Character: Flick ---------------- Summary: Can you move this triangle: X X X X X X X X X X Upside down by only moving three X's? Solution: Yes! Move coins 1, 2 and 3: 1 X X X X X 2 X X 3 To these spots: 2 X X 3 X X X X X 1 --- Puzzle #023: Juice Pitchers --------------------------- Location: Restaurant Character: Crouton ------------------ Summary: Crouton has an eight-quart container of juice, a five- quart container and a three-quart container. Can you move the juice between the three containers until you get four quarts in one jar? Solution: Crouton has a few puzzles that involve separating liquids in uneven containers. The solution to these puzzles is generally these four steps: 1. Big jar to middle jar 2. Middle jar to small jar 3. Small jar to big jar 4. Middle jar to small jar Just repeat the four steps until you get the desired amount of liquid. In this case, it takes seven turns. --- Once you solve the puzzles here, go outside and go north. Claudia the Cat is here, and she'll come with you if you got fish bones from Agnes (puzzle #22). Before you do that, check out the garbage. Professor Layton will be reminded of a puzzle, because pretty much _everything_ reminds the Professor of a puzzle. Puzzle #026: Bottle Full of Germs --------------------------------- Location: Park Gate Examine: Garbage ---------------- Summary: You have a breed of germ that divides in half every minute. If you start with 1 germ, the jar becomes full in 60 minutes. If you start with 2 germs, the jar becomes full in how many minutes? Solution: The 1 germ becomes 2 germs after 1 minute...so starting with 2 germs only shaves 1 minute off the total. 60 � 1 = 59, so the answer is 59 minutes. --- Good, once you're done with the puzzle, NOW you can pick up Claudia and end the chapter. 003c-Chapter Three: The Missing Servant ----------------------------------------------------------- The game tells you that if you missed any puzzles in the last chapter, they will now appear in Granny Riddleton's Shack near the clock tower. Video #8: http://www.youtube.com/watch?v=lHH3PkMzmtY Professor Layton and Luke return to the mansion with Claudia, but there's no time for celebrating. Something really bad has happened--Simon (the man with glasses) has just been killed! Fortunately, Inspector Chelmey from London is on the case! Now, talk to Matthew and Gordon for puzzles and plot advancement. Puzzle #027: Bickering Brothers ------------------------------- Location: Manor Foyer Character: Gordon ----------------- Summary: Six brothers are sitting at a table. Brothers 3 and 5 can't sit next to each other, and no brother sits next to someone a year older or younger than he is. Solution: Place the brothers like this: 1 5 3 2 6 4 Puzzle #028: Find the Dot ------------------------- Location: Manor Parlor Character: Matthew ------------------ Summary: You have a strange shape with a red dot and black dot on it. When you turn it around, where will the black dot be? Solution: The lower/right corner. --- Matthew tells you that he found a mysterious small cog on the ground at the scene of the crime. Chelmey returns after you talk to Gordon and Matthew. He becomes concerned that Ramon isn't here, and so he puts Ramon at the top of his suspect list. The Professor can then go into Lady Dahlia's room. She gives you the mission of finding Ramon while Chelmey inspects the crime scene. Chapter Three officially begins here. Inside Lady Dahlia's room is a picture of her holding a baby. Leave the room and ask her about it to learn that she's never had a baby in her life. How odd. Video #9: http://www.youtube.com/watch?v=OlQcYomeFJo Inspector Chelmey here has a puzzle for you. Puzzle #029: Five Suspects -------------------------- Location: Manor Parlor Character: Chelmey ------------------ Summary: Five people were arrested, and each gave a statement. A: One of us is lying. B: Two of us are lying. C: Three of us are lying. D: Four of us are lying. E: All five of us are lying. How many people are telling the truth? Solution: Only one of them is telling the truth: Person D. You know this is the case, because all five disagree, so no more than one can be telling the truth. --- Head downstairs and talk to Matthew. He says that the picture of the woman with the baby is really Lady Violet with Flora Reinhold. How curious that she looks so much like Lady Dahlia! Head outside, and our heroes see Claudia with Simon's glasses. That could be an important clue! They inform Inspector Chelmey about the glasses, but he just gets mad at the Professor for interrupting his investigation. As Luke points out, Inspector Chelmey is kind of rude. Oh well. It's best to forget about him for now, and just start looking for Ramon. Outside of the manor, Agnes is waiting with a puzzle. Puzzle #030: One Line Puzzle 1 ------------------------------ Location: Manor Border Character: Agnes ---------------- Summary: Which of the four pictures can't be drawn with only a single stroke of the pen? Solution: The cottage. --- Leave the manor grounds now, and talk to Marco. He tells you to avoid the mysterious tower. If you talk to him again, he gives you a puzzle. Puzzle #031: Racetrack Riddle ----------------------------- Location: Manor Road Character: Marco ---------------- Summary: We have three horses here. Horse A runs two laps in a minute. Horse B runs three laps in a minute. Horse C runs four laps in a minute. If you line up all three horses and set them running on the same racetrack at the same time, how long will it be before they're all lined up at the starting line again? Solution: One minute, clearly. --- Head inside the abandoned general store now. This will be the last time you visit the general store in this game. Examine the candle and the candy jar for puzzles. Puzzle #033: Light Which One? ----------------------------- Location: General Store Examine: Candle --------------- Summary: You have one match. You want to light a room with an oil lamp, fireplace and heat your bathwater. In order to do this successfully, what do you light first? Solution: The match! Puzzle #032: Candy Jars ----------------------- Location: General Store Examine: Candy Jar ------------------ Summary: You have 10 jars with 50 pieces of candy each. You pour out the candy into bags. Now, you have 20 bags full of candy. You want to have an average of 25 pieces of candy per bag. What is the percentage of this happening? Solution: 100% -- this happens 100% of the time. Basically, you need to know the mathematical concept of "average", or else you probably won't be able to solve this puzzle. --- Video #10: http://www.youtube.com/watch?v=TxuqjXl5glE Leave the General Store (forever), then go to the left to the plaza where the clock tower is. Percy warns the Professor and Luke to stay away from the mysterious tower. He also gives you a puzzle. Puzzle #034: How Many Sheets? ----------------------------- Location: Plaza Character: Percy ---------------- Summary: There's a picture of several sheets of paper. How many sheets of paper are overlapping at the place where the most sheets overlap? Solution: Five. --- Tap on the building right of Percy to get a puzzle. Puzzle #058: Get the Ball Out 1 ------------------------------- Location: Plaza Examine: Door ------------- Summary: Can you move all these various blocks in order to get the red ball to the bottom of the lock? Solution: My strategy (which isn't the fastest) involves filling the right-hand side of the puzzle with blocks and not moving them at all. That way, you have less blocks you have to worry about dealing with. 1. Move the left blue block down. 2. Move the left green block down. 3. Move the right blue block up. 4. Move the upper purple block up and left. 5. Move the lower purple block up twice. 6. Move the bottom yellow block right. 7. Move the upper yellow block down. 8. Move the left blue block right. 9. Move the left green block down. 10. Move the upper yellow block in the upper/left corner. 11. Move the red ball down three times. 12. Move the upper yellow block right. 13. Move the left green block up. 14. Move the red ball into the lower/right corner. 15. Move the left blue block up. 16. Move the red ball into the finishing position. --- If you go to the left, a loud noise sounds. Pauly says it comes from the mysterious tower. Professor Layton figures that because people have been mentioning the tower a lot lately, it must be important. Go inside the restaurant here and talk to Crouton for a puzzle. Puzzle #024: Milk Pitchers -------------------------- Location: Restaurant Character: Crouton ------------------ Summary: Crouton has a ten-quart container of milk, a seven- quart container and a three-quart container. Can you move the milk between the three containers until you get five quarts in two jars? Solution: Move the milk like this: 1. Big to middle 2. Middle to small 3. Small to big 4. Middle to small 5. Small to big 6. Middle to small 7. Big to middle 8. Middle to small 9. Small to big --- Leave the restaurant and go right to the plaza with the clock tower. Talk to Deke to gain access to the northern part of town, where the tower is. He doesn't let you pass until you've solved twelve puzzles, as well as puzzle #35. Puzzle #035: Strange Dots ------------------------- Location: Plaza Character: Deke --------------- Summary: You have some dice, with numbers associated. What is the number that goes with the fourth die? Solution: Three! See, the dice are supposed to resemble clock hands. Deke must have thought up this puzzle because he's standing in front of a clock tower. --- Deke then steps aside and lets our heroes into the northern part of town. Video #11: http://www.youtube.com/watch?v=YfUSRM6DWBM You can get a number of puzzles here. One comes from Lucy, one comes from the cat and mouse, and one comes from the doorway to the left. Puzzle #036: Too Many Mice -------------------------- Location: Clock Tower Character: Cat and Mouse ------------------------ Summary: A certain mouse species gives birth once a month, with twelve babies being born at a time. A mouse that is two months old can give birth. You buy one of these mice. How many mice will you have in ten months? Solution: One mouse, the one you bought. --- Puzzle #037: Brother and Sister ------------------------------- Location: Clock Tower Character: Lucy --------------- Summary: A boy has an older sister. If you take two years away from the boy's age and give them to the sister, she would be twice his age. If you take three years away from the boy's age and give them to the sister, she would be three times his age. How old are they? Solution: Math time! If B is the boy's age and G is the girl's age, the premises of the puzzle give us two equations. 2(B � 2) = G + 2 3(B � 3) = G + 3 The first equation simplifies into... 2B � 4 = G + 2 2B � 6 = G The second equation simplifies into... 3B � 9 = G + 3 3B � 12 = G Now we know that both 2B � 6 and 3B � 12 equal G, so... 2B � 6 = 3B � 12 2B + 6 = 3B 6 = B The boy is 6. Now, plug that into 2B � 6 = G... 2(6) � 6 = G 12 � 6 = G 6 = G The girl is 6 as well. Alternately, you could have just guessed ages at random for one character and fit that age into both equations to see if it works. Puzzle #107: A Worm's Dream --------------------------- Location: Clock Tower Examine: Doorway on the Left ---------------------------- Summary: We have a worm in an apple! Slide all the pieces of the puzzle into place. Solution: The trick to the puzzle is that the upper/left and bottom/right pieces are identical. The bottom/right piece goes in the upper/left corner, and the upper/left piece goes in the bottom/right corner. So don't let the two identical pieces fool you while solving the puzzle. --- Go north now. Both of the characters here have puzzles. Puzzle #038: Island Hopping --------------------------- Location: Fork in the Road Character: Zappone ------------------ Summary: You have a series of islands and bridges. You want to visit every island once and cross over every bridge once. Sadly, this is impossible. It IS possible if another bridge existed. Where should this bridge go? Solution: The bridge goes from the purple house (in the middle of the diagram) to the lighthouse which is down/left of it. --- Puzzle #039: One-Line Puzzle 2 ------------------------------ Location: Fork in the Road Character: Agnes ---------------- Summary: Agnes has four more pictures for you. Three of them can be drawn with one stroke of the pen, but one can't. Which one is the one that doesn't belong? Solution: Professor Layton's top hat. Sorry, Professor! ---- Take the left fork to the north to reach the market, where there are two puzzles. One comes from Archibald, and one comes from the wall above Archibald. Puzzle #040: How Old is Dad? ---------------------------- Location: Market