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Bridge to Another World 10: Cursed Clouds - Full Walkthrough with Tips and Puzzles

Bridge to another world 10: Cursed clouds. Aurora finds a book with an unusual envelope inside and moves to the fabulous city of Celestis. Here the girl learns that a curse has fallen on the magical world, because of which earthquakes and other cataclysms constantly occur in the city. Enlisting an assistant in the form of a talking fox, Aurora decides to save Celestis from destruction. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 Sky Archipelago
  3. Chapter 2 Serpent
  4. Chapter 3 Artists’ District
  5. Chapter 4 The New King
  6. Chapter 5 Island of Scholars
  7. Bonus Chapter
  8. Collectibles
  9. Achievements in the game

Bridge to Another World 10: General Tips

Aurora could not even imagine that during the cleaning in the attic she would end up in the magical city of Celestis. There are floating islands, fabulous creatures and talking animals. Only recently, a curse fell on Celestis, slowly destroying it due to cataclysms and invasions of a huge serpent. Aurora wants to find a way to save the city and its people. She has two reasons for this - a great assistant in the form of a talking fox and an inexplicable feeling that the world of Celestis is familiar to her.

Throughout the game you will need to collect useful inventory. Without it, you will not be able to solve the tasks and advance to new locations. To get some items, you will have to complete puzzles and play mini-games. The game has several difficulty modes, you can choose any for a comfortable passage. If necessary, you can use the hint.

This guide will not mention every time you need to zoom in on a location. Screenshots will show each large-scale scene. Hidden object puzzles are referred to as HOPs. This walkthrough does not explain the decisions of the HOP. It only shows the location of the HOP and the resulting inventory item.

You will be shown puzzle solutions that are not randomly generated. Please read the in-game descriptions for each puzzle. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move between locations.

Bridge to Another World 10: Chapter 1 Sky Archipelago

  1. Take the clue star and ENVELOPE (A).
  2. Take the TAPE, note, and GATE DISC 1/4 from the ENVELOPE.
  3. Place the RIBBON (B).
  4. Talk with).
  5. Take GATE DISC 2/4 (D).

  1. Take the GRAPES and note (E).
  2. Offer GRAPES (F).
  3. Find pairs; move flowers (G).
  4. Take the DOLL, use the brush and open the box (H).
  5. Take SCISSORS and WHEAT INSERT (I).

  1. Take the GRINDER MECHANISM and map (J).
  2. Place DOLL; change: (1-3)-(2-3).
  3. Enter (K).

  1. Take the HOOK (L).
  2. Take the OLIVES (M).
  3. Use SCISSORS (N).
  4. Place STONES, GRINDSTONE MECHANISM, and OLIVES (O).
  5. Make and take the OIL (P).

  1. Use OIL (Q).
  2. Rotate the blades (R).
  3. Take note and SPRAYER (S).
  4. Take PESTICIDE with SPRAYER (T).

  1. Use PESTICIDE; move plants (U).
  2. Place WHEAT INSERT (V).
  3. Take note and GATE DISC 3/4 (W).

  1. Play the HOP (X); receive a CUBE.
  2. Take the SPECIAL TOKEN (Y).
  3. Use cube; place SPECIAL TOKEN (Z).
  4. Change: (1-3)-(2-4) (A).
  5. Take GATE DISC 4/4 (B).

  1. Place GATE DISCS (C).
  2. Easy: DE-Hx2.
  3. Difficult: Dx3-E.
  4. Sign in.

  1. Use the HOOK (I).
  2. Take the BRACELET (J).
  3. Take note, ROPE, and LOCK PIECE (K).

  1. Take the SHOP HANDLE; use OIL; insert parts and note (L).
  2. Place LOCK PIECE.
  3. Clockwise 1, counterclockwise 2, clockwise 3 (M).
  4. Find items; take the WEASEL 1/4 (N).
  5. Use the HOOK; receive BIRDHOUSE WINDOW and WOUNDED BIRD (O).

  1. Place BIRDHOUSE WINDOW (P); follow the sequence.
  2. Offer BRACELET; take ANIMAL 2/4, CADUCEUS, and TOY MOUSE (Q).

  1. Place SHOP HANDLE; move the other handle (R).
  2. Offer TOY MOUSE; take INK and ANIMAL 3/4 (S).
  3. Place CADUCEUS; take note and BANDAGE (T).

  1. Use the BANDAGE on the WOUNDED BIRD; take ANIMAL 4/4.
  2. Offer ANIMALS; take the KEYS (U).
  3. Select KEYS. Change (V); take the BOAT KEY (W).
  4. Use BOAT KEY (X).
  5. Enter (Y).

  1. Complete the HOP.
  2. Speak (Z).
  3. Take paper (A).
  4. Use INK (B).
  5. Take BOOK TOKEN 1/2 (C).

  1. Take BOOK TOKEN 2/2 and NEWSPAPER TOKEN 1/2 from the book; place BOOK TOKENS (D).
  2. Solution (E): (2-8)-(4-10)-(1-5)-(2-10)-(7-9)-(3-7)-(3-5).