Character: Archibald -------------------- Summary: A 22-year-old boy doesn't know how old his father is. The father figures his son is kind of a dolt, and tries to get him to think by saying he is as old as the son, plus half of his own age. How old is the father? Solution: If you think about it, everyone is half of his or her own age, plus half of his or her own age. So the son's age must be half of the father's age. The son is 22, so the father must be 44. --- Puzzle #101: Splitting It Up ---------------------------- Location: Market Examine: Wall ------------- Summary: You take a cube and paint all six sides red. Then, you cut the cube into 27 identical-sized pieces. How many of those pieces will have one red side? Solution: Six, one on each face of the larger cube. --- That's all there is to the left fork. Go back south, then take the right fork north. Video #12: http://www.youtube.com/watch?v=r264v-kGf50 A timid-looking fellow named Gerard is standing here. Talk to him twice for two puzzles. You might have to go away and come back to hear the second puzzle, though. Puzzle #041: Spare Change ------------------------- Location: Northern Path Character: Gerard ----------------- Summary: You have a picture of coins and a rope. If the rope is pulled tight, how many coins will be above it? Solution: Nine. --- Puzzle #042: The Camera and Case -------------------------------- Location: Northern Path Character: Gerard ----------------- Summary: A person is selling a camera and a case for $310. He says the camera costs $300 more than the case. You buy the case with a $100 bill. How much change should you get back? Solution: We know that the camera and the case cost $310, and that the camera is $300 more than the case. The only way this works is if the camera is $305, and the case is $5. So, if you pay $100 for a $5 case, you should get $95 in change. --- Good news! This is the point in the game where you should have collected all the gizmo parts! Put them together to get a robot dog that hunts out hint coins! When you go north from here, you meet Jarvis. He tells you that Zappone should know where Ramon is. Go south two screens, then talk to Zappone. Zappone tells you to visit Crouton, the man who runs the restaurant. Go south two screens. Before visiting the restaurant to the left, you should go inside town hall building to get a puzzle from Rodney, and you should go north to get a puzzle from Lucy. Puzzle #043: Three Umbrellas ---------------------------- Location: Clock Tower Character: Lucy --------------- Summary: There are three girls. Each person has an umbrella. But say they take their umbrellas from an umbrella stand without looking. What are the odds that only two girls will walk off with their own umbrellas? Solution: The odds are 0. It's impossible for only two girls to have their own umbrellas. If two girls have their own umbrellas, the third girl has hers, too, which means _three_ girls have their own umbrellas. Puzzle #044: Stamp Stumper ------------------------- Location: Town Hall Character: Rodney ----------------- Summary: Divide the block of stamps into seven groups, each group with a total of 100. Just to make things harder, each group has to be a different shape. Solution: 1122 11522 35557 34667 34477 --- With those puzzles out the way, it's high time to put an end to this chapter of the game. Go to the restaurant and talk to Crouton. He mentions a rumor about an old man who kidnaps people. Crouton tells you to visit the cafe, and the chapter ends. 003d-Chapter Four: Night Falls ----------------------------------------------------------- Video #13: http://www.youtube.com/watch?v=nFM8oU-Urjs It looks like the Professor and Luke get to do even MORE wandering around town. Adrea here has a puzzle. Puzzle #045: Puzzled Aliens --------------------------- Location: Park Road Character: Adrea ---------------- Summary: Some aliens are confused about an Earth device, and give a very strange description of it. What are they talking about? Solution: The answer is a compass. Bleh... --- When you go to the right, Gerard interrupts the investigation by forcing you to find his glasses. Fortunately, they're not far. Go left, then up to the park gate. Deke knows where the glasses are. Puzzle #046: The Biggest Star ----------------------------- Location: Park Gate Character: Deke --------------- Summary: Draw a line between four stars to make a big star. Solution: The trick is that the top of the pine tree forms one of the points of the big star. --- Deke tells you to go the inn for the glasses. So, go to the inn. Outside of the inn, click on the sign for a hidden puzzle. Puzzle #113: The Pet Hotel -------------------------- Location: Entrance Examine: Inn Sign ----------------- Summary: Rearrange the matches to spell the name of an animal. Solution: CAT. Fortunately, not too many three-letter animal names exist, so guessing the correct answer is pretty easy. --- Go inside the inn, and ask Beatrice for the glasses. She gives them to you. Then, go the Gerard and give him his glasses. He will now step aside and let you explore the north part of town. He will also give you a puzzle. Puzzle #047: On the Run ----------------------- Location: Plaza Character: Gerard ----------------- Summary: There's a map with many exits. A burglar starts at the red arrow, and whenever he reaches a junction, he turns left or right. He never retraces his steps, either. Which exit can he not go through? Solution: Exit B! No matter which direction he approaches it from, he can't go through it. --- Video #14: http://www.youtube.com/watch?v=R19K8VP1f9Q Go to the north part of town now. Lucy has a puzzle, and the cat and mouse have a puzzle, too. Puzzle #048: Cats and Mice -------------------------- Location: Clock Tower Character: Cat and Mouse ------------------------ Summary: 5 cats catch 5 mice in 5 minutes. How many cats can catch 100 mice in 100 minutes? Solution: 5 cats. Hey, if they catch mice at a rate of 5 mice per 5 minutes, that means in 100 minutes, they catch 100 mice. --- Puzzle #049: 1,000 Times ------------------------ Location: Clock Tower Character: Lucy --------------- Summary: _ is 1,000 times _ _. Which letter fits in all three blanks? Solution: The letter "m". If you use the metric system, one meter (M) equals 1,000 millimeters (mm). --- Go north and talk to Marco for a puzzle. Puzzle #050: OTTF? ------------------ Location: Fork in the Road Character: Marco ---------------- Summary: There is a series of letters: O T T F _ S S E N T. Which letter goes in the empty spot? Solution: The letters spell out the alphabet. One Two Three Four Five Six Seven Eight Nine Ten. The answer is "F" for "Five". --- Head inside the cafe. The barman agrees to help if you've solved 30 puzzles. If you haven't done that yet, go to Granny Riddleton's shack and solve some puzzles. Once you've solved enough puzzles, the Crumm the Barman tells you to see Prosciutto. To get to his house, you leave the cafe and take the right fork. However, Professor Layton is going to take the long way to Prosciutto's house, in order to make sure he finds all the puzzles in the north part of town. Two puzzles are here at the cafe. Zappone has one, and the other is a hidden puzzle behind the bottles. Puzzle #051: The Town Barbers ----------------------------- Location: Crumm's Cafe Character: Zappone ------------------ Summary: The two has two barbers. Barber A has a horrible haircut, and Barber B has a nice haircut. Who is the better barber? Solution: Barber A. The assumption is that the barbers cut each other's hair, instead of cutting their own hair. If that's the case, Barber A gives a better haircut. --- Puzzle #106: How Many Glasses? ------------------------------ Location: Crumm's Cafe Examine: Bottles ---------------- Summary: A man wants to move the glasses of juice in the top row so they look like the glasses of juice in the bottom row. What is the least number of glasses he has to touch? Solution: One. Presumably, he pour from one glass into another without touching the second glass. --- Leave the cafe forever now (you will never have to return) and take the left fork. Agnes and Giuseppe here both have puzzles. Puzzle #053: Fish Thief ----------------------- Location: Market Character: Agnes ---------------- Summary: Brothers A, B and C are accused of eating a fish. They each make a statement. A: I ate the fish. B: I saw A eat the fish. C: B and I did not eat the fish. One of the brothers is lying, but which one? Solution: C is the liar. Apparently, C and A both ate the fish. --- Puzzle #054: Monster! --------------------- Location: Market Character: Giuseppe ------------------- Summary: Oh no! A monster is attacking the town! Stab it in the eye! Solution: The monster is the sky, so stab the moon. --- Head to the right to see Pauly, who's upset. He always seems upset about something, I've noticed. Video #15: http://www.youtube.com/watch?v=i0dFELmUeg8 Pauly's upset because he can't solve a puzzle! This looks like a job for Professor Layton! Puzzle #052: Find a Star ------------------------ Location: Northern Hill Character: Pauly ---------------- Summary: Find a star in the picture. Solution: It's in the upper-left corner. --- Pauly gets mad at the Professor for solving the puzzle. That's gratitude for you! Go south and into a house to the left. This is Prosciutto's house. He's got a big ham hanging from his ceiling, and those of you who speak Italian will be amused at the fact that "Prosciutto" means "ham" in Italian. Talk to him, and he tells you about the strange kidnapper. Then, tap on the ham for a hidden puzzle. Puzzle #114: Tetrahedron Trial ------------------------------ Location: Prosciutto's Examine: Ham ------------ Summary: You are given a picture of a tetrahedron that has been lain flat. Which of the triangles goes in the empty spot so all the various lines will connect with the tetrahedron is folded up again? Solution: C --- Leave Prosciutto's house. Professor Layton and Luke seem to have reached the end of the investigation for the day...when they see a stranger stuffing an unconscious Ramon inside a large sack. Our heroes give chase, but the stranger manages to flee and hide inside the tower. The tower's lights go on, and a large noise sounds. Our heroes return to the scene of the kidnapping, where they find a small cog, just like the one found at the scene of the murder. How odd. In any case, chapter four is now over! 003e-Chapter Five: The Hunt Begins ----------------------------------------------------------- Professor Layton returns to Reinhold Manor to tell everyone the bad news about Ramon being kidnapped and/or possibly murdered. Inspector Chelmey seems disinclined to agree about the matter, and it seems he is right, as Ramon comes walking in through the door shortly after! Ramon denies any knowledge of being kidnapped. Luke wants to argue, but the Professor shushes him. Chelmey, Ramon and Lady Dahlia leave. Talk to Gordon for a puzzle. Puzzle #012: Make a Rectangle ----------------------------- Location: Manor Parlor Character: Gordon ----------------- Summary: You have a shape that can be cut into two pieces. The two pieces can be put together to form a rectangle. Solution: The top piece should be shaped like this. _ _ _ _ _ |_|_|_|_|_| |_| --- When you leave the manor, Professor Layton and Luke talk. Layton agrees that they saw a dead or unconscious Ramon and does not understand what happened. Why, the things that are happening here are downright curious! Video #16: http://www.youtube.com/watch?v=CK9lB_bkV1o A new day begins, and it starts with a phone call from Inspector Chelmey, who wants to see Professor Layton and Luke at the manor. The Professor hopes the discussion will be about what happened yesterday. Talk to Beatrice here for a puzzle. Puzzle #055: The Odd Sandwich ----------------------------- Location: Inn Character: Beatrice ------------------- Summary: Beatrice has an odd sandwich that she wants to fit inside her small lunchbox. How many times does she need to cut the sandwich before it fits? Solution: Once. --- Leave the Inn and talk to Stachenscarfen for a puzzle. Puzzle #056: The Lazy Guard --------------------------- Location: Entrance Character: Stachenscarfen ------------------------- Summary: A lazy guard wants to walk through nine rooms while making the fewest number of turns possible. How many turns will he make? Solution: The trick is that he can make fewer turns if he enters the room at an angle than if he enters the room while going perpendicular to the doorway. The answer is two. --- Go north, and talk to Deke for a puzzle. Puzzle #057: Cut Which One? --------------------------- Location: Plaza Character: Deke --------------- Summary: There are six interlocked rings in the picture. Which one can you cut away to make an unbroken chain of five rings? Solution: Cut off Ring D. --- Head right. There's a piece of paper on the ground here that talks about the death of Lady Violet, Baron Reinhold's first wife. You'll learn more about her backstory soon. Talk to Marco here for a puzzle. Puzzle #059: The Longest Path ----------------------------- Location: Manor Road Character: Marco ---------------- Summary: Can you get from point A to point B while taking the longest route? Solution: You want to go left from A. Take the second left three times in a row. Then, take the first left, the first right, the second right twice, and then reach B. --- Head to the manor now. Claudia is outside it, and tapping on her reveals a puzzle. Puzzle #060: Weighing Cats -------------------------- Location: Reinhold Manor Character: Claudia ------------------ Summary: You have two equations here. Four white cats = 5 black cats 1 white cat + 2 black cats = 3 red cats What about 3 red cats + 4 black cats VS 4 white cats and 1 black cat? Which of those two groups is heavier? Or do they weigh the same? Solution: The first group is heavier, which is easier to see if you replace "3 red cats" with "1 white cat + 2 black cats". So, the correct answer is "A". --- Video #17: http://www.youtube.com/watch?v=807YHchfvik Head inside the manor now to see Chelmey yell at Matthew for bringing him sweets. The Inspector certainly has a temper, and he turns it on Professor Layton. He's mad that Layton interfered with the murder case yesterday, trying to raise up a panic about Ramon being killed when Ramon is perfectly fine. He orders Layton off the case. That's quite rude of Inspector Chelmey, but Layton doesn't want to give up quite yet. Leave the manor and go south to talk to Ramon. He confirms the story he said yesterday; he says nothing happened at all. Apparently, he doesn't remember being kidnapped. Professor Layton then decides that he and Luke don't HAVE to solve the murder mystery. They came to St. Mystere to solve the mystery of the Golden Apple, and by golly, that's what they're going to do. Thus begins Chapter Five. That's right. About three hours into the game, Professor Layton and Luke decide to try solving the mystery that they came to the curious village to solve. Good job, Professor! The Professor decides to start his search in the manor. Go inside the manor and upstairs to talk to the people there. All three have puzzles, and Gordon has two. Puzzle #061: Pin Board Shapes ----------------------------- Location: Manor Parlor Character: Gordon ----------------- Summary: What is the largest cross you can make a pin board that has 17 pins inside it, and 16 pins outside it? Solution: The cross needs to be tilted at a 45 degree angle. It'll look something like this, if you draw a line between the various x's: ..x.x.. .x.x.x. x.....x .x...x. x.....x .x.x.x. ..x.x.. Puzzle #103: Wood Cutouts ------------------------- Location: Manor Parlor Character: Gordon ----------------- Summary: You have an oddly-shaped piece of plywood that you want to cut into four identical pieces. Solution: Each piece will be shaped like this: x x xxxxxx (that's six blocks wide) Puzzle #062: The Mysterious Note -------------------------------- Location: Manor Parlor Character: Inspector Chelmey ---------------------------- Summary: Chelmey once got a note that reads like this: 710 57735 34 5509 51 7719 Which suspect, Bill, John or Todd, is the one whom Chelmey should arrest, based on that note? Solution: When you flip your DS upside down, you can see that the numbers spell out "Bill is boss. He sells oil." Bill is the one who should be arrested. Puzzle #063: How Old is Mom? ---------------------------- Location: Manor Parlor Character: Lady Dahlia ---------------------- Summary: A father says he was once twice as old as his wife. The next year, he was only one and a half times her age. If the father is 44 years old now, how old is the mother? Solution: When you work out the math, it ends up being the case that the father is tricky, and talking about when he was two years old. The mother was one year old at the time. The next year, when she was two, he was three (which is one and a half times two). The father is therefore one year older than the mother. If he's 44, she's 43. Answer? 43. --- Once those puzzles are done, go downstairs and talk to Matthew. He can't tell you much about the late Baron Reinhold, but he recommends that you see Ingrid, who worked at the manor with the Baron for a longer period of time than Matthew did. Video #18: http://www.youtube.com/watch?v=IRtmwBgIAgY Head south/down a couple of screens to the area with Marco. Hey, Ingrid is there! What a fortunate coincidence. Ingrid tells you more about Lady Violet, the Baron's first wife. Go north twice and tap on Matthew to visit Lady Violet's grave. Matthew also tells the Professor about the Baron's journal. Head to Lady Dahlia's room on the top floor. The journal is on the desk to the left. Read it to learn that the Baron left a clue about the Golden Apple with one of his friends. So now our mission is to find the Baron's friend! Leave the manor to find Ingrid. Talk to her, and she tells you that Zappone was a friend of the Baron. Zappone is hanging around the fork in the road, so head there now. But first, you want to take a brief detour in Town Hall to talk to Rodney. Puzzle #064: Odd Equations -------------------------- Location: Town Hall Character: Rodney ----------------- Summary: If 8 � 6 = 2, and 8 + 6 = 2, what does 7 + 6 equal? Solution: This puzzle uses time (or any other base 12 unit of measurement) for an answer. 8 o'clock + 6 hours = 2 o'clock, and 8 o'clock - 6 hours = 2 o'clock. Six hours past seven is one o'clock, so the answer is "one". --- Leave City Hall and go to the north part of town. Before heading to the fork in the road, you can talk to Lucy and look at the cat and mouse for puzzles. Puzzle #066: Birthday Girl -------------------------- Location: Clock Tower Character: Lucy --------------- Summary: A woman, talking about her birthday, says she turns 22 in two days, and on New Year's last year, she was 19. When is her birthday? Solution: January second. Today, in terms of the puzzle, must be New Year's Eve. Tricky! Puzzle #067: The Chocolate Code ------------------------------- Location: Clock Tower Character: Lucy --------------- Summary: Your gadget-loving girlfriend has sent you a message in some chocolate. It says GRCY NW. What does that mean in English? Solution: "TEXT ME". See, the bites of the chocolate refer to directions on a keyboard...yeah, I know, it's a pretty iffy puzzle. That's probably why it's not in the European version of the game. --- Video #19: http://www.youtube.com/watch?v=lJ1lfNYBRo0 Puzzle #065: What's E? ---------------------- Location: Clock Tower Character: Cat and Mouse ------------------------ Summary: According to the diagram, A = 2, C = 3, B = 3, D = 4. What does E equal? Solution: Well, it's kind of hard to show you with a picture of the diagram, but the number refers to the number of sides that the labeled section shares with another piece of the puzzle. E must equal 5. --- That's all for now, so head north to meet Zappone. Ask him about the Baron, and he denies being a _good_ friend of the Baron. Sigh...another dead end. I guess that means the Professor and Luke will just have to ask everyone they meet about the Baron in hopes of finding his friend. Go up the right path. Another journal entry is lying on the ground here. It doesn't seem like the Baron's journal, either. The journal entries seem mysterious...unless, of course, you already know about the ending of the game, in which case, the mysterious journal entries aren't really mysteries at all. Talk to Gerard here twice for a puzzle. Puzzle #068: Find the Pentagons ------------------------------- Location: Northern Path Character: Gerard ----------------- Summary: Can you find all the pentagons in this picture? How many are there? Solution: There are twelve pentagons. --- Head inside Prosciutto's for a puzzle. Puzzle #069: Chocolate Puzzle ----------------------------- Location: Prosciutto's Character: Prosciutto --------------------- Summary: You want to break a bar of chocolate into 30 pieces. How many times must you break the bar? Solution: 29 times. The last time, you're splitting a piece in half. The puzzle tries to distract you by giving you a lot of unnecessary instructions, but don't be fooled! --- Head to the marketplace, where there's a brief cutscene with Giuseppe. He was told that Layton bought a vase. Layton touches the vase, getting his fingerprints all over it. Meanwhile, the mysterious villain who crash-landed in town a few chapters ago watches from the shadows. Layton returns the vase. The villain in the shadows later takes the vase and tries to use it for a nefarious purpose, but that happens later on. For now, Giuseppe apologizes for the confusion by giving the Professor a puzzle. Puzzle #070: The Shattered Vase ------------------------------- Location: Market Character: Giuseppe ------------------- Summary: Put the pieces of the vase back together. Solution: Well, this certainly is an easy jigsaw puzzle. Put the pieces back into place, then give yourself a pat on the back. --- There's a big newspaper here. Tap on it to read an article about Inspector Chelmey. Ah, how sweet! He's devoted to his wife, and hey, wait a minute. Is he eating sweets? But...he doesn't like sweets! He yelled at Matthew about them earlier on in this chapter! Video #20: http://www.youtube.com/watch?v=iACvEBrjV4E Reading the newspaper article about Chelmey causes Archibald to appear. Guess what? Archibald is the Baron's friend that we're looking for! How fortunate. But first, talk to Giuseppe for a puzzle. Puzzle #071: Sausage Thief -------------------------- Location: Market Character: Giuseppe ------------------- Summary: Someone ate the butcher's sausages! Four boys make statements about the crime. A: B ate them. B: D ate them. C: I didn't eat them. D: B is lying. One of these boys is telling the truth. So, who at the sausage? Solution: Boy C ate the sausages. Also, boy D is the one who is telling the truth. Great, so NOW talk to Archibald about Baron Reinhold. Archibald says he has a desk the Baron gave him. Perhaps a note is inside? The Professor and Luke go to Archibald's home to see. Examine the desk. A note is in the right-hand drawer...but all it contains is an X. Perhaps it's a map of some kind...but a map to where? Thus ends chapter five. 003f-Chapter Six: The Elusive Tower ----------------------------------------------------------- Archibald interrupts, saying that Beatrice at the Inn wants to speak to the Professor. Well, a gentleman never wants to keep a lady waiting, so it's off to the inn. But first, a hidden puzzle. Puzzle #108: Not Knots? ----------------------- Location: Archibald's Examine: Bookshelf ------------------ Summary: There are four pieces of string onscreen. Which ones will form a knot when you grab their ends and pull them tight? Solution: Rope C is the only one that forms a knot. --- Off to the inn! Once you go inside and talk to Beatrice, she talks about a mysterious stranger who trashed his room and skipped without paying his bill. The picture of the stranger resembles the mysterious villain we've seen a few times. Beatrice asks the Professor to find this man. Leave the inn, and Luke notes that there's been a general lack of progress in the game so far. The Professor disagrees and notes that many people in town have warned against going to the tower on the north part of town, the tower that makes mysterious noises (also the tower the kidnapped disappeared into when he took Ramon). Perhaps the Golden Apple is in the tower, and nobody knows anything about it because everyone avoids the tower. It's certainly a possibility. Chapter Six officially starts here. It's a rather short chapter. All you have to do is go north as far as you can, and the chapter ends. Go north once, to the plaza. There are two puzzles here. Percy has one, and Rodney (inside the Town Hall) has the other. Puzzle #072: The Sound of Silence --------------------------------- Location: Plaza Character: Percy ---------------- Summary: Which of the following words does not make the sound of silence? Note Rhythm Scale Rest Treble Chord Scale Solution: Well..."note" and "scale" contain silent e's, and "chord" has a silent "h". The "sound of silence", therefore, refers to silent letters. The answer is "rest", which is the only word on the list without a silent letter. Puzzle #073: How Many Squares? ------------------------------ Location: Town Hall Character: Rodney ----------------- Summary: Rodney gives you a pin board with twelve dots. How many squares can you form on this pin board? Solution: The answer is eleven. --- Video #21: http://www.youtube.com/watch?v=v9dRH4HsNkI Head north a couple of times, to the marketplace. Agnes has two puzzles for you. Puzzle #074: A Broken Window ---------------------------- Location: Market Character: Agnes ---------------- Summary: Four children were playing ball, and one of them broke a window. All four children make a statement. A: I didn't break the window. B: I broke the window. C: A did not break the window. D: B did not break the window. The child who broke the window is lying; the other children may or may not be lying. Who broke the window? Solution: Use logical deduction to solve this puzzle. For example, you can immediately deduce that B did not break the window. If B did break the window, B would lie about it, not admit to it. It turns out that Child A broke the window, and B and C lied. Puzzle #075: The Wire Cube -------------------------- Location: Market Character: Agnes ---------------- Summary: You want to create a cube out of wires, using the fewest number of wires possible. No portion of the cube can have more than one length of wire running over the same edge. Solution: I do not understand this puzzle, but the answer is four, because a cube has eight corners (?) and each wire has two ends, and eight divided by two is four. --- You can now head north of the market for the first time ever to reach the path entrance. The sign here contains a hidden puzzle. Puzzle #119: Red and Blue 1 --------------------------- Location: Path Entrance Examine: Sign ------------- Summary: Switch the red balls with the blue balls. Solution: The strategy I use is to first switch the balls on the bottom row. That makes it possible for you to empty out either the left or right side and move the ball on the bottom row to the top row. You can then do the same thing on the other side, so the balls on the top row are in place, and you don't have to move them again. From there, it's simple enough to fill in the balls in the second-to-top row. Then switch the bottom row balls and put the remaining balls in place. As you can kind of guess, I found it was easiest to concentrate on filling up one row at a time. So once again, my strategy is to: 1) Swap the two balls on the bottom row. 2) Get balls into place on the top row. 3) Fill the second-from-the-top row. 4) Fill the bottom row again. 5) Fill the remaining row. --- North of here is the Tower Road, where you can find another journal entry. You can also find two puzzles here. Puzzle #102: Aces and the Joker ------------------------------- Location: Tower Road Character: Martha ----------------- Summary: You have a deck of 52 cards scattered all around, and you pick them up one-by-one. What are the odds that you'll pick up the four aces before the joker? Solution: This puzzle is easier than it seems. You don't have to worry about all 52 cards; you only need to worry about five cards: the aces and joker. The odds of picking the joker last out of the group is one in five, because there is one joker and five cards. 1 in 5 is 20%, so the answer is 20. Puzzle #117: Painting a Cube ---------------------------- Location: Tower Road Examine: Window --------------- Summary: You want to paint a cube so that all the faces of the cube that touch each other are different colors. You have three colors, so how many ways can you paint the cube? Solution: Just one. Any variations are simply the same cube rotated. --- When you go north, you reach the base of the tower, which is shut off. There is a cutscene starring a mysterious woman at this point in the game. She runs off and leaves a ticket for the local amusement park behind her. Is this some sort of clue? 003g-Chapter Seven: The Abandoned Park ----------------------------------------------------------- Video #22: http://www.youtube.com/watch?v=l5fV607q51g Professor Layton decides to follow up the clue about the amusement park by going to the amusement park. On your way to the park (which is on the left-hand side of town), you go to the park road, where Pauly and Adrea have puzzles. Puzzle #076: A Tile Square -------------------------- Location: Park Road Character: Pauly ---------------- Summary: You have a tile that is 10 inches by 12 inches by .5 inches long. What is the fewest number of tiles you would need to make a perfect square out of one of those sides? Solution: 20 tiles, as 20 X .5 = 10. So all the .5 tiles would line up to form a square with the 10 inch side. Puzzle #077: Which Job? ----------------------- Location: Park Road Character: Adrea ----------------- Summary: Company A pays 100,000 a year and gives you a 20,000 raise yearly. Company B pays 50,000 every six months, with a 5,000 raise each six months. Which company should you work for? Solution: Company B. Because it gives more frequent raises, the salary for that company increases more quickly. When you add up the total amount of money you made in one year, Company B always ends up having given you more. --- Now, head inside the restaurant for a series of puzzles. Puzzle #078: Water Pitchers --------------------------- Location: Restaurant Character: Crouton ------------------ Summary: Crouton has a 16 quart jar, a 9 quart jar and a 7 quart jar. Solution: Crouton has a few puzzles that involve separating liquids in uneven containers. The solution to these puzzles is generally these four steps: 1. Big jar to middle jar 2. Middle jar to small jar 3. Small jar to big jar 4. Middle jar to small jar Just repeat the four steps until you get the desired amount of liquid. In this case, it takes fifteen turns. Puzzle #079: Apples to Oranges ------------------------------ Location: Restaurant Character: Crouton ------------------ Summary: Can you switch the apple crates with orange crates? Solution: Why, this is quite similar to the red and blue puzzle a while ago, except easier. The way I solve it is by switching the two upper corners, then switching the other two boxes in the top row. That way, the two top rows are switched and you no longer have to worry about them. Then, do the exact same thing with the bottom rows, and slip the middle rows into place. It's not too difficult. --- You can leave the restaurant now or later to learn that the gate to the park is locked, which officially starts Chapter Seven, by the way. Video #23: http://www.youtube.com/watch?v=RZfkbcHUy0E Flick has four chess-related puzzles for you. Puzzle #080: Too Many Queens 1 ------------------------------ Location: Restaurant Character: Flick Summary: Can you stick four queens on a four by four chessboard so no queen blocks another queen's path? Solution: Yes. This solution works, along with flipping it in various ways. .Q.. ...Q Q... ..Q. Puzzle #081: Too Many Queens 2 ------------------------------ Location: Restaurant Character: Flick Summary: Can you stick five queens on a five by five chessboard so no queen blocks another queen's path? Solution: Yes. This solution works, along with flipping the board in various ways. ..Q.. ....Q .Q... ...Q. Q.... Puzzle #082: Too Many Queens 3 ------------------------------ Location: Restaurant Character: Flick Summary: Can you place three queens on a five by five board so that there's no spot on the board that is not in their line of movement? Solution: Yes. This solution works, along with flipping the board in various ways. ..... .Q... ...Q. ..... Q.... Puzzle #083: Too Many Queens 4 ------------------------------ Location: Restaurant Character: Flick Summary: Can you stick eight queens on an eight by eight board so no queen blocks another queen's path? Three queens are already in place to help you get started. Solution: This solution is this: .q...... .....q.. q....... ......q. ...q.... .......q ..q..... ....q... --- Okay, enough chess puzzles. Time to continue with the plot. If you haven't already, check the gate to the park to learn that it's locked. Then, stop by Town Hall and ask Rodney what's going on. Rodney doesn't know where the caretaker to the park is, but he mentions the man doubles as the caretaker for the sewers. So, head back to the park road and go down into the sewers. When you're in the sewers, you can tap on the manhole for a puzzle. Puzzle #120: Get the Ball Out! 3 -------------------------------- Location: Sewer Exit Examine: Manhole ---------------- Summary: Can you move the ball to the bottom of the screen? Solution: The strategy is to move the yellow block right, which will require moving the green block to the bottom/right. You can free up some space by working in a counter-clockwise fashion. 1. Move the bottom blue block right. 2. Move the bottom purple block into the exit. 3. Move the bottom blue block left twice. 4. Move the second-from-bottom blue block down to the bottom row. 5. Move the right green block down. 6. Move the upper purple block right twice. 7. Move the upper blue block right twice. 8. Move the second-from-top blue block up to the top row and right. 9. Move the left green block up. 10/11. Move the two blue blocks on the bottom row to the left twice. 12. Move the right green block into the bottom/right corner. 13. Move the yellow block right. 14. Move the lower/right blue block right. 15. Move the upper/left blue block left. 16. Move the red ball all the way down. 17. Move the green block right once, then all the way up. 18. Move the yellow block left twice. 19. Move the lower/right blue block up twice. 20. Move the lower purple block out the exit. 21. Move the red ball into the exit. --- Video #24: http://www.youtube.com/watch?v=XtohNZ3V9pE The caretaker you're looking for is on the right, but people are hanging around in the sewers, waiting to give puzzles to you. You don't want to disappoint these puzzle fans, do you? Go left and talk to Stachenscarfen for a puzzle. Puzzle #084: Which Boxes to Move? --------------------------------- Location: Sewer Exit Character: Stachenscarfen ------------------------- Summary: You are given a picture of 20 boxes. Several of them (namely, the ones on the outside) can be written on. How many boxes cannot be written on without moving some of the boxes on the outside of the structure? Solution: Three. --- You can go down the left tunnel to reach the outside of St. Mystere. From this vantage point, you can see the Laytonmobile, which reminds the Professor of a puzzle. Puzzle #085: Weekend Getaway ---------------------------- Location: Outside the Sewer Examine: Laytonmobile --------------------- Summary: You and your girlfriend drove somewhere. You drove 180 miles there (she drove the rest of the way), and she drove 150 miles back (you drove the rest of the way). You drove more miles than your girlfriend, but HOW many more miles did you drive? Solution: You drove 60 more miles than her (60 = (180-150) * 2). --- Head back inside the sewer. This time, take the right route in order to find Sylvain, the park caretaker. Naturally, he'll help you out only if you solve his puzzle. Puzzle #086: Squares and Circles -------------------------------- Location: Sewer Dead End Character: Sylvain ------------------ Summary: You have a picture here. What is the area of the red square compared to the area of the blue square? That is, the blue square is how many times larger than the red square? Solution: You can use math, you can try the game's recommended solution of redrawing the middle square so it's easier to conceptualize, or you can just look at the picture and say, "Hey! That big square is four times as big as the smaller square!" Either way, the answer is four. --- Sylvain will now open the park, so Professor Layton and Luke leave the sewer and enter the park. It's abandoned, and if you check the posters, it seems that Baron Reinhold had this park made specifically for the amusement of his daughter Flora. You'll want to explore the entire park. Go north once to reach the big tent. A puzzle is here on the side of the concessions booth. Puzzle #115: Odd Box Out ------------------------ Location: Abandoned Tent Examine: Side of Booth ---------------------- Summary: You have pictures of four blocks. Actually, wait! There are only two boxes! Three pictures are of the same box, just rotated. The other picture is of a completely different box (okay, not ALL that different). Which box is the different box? Solution: D. Boxes A, B and C are all the same box. --- Video #25: http://www.youtube.com/watch?v=hn2ECly1PTU Okay, time to explore the amusement park thoroughly, and then watch Professor Layton and Luke get attacked by a killer ferris wheel. Go to the right and examine this ferris wheel. It looks normal enough. Look at it twice, and you'll get a puzzle! Puzzle #087: Ferris Wheel Riddle -------------------------------- Location: Ferris Wheel Examine: Ferris Wheel --------------------- Summary: The ferris wheel has 10 2-seat cars. It turns at a speed of 1 full rotation every 10 minutes (in other words, 1 car goes through the gates every minute). The ferris wheel started moving at 10:00 and stopped at 10:30. How many people could have taken a ride on the ferris wheel in this time? Solution: 42. That's 30 minutes, minutes the last nine minutes (as nobody who boarded the ferris wheel at that time could have made a full rotation), which is 21 cars. There are 2 people per car, and 21 * 2 = 42, so the answer is 42 people. --- Head to the right to see a shack that is locked. It seems to lead to the sewers. That's somewhat strange. Go south. Sylvain is here. You can also pick up a piece of paper here to read a journal entry about Flora, the town's secret and the park. There are two puzzles here. Puzzle #088: In a Hole ---------------------- Location: Shack Path Character: Sylvain ------------------ Summary: Oh no! Your tennis ball has fallen down a hole! Name a five-letter tool you can use to get it out safely. Solution: The answer is "water". Ha, I remember this puzzle from a Martin Gardner book! Puzzle #116: The Largest Total ------------------------------ Location: Shack Path Examine: Shack (particularly, the sack) --------------------------------------- Summary: You want to make a magic square using odd numbers between 1 and 51. You want the highest possible number as the magic number, so what is the number in the middle? Solution: The number in the middle is 51, the largest number you can use. You don't even have to worry about any of the other squares or what the magic number IS to solve the puzzle! -- By this time, you should have been to all the parts of the park. Return to the ferris wheel once the park is thoroughly explored for an exciting cutscene where the mysterious villain attempts to kill Professor Layton by means of a ferris wheel. Fortunately for our heroes, they dodge the ferris wheel. The ferris wheel destroys the locked shed instead. That means our heroes can go to the other sewer system in the town! Um...yay? Oh, wait. The professor thinks it's an underground passage that leads to the tower, not a sewer system. That must be his famous intuition talking again! Head into the underground passage. Video #26: http://www.youtube.com/watch?v=27MksQdc-t8 There's a puzzle on the wall here. It points to the exit to this room. Puzzle #089: Which Way ---------------------- Location: Under the Shack Examine: Sign ------------- Summary: Can you find the hidden arrow in this picture? Solution: The arrow is bigger than the one shown, and it is pointing left. The rightmost end of the arrow is against the right edge of the picture. It is on the middle/lower part of the picture. --- The Professor realizes that he must go left. Do so, and you come across a locked door. Puzzle #090: Get the Ball Out! 2 -------------------------------- Location: Underground Path Examine: Locked Door -------------------- Summary: Can you get the ball out of the maze? Solution: My strategy is just to move things around in a clockwise manner in order to free up space; once that's done, I move the red ball to the exit. The puzzle can be solved in fewer moves than I take, though. 1. Move the bottom blue block right. 2. Move the bottom purple block into the exit. 3. Move the bottom blue block left twice. 4. Move the right purple block down and right. 5. Move the right green block down twice. 6. Move the upper purple block right twice. 7. Move the upper blue block right twice. 8. Move the left purple block up and left. 9. Move the left green block up twice. 10. Move the left blue block left twice. 11. Move the yellow block down once. 12. Move the red ball down twice and right twice. 13. Move the left green block down once. 14. Move the left purple block right twice and up once. 15. Move the upper blue block left three times. 16. Move the yellow block up twice. 17. Move the right green block left twice. 18. Move the lowest purple block up twice. 19. Move the red ball to the exit. --- Solving the puzzle opens the door and leads to a curious room. Examine the paintings on the back wall to find a hidden corner that contains the key to the tower. But...where is the keyhole? Perhaps the dead end in front of the tower isn't as dead as it appears. Chapter Seven ends, and the key is added to the list of mysteries. 003h-Chapter Eight: The Shadowy Intruder ----------------------------------------------------------- Examine the paintings on the right wall for a puzzle. Puzzle #091: Pattern Matching ----------------------------- Location: Underground Area Examine: Paintings ------------------ Summary: Which of the four given stitches fit the pattern? Solution: B. --- Return to the village now. When you leave the park, Professor Layton will decide NOT to investigate the dead end until determining the identity of whoever it is who tried to kill them with a ferris wheel. Thus, Chapter Eight officially begins. Professor Layton thinks the key to figuring out who the villain is lies at the inn--after all, the villain must be the person who skipped out without paying his bill, right? Not paying bills and attempting to kill archaeologists with remote-control ferris wheels are both villainous deeds, after all. Before heading to the inn, go into the sewers. On the right path is Sylvain with a puzzle. Puzzle #092: Wash Up -------------------- Location: Sewer Dead End Character: Sylvain ------------------ Summary: You want to turn as few valves as possible to get water flowing in these pipes. Which valves do you open? Solution: You should open the only valve on the second-from-the- top level, and the leftmost valve on the second-from-the-bottom level. --- Now return to the inn and talk to Beatrice. The Professor will ask for some newspapers, for reasons that don't get explained. All the newspapers have gone missing, for other reasons that don't get explained. Ramon shows up and says that Chelmey wishes to see him. Off to Reinhold Manor! Video #27: http://www.youtube.com/watch?v=5ZqupjJn9p0 On the way to the manor, Professor Layton meets up with the mysterious woman he met in front of the wall on the north part of town. She knows that he has the key to the tower, and she warns him to stay away. Then she leaves. Go north to Ramon. Talk to him for a puzzle. Puzzle #093: Over the River --------------------------- Location: Manor Border Character: Ramon ---------------- Summary: Help Stachenscarfen get his wolf, sheep and cabbage across the river. He can only take one item at a time, and he can't leave the wolf alone with the sheep, nor the sheep alone with the cabbage. Solution: This takes seven moves. 1. Take the sheep to the right. 2. Go left. 3. Take the cabbage right. 4. Take the sheep left. 5. Take the wolf right. 6. Go left. 7. Take the sheep right. --- Time for a healthy dose of plot. Go to the upstairs portion of the manor to meet Chelmey. Inspector Chelmey believes that Layton is the person who murdered Simon. His evidence? Layton's fingerprints were found on a vase...the vase which was the murder weapon! That's the vase that was handed to Professor Layton in the marketplace in chapter five. Remember? Puzzle #70 was about the vase. Inspector Chelmey destroys the vase and starts hurling accusations. Professor Layton brushes them aside by offering a few alternate theories as to what happened. A cutscene occurs where Layton comes to the conclusion that Inspector Chelmey is the criminal. He then asks what the Inspector's favorite food is, according to the newspaper article about him. Inspector Chelmey likes potato fritters. After all, there's a picture of him eating the fritters his wife Amelie made. Chelmey says that he only likes Amelie's fritters. Professor Layton points to the newspaper article that clearly states that Chelmey's wife is named Amy, not Amelie. Aha! Layton laid a clever trap to catch this fiend! Layton further points out that the gate to town was shut during their search for Claudia, yet Chelmey claims to have entered town much later, after Simon was murdered. He couldn't have entered town when he claimed, as the gate to town was already shut! Furthermore, Layton questions the fact that Chelmey knows about the key to the tower, when no one told him about it, and Professor Layton has told no one about it either. Now for the big revelation...Chelmey is really Don Paolo in disguise! That's exciting...but who's Don Paolo? It turns out that Don Paolo is an evil genius who randomly decided that Professor Layton is his archnemesis. How utterly bizarre, given the fact that Professor Layton has never met him before. Don Paolo swears revenge and escapes through the window. 003i-Chapter Nine: The Tower's Secret ----------------------------------------------------------- Video #28: http://www.youtube.com/watch?v=XVuIgmPR6Ps Well, now that Don Paolo is out of the way, it must be time to head to the tower and find the Golden Apple. Stop by Archibald's house on the way there, though (Lucy is standing right outside Archibald's house); he has a puzzle. Puzzle #109: Laziest Man on Earth --------------------------------- Location: Archibald's Character: Archibald -------------------- Summary: A lazy man is sitting in his chair in his living room. Which part of the room can he not reach without getting up? Solution: Underneath the chair! --- If you head to Prosciutto's, you get a puzzle. Puzzle #104: A Sweet Treat -------------------------- Location: Prosciutto's Character: Prosciutto --------------------- Summary: Your friends enjoy giving you unnecessary complications. They have a four by four piece of chocolate, and they want you to divide it into four equal shapes, each with an almond in a different position. Solution: Divide the pieces like this... aacc abcd abcd bbdd --- Okay, enough diversions. Time to head straight to the tower. Oh, wait. On the way, you meet Martha. Talk to her for a puzzle. Puzzle #105: Rolling a Three ---------------------------- Location: Tower Road Character: Martha ----------------- Summary: The odds of rolling a three on one roll of a die is 1/6. The odds of doing it twice in a row are 1/36. The odds of doing it three times in a row are 1/216. Well, you've just rolled three threes in a row. What are the odds of rolling a three on your next roll? Solution: As the summary says, the odds of rolling a three on one roll of a die is 1/6. The question is designed trick you into thinking that you're supposed to give the odds of rolling four threes in a row. --- Okay, NOW head to the tower. You run into the dead end, but Professor Layton notices a keyhole he didn't see before. The tower key perfectly fits into the keyhole, and the keyhole matches up with the X on the piece of paper found in the Baron's desk in Archibald's house. Chapter Nine officially starts here. Head to the door and tap on it. It doesn't open unless you have solved 75 out of the 113 puzzles you could have solved by now. If you haven't solved enough puzzles, go to Granny Riddleton to solve puzzles you missed and start talking to everyone in hopes that they give you puzzles to solve. When you can go inside, Professor Layton and Luke will crash through the floor and end up in an odd laboratory. Whoever runs the laboratory is apparently keeping tabs on everyone in town. What an odd place. Video #30: http://www.youtube.com/watch?v=YeVUPuvGJ04 When you try to head upstairs, our heroes meet Bruno. Bruno will give you a long, ridiculous backstory. Pretty much everyone in the village is a robot, but no one has ever noticed. The tower is Bruno's workshop, and when he "kidnaps" someone, he's just performing repairs on them. ...Wow. Now the Professor's mission is the scale the tower. Each floor of the tower has a puzzle. Solve a puzzle to get to the next level. At the top is the Golden Apple...whatever it may be. Along the way, the Professor and Luke will wrap up various loose ends of the plot of the game. Puzzle #094: Get The Ball Out 4! -------------------------------- Location: Tower Floor 1 Examine: Locked door -------------------- Summary: Get the ball to the exit, if you can. If you're really good, you can do this in 21 moves. Solution: Well, I just follow my general strategy of starting in the lower/left and moving counter-clockwise, freeing up space as I do so. I also tried to get the red ball into the upper/right hand corner as one of my goals in hopes that was part of the best strategy. 1. Move the leftmost purple block down. 2. Move the second-from-left purple block left. 3. Move the bottom blue block left. 4. Move the right green block down twice. 5. Move the rightmost purple block down twice. 6. Move the second-from-right purple block right and down. 7. Move the upper blue block right twice. 8. Move the red ball down and right. 9. Move the left green block up twice. 10. Move the yellow block left. 11. Move the up-most purple block left and down. 12. Move the up-most blue block down. 13. Move the red ball into the upper/right hand corner. Yes! Progress! 14. Move the upper blue block up and left twice. 15. Move the red ball down twice and left. 16. Move the rightmost purple block up three times, into the corner. 17. Time to switch the red ball with the purple block next to it. Move the red ball right once. 18. Move the purple block up once. 19. Move the red ball down and left. 20. Move the green block up three times. 21. Move the red ball to the exit. Woah...I stumbled upon the quickest strategy? Amazing! Puzzle #095: A Magic Square --------------------------- Location: Tower Floor 2 Examine: Locked Door -------------------- Summary: We have a partially completed magic square. Complete it, please. Solution: 'Tis not too hard. The five must go in the middle, and 8 goes with 2 and 1 with 9 to get those parts of the magic square balanced. That's half the numbers already in place for you! 2 9 4 7 5 3 6 1 8 Puzzle #096: Take the Stairs ---------------------------- Location: Tower Floor 3 Character: Pavel ---------------- Summary: You're in a ten story building. It took 48 seconds to go from the 1st to 4th floor. How many seconds will it take to go from the 4th to the 8th? Solution: 64 seconds. It must take 16 seconds to climb each floor. The "trick" to the puzzle is realizing that 8 � 4 = 4, whereas 4 � 1 = 3. So going from the first to fourth floor is only going up three staircases, while going from fourth to eighth is going up four. --- Video #30: http://www.youtube.com/watch?v=G7A3DIqsxQ4 Ah, the joys of mathematical and logical deduction... Puzzle #097: Princess in a Box 1 -------------------------------- Location: Tower Floor 4 Examine: Locked Door -------------------- Summary: You're not tired of slider puzzles yet, are you? Good! Here's another one. Get the red block to the right-hand side of the screen. Solution: Complicated puzzles. Let me try to simplify the explanation by breaking it up into little parts. When I say use numbers to describe rows (like "third row"), I mean third from the top. When I do the same for columns (like "second column"), I mean second from the left. Part 1 � Get the purple block in the upper/right hand corner by moving it and a bunch of green blocks. 1. Move the second row green block right and down. 2. Move the left, third row green block up and right. 3. Move the purple block right. 4. Move the leftmost, top row green block down twice. 5. Move the leftmost, top row green block left once, down once. 6. Move the leftmost, top row green block left twice. 7. Move the purple block up once. 8. Move the rightmost, third row green block left. 9. Move the rightmost, second row green block down. 10. Move the purple block right. Part 2 � Get the blue blocks together in the upper/left hand corner. This involves moving the bottom blue block to the right, and bringing it up while moving the purple block down and red block right to fill in the empty spots you create. 11. Move the fourth column green block up twice. 12. Move the fourth column green block up twice. 13. Move the leftmost, bottommost green block right once and up once. 14. Move the bottom blue block right twice. 15. Move the red block down once. 16. Move the leftmost, second row green block left. 17. Move the second-from-left, second row green block left. 18. Move the leftmost, third row green block up. 19. Move the second-from-left, second row green block up. 20. Move the bottommost blue block up. 21. Move the bottommost green block left twice. 22. Move the rightmost green block down and left. 23. Move the purple block down twice. 24/25. Move the upper row green blocks right. 25. Move the third-from-left column green block up. 26. Move the second row, fourth column green block right. 27. Move the bottom blue block up. 28. Move the bottom, left green block up and right. 29. Move the red block right. 30. Move the leftmost green block down twice. 31. Move the second row, leftmost green block left and down. 32. Move the lower blue block left twice. Your strategy now will be to move the blue blocks down to the bottom/left hand corner. This will free up space to move the red block right and up. 33. Move the third row right green block up and left. 34. Move the third row green block up twice. 35. Move the red block right. 36. Move the left column, upper green block right and down. 37. Move the lower blue block down. 38. Move the upper blue block down. 39. Move the leftmost, top row green block left twice. 40. Move the top row, second-from-left block left twice. 41/2. Move the second row of green blocks up. 43. Move the red block up. 44/5. Move the bottom row of green blocks right. 46/7. Move the blue blocks down. Now, just move that red block up and right, and move the purple block down and left. 48/9. Move the two green blocks in the upper/left down once. 50. Move the top row, leftmost green block left twice. 51. Move the top row, second-from-right green block left twice. 52. Move the red block up. 53. Move the bottom row, rightmost green block up and left. 54. Move the purple block left. 55/56. Move the rightmost column of green blocks down twice. 57. Move the red block right. 58/9. Move the third-from-right column of green blocks up. 60. Move the purple block left. 61. Move the second-from-bottom green block left and down. 62. Move the red block down, right, and OUTTA THERE! Puzzle #098: Card Order ----------------------- Location: Tower Floor 5 Character: Martha ----------------- Summary: There are five cards here. Arrange them in the correct order. 1. The club is right of the heart. 2. The spade is not next to the diamond or joker. 3. The club is not next to the joker or diamond. 4. The heart is not next to the diamond or spade. Solution: Simple enough, especially when you combine clues 2 through 4 to get a new rule: The diamond is not next to the spade, club or heart. The diamond, therefore, must be next to the joker, so it must be on either the left or right end of the table. The order is diamond, joker, heart, club, spade. Puzzle #099: 33333! ------------------- Location: Tower Floor 6 Examine: Locked Door -------------------- Summary: Arrange the digits 1-9 in a subtraction problem to result in 33,333. Solution: You can do either 41268 � 7935 or 41286 � 7953. Video #31: http://www.youtube.com/watch?v=jEgJPLdied4 Almost done! Just one more puzzle between you and the Golden Apple! Puzzle #100: Seven Squares -------------------------- Location: Tower Floor 7 Examine: Locked Door -------------------- Summary: Make seven squares on the pinboard. Use each pin once. Solution: 1. The first square is in the upper/left corner. Take those four pins in the upper/left and use them to form a square. This will be the only non-tilted square. 2. Make a line between the two pins in the lower/left hand corner. This is the side of the next square. Form the complete square, and an empty pin will be right in the center of the square. 3. There are three squares the same size of square #2. The next one is formed in the upper/right corner. A line between those two pegs forms the side of the square. 4. This square is the same size/position as squares 2 and 3. It will be right of square two, but up a peg. That's the only place you can place a square of that size. 5. Draw a line, connecting the center of the upper/right square with the center of the middle/right square. That's a side of square 5. 6. Square 6 will take up the leftmost peg, the bottommost peg, the rightmost peg and the topmost peg. It's what I like to call a "big" square. 7. Make a square with the four remaining pins. --- All right! You have now solved all 120 puzzles in St. Mystere! Unless you're like me, and skipped some. If that's the case, go through your puzzle index and figure out which puzzles you missed, do a search for that puzzle number on this webpage to locate where it is, then go back and solve it! Okay, so head up the stairs to see...a cottage? On top of the tower? How curious! The game will ask you if you want to continue inside the cottage, or if you want to go back to the village. The game automatically saves here; if you go forward and beat the game, you restart from this point. The chapter officially ends here, if you're wondering. Go inside the meet the mystery woman, who reveals herself as Flora. Flora is the Golden Apple! The whole thing was a set-up by Baron Reinhold to find a suitable guardian for his daughter. Don Paolo then attacks by means of a destructive flying machine, the fiend. Luke, Layton and Flora attempt to escape, but only Luke makes it out! Fortunately, Layton has an idea. Video #32: http://www.youtube.com/watch?v=uP-cnrLPQ7M Professor Layton creates a makeshift flying machine. It's more of a glider, designed to take him and Flora down in safety. Don Paolo, who has some anger issues, attacks, fails and swears revenge. Flora and the Professor make a semi-dangerous landing, but they end up okay. Flora hugs Professor Layton and smiles, revealing a curious birthmark. One that's shaped...like an apple! The Professor quickly heads to Reinhold Manor and asks Luke to locate the apple on Flora's portrait. It's a hidden button! Pressing it opens up a secret passage that contains the Baron's fortune. Flora decides not to take all of the fortune so the curious village can remain open. My final video contains the ending cutscene and the credits. Video #33: http://www.youtube.com/watch?v=Ui3ZBK3ArA0 The game isn't over yet, folks. There are several bonus puzzles you get for doing things during the game. 004-Gizmos ----------------------------------------------------------- Video #34: http://www.youtube.com/watch?v=V6LHlovAdto Early on in the game, Professor Layton learns about gizmos from Franco. When you solve certain puzzles in the game, you get gizmos. Specifically, you get gizmos from puzzles 16, 19, 20, 21, 23, 24, 25, 27, 28, 29, 30, 31, 32, 34, 35, 37 38, 40 and 41. Once you have all the gizmos, open up Professor Layton's trunk and solve the gizmo puzzle by tapping on all the pieces in any order you want. This will result in a robot dog who will sniff out hint coins for you. As a reward, Professor Layton opens up the Inventor's House in the bonuses section of the game. Save your game, and the next time you turn on your DS, you can access these puzzles. Puzzle #121: Diamond in the Flag -------------------------------- Summary: You have a picture of a flag with a diamond shape at its center. There are several measurements listed. Can you use them to figure out the area of the diamond relative to the area of the flag? Solution: The diamond is 1/8 the size of the flag. Puzzle #122: The Next Die ------------------------- Summary: You have a series of dice. Which of the three options finishes the series? Solution: C. The pattern to the series is the dots on the top row of the dice. Puzzle #123: Tons of Triangles ------------------------------ Summary: You have a lot of triangles here. How many are there in all? Solution: 17. 005-Furniture ----------------------------------------------------------- Video #35: http://www.youtube.com/watch?v=GFrlT-skerY You get pieces of furniture for solving certain puzzles in the game. Specifically, the pieces of furniture come from solving puzzles 18, 33, 43, 46, 47, 49, 50, 53, 55, 56, 57, 61, 63, 69, 71, 72, 73, 75, 77, 78, 80, 82, 85, 88, 89, 91, 103, 104 and 109. But that's not all! You have to figure out which pieces of furniture go with which character, based on how much they like their furniture. Luke gets the teddy bear, the blue bed, the cream rug, the simple chair, the desk, the telly, the bookcase, the pile of books, the world map, the violin, the globe and the reading lamp. Layton gets all the other items. Solving this puzzle gets you three bonus puzzles. Puzzle #124: Missing Number --------------------------- Summary: What number is missing from the sequence 12311_1213? Solution: 1! The sequence is a series of dates. 12/31, 1/1, 1/2, 1/3. Puzzle #125: Rolling the Die --------------------------- Summary: A boy rolls a die. When he gets a 1, he says 15. When he gets a 6, he says 20. What does he say when he gets a 3? Solution: He says 17, the number of visible dots on the die. Puzzle #126: Red and Blue 2 --------------------------- Summary: Can you switch the red and blue balls while keeping them in the proper order? Solution: Sure, you can! It's just like Red and Blue 1, only this time all you have to do is switch the order of the balls. Specifically, switch the blue balls around so they read D B A C. Then, move the A ball to the upper/middle spot. Move the red C and D balls to the right, and move the blue A in the lower/left. Then move the red A and B balls out of the way to the right so you can move the blue A ball to the upper/left part. Now you'll want to do the same thing--get the red A ball in the upper/right. Move it to the middle/upper spot, move other balls out of the way and move it to the red D spot. Move more balls out of the way, and move the red A to the A spot. Now the red and blue A balls are in place. You don't have to move them again. This is half the challenge to this puzzle. Move the blue B to the middle/upper spot. Move the balls around so you can move it into the Blue B spot. Do the same with the red B. Don't move them ever again. Now get Blue D in place, Red D in place, and slide Blue C and Red C into place. 006-Painting Pieces ----------------------------------------------------------- Video #36: http://www.youtube.com/watch?v=Q2NQJKkTifc Early on in the game, Matthew gives the Professor a picture frame, in hopes that the Professor can find the painting that goes in the frame. When you solve certain puzzles in this game, you get a piece of a painting. Specifically, you get painting scraps from puzzles 14, 17, 26, 36, 45, 48, 51, 52, 54, 59, 60, 62, 79, 81, 83, 86, 87, 90, 93. Once you have all the painting scraps, you can open up Professor Layton's trunk and rearrange the scraps in order to form a picture of Lady Dahlia and Claudia. As a reward, Professor Layton opens up the Art Lover's House in the bonuses section of the game. Save your game, and the next time you turn on your DS, you can access these puzzles. Puzzle #127: Perimeter Perplexer -------------------------------- Summary: You are given a diagram and asked to find the perimeter. The diagram is not to scale. Solution: The answer is 26 feet. Puzzle #128: Number Lock ------------------------ Summary: This door has an odd lock. It won't open unless the two vertical column and the horizontal row equal the same number when multiplied. That is, if you multiply the three digits in the horizontal row or either vertical column, you get the same number. Solution: The number you get is 72. You get this by arranging the numbers like this: 3 1 429 6 8 Puzzle #129: Four Balls -------------------------------- Summary: You have four different colored balls. Get each ball to its respective exit. Solution: 1. Move the left green block down. 2. Move the top blue block left twice. 3. Move the right green block up twice. 4. Move the yellow ball left and up. 5. Move the lower blue ball right three times. 6. Move the red ball up once and right twice. 7. Move the left green block down twice. 8. Move the yellow block left. 9. Move the yellow ball left once and up twice. 10. Move the red ball up and right. 11. Move the yellow block right and down. 12. Move the upper blue block down. 13. Move the red ball down. 14. Move the red ball right three times. 15. Move the upper blue block up. 16. Move the yellow ball two left and one up. 17. Move the blue ball down and left. 18. Move the upper blue block right. 19. Move the yellow ball into place. 20. Move the upper blue block left. 21. Move the blue ball right twice and up. 22. Move the yellow block up and left. 23. Move the red ball left, down and left. 24. Move the blue ball down twice and right. 25. Move the red ball right once and up three times. 26. Move the lower blue block left twice. 27. Move the blue ball into place. 28. Move the blue block right. 29. Move the right green block down and left. 30. Move the green ball down three times. 31. Move the red ball into place. 32. Move the green ball up twice and left. 33. Move the right green block right and up. 34. Move the blue block left twice. 35. Move the blue ball left and up. 36. Move the blue block right twice. 37. Move the green ball down three times and left. 38. Move the yellow block right. 39. Move the left green block up twice. 40. Move the green ball into place. 41. Move the lower blue block left three times. 42. Move the blue ball into place. 007-The Golden Apple's House ----------------------------------------------------------- Video #37: http://www.youtube.com/watch?v=xDNOvWzp7TE You get three bonus puzzles, also called Layton's Challenges, when you beat the game. They can be found in the Golden Apple's House. Puzzle #130: Too Many Queens 5 ------------------------------ Summary: Can you put eight queens on a standard chess board so none blocks another one's line of movement? Solution: There are apparently 12 answers to this puzzle. The one I found was this: .q...... .....q.. q....... ......q. ...q.... .......q ..q..... ....q... Puzzle #131: Heavier or Lighter? -------------------------------- Summary: You have 12 weights. 11 are the same weight, but one is different. Can you figure out which one it is in only 3 weighings? Solution: Woah. So. Tough. Let me go through all the possible results, and hope I didn't make any mistakes. 1. Weigh 1, 2, 3 and 4 against 5, 6, 7 and 8. This results in... 1a. 1/2/3/4 side is lighter. 1b. 5/6/7/8 side is lighter. 1c. The two are equal. If you have 1a, you know the odd weight is one of the weights from 1 to 8. The way to figure out which one is the odd one is by switching them up a bit. Weigh 1, 2 and 12 against 3, 4 and 5. This has three possible results. 1a-2a. 1/2/12 side is lighter. 1a-2b. 3/4/5 side is lighter. 1a-2c. The two are equal. If you have 1a-2a, you know the odd weight out is not 3, 4 or 5. Why? When you moved them in weighing #2, the scales remained unchanged. Also, weights 6, 7 and 8 are not the answer, otherwise, the scales would balance with the odd weight having been taken off. So it's weight 1 or 2. Weigh 1 VS 2, and the lighter one is the answer. If 1a-2b, you know that the odd weight out must be 3 or 4, because when you moved them from the left to the right in weighing #2, the scales changed. Also, you know that you are looking for a lighter weight, as moving 3 and 4 resulted in the 3/4/5 side being lighter than 1/2/12. So, weigh 3 VS 4. The lighter one if the one you want. If you have 1a-2c, you know that the odd weight is either 6, 7 or 8, because 9-12 were eliminated in the first weighing, and moving 1-5 in weighing #2 had no effect. Further, because 1/2/3/4 was lighter than 5/6/7/8 is weighing #1, the weight you're looking for is a heavier weight. Therefore, weigh 6 VS 7. 1a-2c-3a. 6 is lighter. 1a-2c-3b. 7 is lighter. 1a-2c-3c. The two are equal. If 1a-2c-3a, 7 is the odd weight out. If 1a-2c-3a, 6 is the odd weight out. If 1a-2c-3a, 8 is the odd weight out. --- If you have 1b, you know the odd weight is one of the weights from 1 to 8. The way to figure out which one is the odd one is by switching them up a bit. Weigh 1, 2 and 12 against 3, 4 and 5. This has three possible results. 1b. 5/6/7/8 is lighter than 1/2/3/4. 1b-2a. 1/2/12 is lighter. 1b-2b. 3/4/5 is lighter. 2b-2c. The two are equal. If 1b-2a, you know that 2 and 3 aren't the odd weight, as moving them from one side to the other did not affect the slope. You also know 6, 7 and 8 are not the odd weight, as removing them didn't cause the scales to balance. So, the odd weight is 1, 4 or 5. Weigh 1 and 5 against 10 and 11. This has three results. 1b-2a-3a. 1/5 is lighter than 10/11. 1b-2a-3b. 10/11 is lighter than 1/5. 1b-2a-3c. 1/5 = 10/11. If 1b-2a-3a, you just learned the odd weight out (1 or 5) is lighter than 10/11. Therefore, you're looking for a lighter weight. 5 was lighter than 1 in Weighing #1, ergo, 5 is the answer. If 1b-2a-3b, you just learned that the odd weight out (1 or 5) is heavier than 10/11. Ergo, you're looking for a heavier weight. 1 was heavier than 5 in Weighing #1, therefore, 1 is the answer. If 1b-2a-3c, you just learned that 1 and 5 equal 10 and 11. Ergo, 1 and 5 are not the odd weight out, as they equal the non- odd weights. 4 is the odd weight out. If you got 1b-2b, you learned that the odd weight out is not 3 or 4, as moving those two did not tip the scales. So 1, 2 or 5 must be the odd weight. Weight 1/5 VS 10/11. This has three possible results. 1b-2b-3a. 1/5 is lighter than 10/11. 1b-2b-3b. 10/11 is lighter than 1/5. 1b-2b-3c. 1/5 = 10/11. If 1b-2b-3a, the weight you're looking for is a light one, as 1 and 5 are lighter than 10/11 (weights that are not the odd one). Weighing #1 says 5 is lighter than 1, so 5 is the odd weight out. If 1b-2b-3b, the weight you're looking for is a heavier one, as 1 and 5 are heavier than 10/11 (weights that are not the odd one). Weighing #1 says that 1 is heavier than 5, so 1 is the odd weight out. If 1b-2b-3c, 1 and 5 cannot be the odd weight, as they both equal 10 and 11 (also not odd weights, as proved by Weighing #1). Therefore, 2 must be the odd weight out. If you have 1b-2c, you know that the odd weight out is 6, 7 or 8. When you moved them off the scales, the scales balanced. Further, you now know that you're looking for a light weight, as 6, 7 and 8 were all on the lighter side during Weighing #1. Weight 6 VS 7. 1b-2c-3a. 6 is lighter. 1b-2c-3b. 7 is lighter. 1b-2c-3c. They are the same. If 1b-2c-3a, 6 is the odd weight. If 1b-2c-3b, 7 is the odd weight. If 1b-2c-3c, 8 is the odd weight. --- If you have 1c, you know that the odd weight is 9, 10, 11 or 12. Weigh 9, 10 and 11 versus 1, 2 and 3. This has three possible results. 1c�2a. 9/10/11 side is lighter. 1c�2b. 1/2/3 side is lighter. 1c�2c. The two sides are equal. If you have 1c�2a, it means the odd weight out is either 9, 10 or 11. It also means the odd weight is lighter than the other eleven weights. Weigh 9 VS 10. If 9 is lighter, 9 is the odd weight out. If 10 is lighter, 10 is the odd weight out. If 9 = 10, 11 is the odd weight out. If you have 1c-2b, it means the odd weight out is either 9, 10 or 11. It also means the odd weight is heavier than the other eleven weights. Weight 9 VS 10. If 9 is lighter, 9 is the odd weight out. If 10 is lighter, 10 is the odd weight out. If 9 = 10, 11 is the odd weight out. If you have 1c-2c, you've figured out that weights 1-11 are all the same weight. 12 is the odd weight out. Puzzle #132: Princess in a Box 2 -------------------------------- Summary: You solved the other puzzles in this game, so you must be a glutton for punishment. Can you get the red block out of this puzzle? Solution: This is the same as Princess in a Box 1, only with two purple blocks. Sigh... Let me try to simplify the explanation by breaking it up into little parts. When I say use numbers to describe rows (like "third row"), I mean third from the top. When I do the same for columns (like "second column"), I mean second from the left. Part 1 � Get the purple blocks in the upper/right hand corner. 1. Move the upper/right green block down twice. 2. Move the upper purple block right. 3. Move the bottom purple block up twice. Part 2 � Make a full column of purple blocks on the rightmost column. 4. Move the bottom row, left green block right and up. 5. Move the bottom blue block right twice. 6. Move the red block down once. 7. Move the second-row green block left twice. 8. Move the leftmost third row green block up and left. 9. Move the leftmost third row green block left and up. 10. Move the third row green block left twice. 11. Move the bottom row green block up and left. 12. Move the right purple block down twice. 13. Move the upper purple block right once. Part 3 � Get the two blue blocks together, right where the red block is now. 14. Move the upmost green block right and down. 15. Move the upper blue block right twice. 16. Move the second row, leftmost green block up. 17. Move the second row, leftmost green block up. 18. Move the red block up. 19. Move the lower blue block left twice. 20-4. Move the four green blocks in the center down. 25. Move the upper blue block down. 26/7. Move the top row green blocks right. 28. Move the red block up 29/30. Move the third row green blocks left. 31. Move the upper blue block down. 32. Move the top row, left green block down and right. 33. Move the red block right. 34. Move the third row green block up twice. 35. Move the third row green block left and up. 36. Move the upper blue block left. Part 4 � Just move everything in a big counter-clockwise fashion until the red block can leave. 37. Move the bottom row, right green block up and left. 38. Move the lower purple block left. 39. Move the upper purple block down twice. 40. Move the second-from-left column green block right. 41. Move the second-from-left column green block right. 42. Move the red block right. 43. Move the second row green block right and up. 44. Move the blue block up. 45. Move the blue block up. 46. Move the bottom row green block left twice. 47. Move the second-from-bottom row green block down once and left. 48. Move the purple block left. 49. Move the purple block left. 50. Move the rightmost green block down twice. 51. Move the rightmost green block down twice. 52. Move the red block right. 53. Move the top row green block right and down. 54. Move the top row green block right twice. 55. Move the blue block up. 56. Move the blue block up. 57. Move the second-from-left green block up and left. 58. Move the purple block left. 59. Move the purple block left. 60. Move the second-from-bottom row green block left and down. 61. Move the red block down and right. 008-The Puzzle Master's House ----------------------------------------------------------- Video #38: http://www.youtube.com/watch?v=-bODJfo-K_A Okay, so you beat all the puzzles in the game, including the above-discussed bonus puzzles. When this happens, you get three final puzzles to whet your appetite. Puzzle #133: Finish the Equation -------------------------------- Summary: Place 3, 4, 7 and 8 into the equation (_ - (_ / _)) x _ = 10. Solution: (3 � (7/4)) X 8 = 10. The equation is deliberately misleading with where it places the "divided by" sign. Harrumph. Puzzle #134: Land Disputes -------------------------- Summary: Four people want the 6 by 6 area divided into four parts, each the same shape, and each having a house and well. Can you make the proper divisions? Solution: The proper shape is this... X X XXX X XXX Kind of an odd shape, but four of them, one in each corner, will perfectly fill the board. Puzzle #135: Royal Escape ------------------------- Summary: So, it's Princess in a Box with more blue blocks. This is actually a famous French puzzle called "The Red Donkey", although I suppose it's slightly more elegant for them to use a princess instead of a donkey here. Solution: Again, I'll try to simplify things by taking it in steps. When I say use numbers to describe rows (like "third row"), I mean third from the top. When I do the same for columns (like "second column"), I mean second from the left. Part 1 � Focus on the right-hand side of the screen, and move the two blue blocks in the upper/right corner. 1. Move the upper green block down once. 2. Move the upper blue block right once. 3. Move the purple block up. 4. Move the third row green block left. 5. Move the fourth row green block up and left. 6. Move the bottom blue block right. 7. Move the leftmost green block down. 8. Move the third row green block left. 9. Move the bottom blue block up. 10. Move the bottom row green block right twice. 11. Move the third row green block down and right. 12. Move the purple block down. 13. Move the second row, left green block left and up. 14. Move the second row green block left twice. 15. Move the blue block up. Part 2 � Let's move the blue blocks in the upper/right hand corner to the left once. 16. Move the bottom row, left green block up and right. 17. Move the purple block right. 18. Move the second row green block down twice. 19. Move the top row green block down twice. 20. Move the upper blue block left. 21. Move the lower blue block left. Part 3 � Move the red block up. 22. Move the third row green block up twice. 23. Move the bottom row green block up twice. 24. Move the third row green block right and down. 25. Move the blue block down. 26. Move the blue block down. 27. Move the upper/left blue block right twice. 28. Move the red block up. Part 4 � Get the middle column completely full of blue blocks. 29. Move the lowest blue block up. 30. Move the bottom row green block left twice. 31. Move the bottom row green block left twice. 32. Move the third row, right blue block down. 33. Move the third row blue block right. Part 5 � Move the red block down. 34. Move the red block down. Part 6 � Get blue blocks in opposite corners of the screen. One in the upper/left, another in the bottom/right. 35. Move the upper blue block left twice. 36. Move the second row blue block up. 37. Move the third row green block left twice. 38. Move the top row green block down and left. 39. Move the purple block up twice. 40. Move the bottom row blue block right. 41. Move the third row blue block right. Part 7 � Move the red block right. 42. Move the third column green block down twice. 43. Move the red block right. Part 8 � Move the red block right. 44. Move the left column green block up twice. 45. Move the second column green block left and up. 46. Move the bottom row green block left twice. 47. Move the bottom row blue block left twice. 48. Move the third row blue block down. 49. Move the fourth column green block down and right. 50. Move the blue block right. Part 9 � All right! We're really making progress! Let's get all the blue blocks to form a column on the left-hand side of the screen, which should get them out of the way. 51. Move the second row green block right and down. 52. Move the top row blue block down. 53. Move the top row blue block left twice. 54. Move the red block up. 55. Move the third row green block right twice. 56. Move the third row green block right. 57. Move the bottom row green block up. 58. Move the bottom row blue block left. 59. Move the bottom row blue block left. 60. Move the rightmost green block down. 61. Move the second-from-right column green block right. 62. Move the red block down. 63. Move the top row blue block right twice. 64. Move the second-from-top row blue block up. 65. Move the third row green block up. 66. Move the third row green block up. 67. Move the bottom row blue block up. 68. Move the bottom row blue block left twice. 69. Move the red block down. 70. Move the second row green block right twice. 71. Move the second row green block right twice. 72. Move the top row blue block down. 73. Move the top row blue block left. Part 10 � You're basically home free! Move the blocks in a clockwise fashion until the red block is out! 74. Move the second row green block up. 75. Move the second row green block up. 76. Move the red block up. 77. Move the bottom row green block left twice. 78. Move the third row green block down and left. 79. Move the purple block down twice. 80. Move the upper/right green block right and down. 81. Move the top row green block right twice. 82. Move the red block up. 83. Move the bottom/right green block up and left. 84. Move the purple block left. 85. Move the second row green block down twice. 86. Move the top row green block down twice. 87. Move the red block right. 88. Move the third row green block up. 89. Move the bottom row green block up. 90. Move the purple block left. 91. Move the third row green block left and down. 92. Move the red block down and right. Ha! Last puzzle of the game solved! 009-UK Exclusive Puzzles ----------------------------------------------------------- Video #39: http://www.youtube.com/watch?v=dz40MW7lpAc Those of you who played the UK version of the game might have noticed some of the puzzles are different. Actually, there are 16 puzzles that were changed for the UK release, and this section covers them. Some of the puzzles have different names for the UK release, but are essentially the same. I'm not going to cover which puzzles those are, because this guide is long enough already. Puzzle #005: Clock Hands ------------------------ Location: Plaza Examine: Clock Tower -------------------- Summary: An analogue clock has two hands, and occasionally, the two hands line up perfectly. How many times does this happen between 12 noon and 12 midnight? Solution: This happens once an hour, or ten times. 12 noon and 12 midnight don't count as answers. Puzzle #010: Four Digits ------------------------ Location: Manor Foyer Examine: Books -------------- Summary: You have four one-digit numbers. A + C = D, A X B = C, C � B = B, A X 4 = D. What is ABCD? Solution: 2368. A = 2, B = 3, C = 6, D = 8. The best way to figure this out is be realizing D must be 4 or 8, and A must be 1 or 2, based off the last equation, as D cannot be a double- digit number. Puzzle #113: Pet Menagerie -------------------------- Location: Entrance Examine: Inn Sign ----------------- Summary: A boy has ten pets: dogs, snakes, tortoises and canaries. The pets have six wings, three shells and twenty-six legs in all. How many snakes are there? Solution: Six wings means three canaries, three shells means three turtles. Those account for eighteen feet. 26-18=8, so the dogs and snakes must have eight feet in total. Snakes have no feet, so that means there are two dogs. Ten pets in all minus two dogs minus three canaries minus three turtles equals two snakes. Puzzle #045: Lunar Weight ------------------------- Location: Park Road Character: Adrea ---------------- Summary: Gravity on the moon is 1/6 of that on Earth. If you weigh a 600 gram weight on the moon, what will it weigh? Solution: The answer is B, less than 100 grams. This is because the scale itself weighs less on the moon, so its starting weight will be less than zero (whereas on Earth, it will have zero as a starting weight). Puzzle #046: Star in the Sky ---------------------------- Location: Park Gate Character: Deke --------------- Summary: How many triangles are in this picture? Solution: Twelve. Puzzle #050: Number Maze ------------------------ Location: Fork in the Road Character: Marco ---------------- Summary: You have a complex number maze. When you land on a number, head up/right/left/down from that spot, moving the number of spaces indicated by the spot you're on. Which exit can you reach? Solution: B. --- Video #40: http://www.youtube.com/watch?v=XAMDEmL_6jQ Puzzle #062: A Tricky Inheritance --------------------------------- Location: Manor Parlor Character: Chelmey ------------------ Summary: You have a diagram with measurements on the lower screen. Can you figure out the area of the triangle? Solution: The triangle is 150 square metres. Puzzle #066: Five Borrowers --------------------------- Location: Clock Tower Character: Lucy --------------- Summary: Five people have been borrowing and lending money. Each person borrowed from one other person, and lent to a different person. B borrowed from A, E did not lend to A, and C lent to D. Who did A borrow from? Solution: The clues say that A did not borrow from B, E and C. A did not borrow from himself, so he must have borrowed from D, the only remaining character. Puzzle #067: How Many Sweets? ----------------------------- Location: Clock Tower Character: Lucy --------------- Summary: Three boys are talking about their sweets. B has the most. If C gave one to A, A would have twice as much as B. If A gave two to C, all three would have the same amount. How many sweets are there in total? Solution: 9 sweets. B has 3, C has 1, A has 5. Puzzle #072: Truth and Lies --------------------------- Location: Plaza Character: Percy ---------------- Summary: You have three characters. A says he never lies. B says A lies. C says B lies. Only one is telling the truth. Who? Solution: B, the penguin, is telling the truth. Penguin power! Puzzle #076: Flower Garden -------------------------- Location: Park Road Character: Pauly ---------------- Summary: You have four shapes here. Which has the largest perimeter? Solution: Shape D. --- Video #41: http://www.youtube.com/watch?v=WlLmBxNrz_Q Puzzle #085: Train Speed ------------------------ Location: Outside the Sewer Examine: Laytonmobile --------------------- Summary: A 100m train travels over a 30m bridge in 30 seconds. How many kilometres per hour is the train moving at? Solution: 60 kilometres per hour. Puzzle #088: Leaky Tank ----------------------- Location: Shack Path Character: Sylvain ------------------ Summary: A 2.5m deep water tank is being filled 60cm per day, and leaks 20cm per night, so overall, it fills up 40cm per day. How long does it take for the tank to overflow? Solution: 6 days. The "trick" is that on this day, it is filled to 2.6, and leaks to 2.4 that night. Some people might think Day 6 is not the answer, as 2.4 is less than 2.5, but that is not the case. Puzzle #096: On the Stairs -------------------------- Location: Tower Floor 3 Character: Pavel ---------------- Summary: We have four men on the stairs: Jim, Mike, Steven and Tom. Jim and Tom aren't next to each other, Steven and Mike _are_ next to each other, and Tom is higher up than Steve. Which one is Jim? Solution: Jim is on the lowest step. D. Puzzle #111: Making a Square ---------------------------- Location: Park Road Examine: Poster --------------- Summary: We have four shapes. Three of them can be put together to form a square. How nice. When you do this, which shape is not used? Solution: D is the non-used shape. Puzzle #124: The Rope Ladder ---------------------------- Location: Decorator's House Location: Bonus Puzzles Section ------------------------------- Summary: A rope ladder hangs off of a boat. The water is under the ninth rung, and it rises at 40cm an hour. The rungs are 30cm apart. In three hours, which rung will the water be under? Solution: The ninth rung. As the water rises, so will the boat, and so will the ladder hanging off the boat. 010-Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2009. If you want to use any part of this FAQ, ask me first (instructions under general information)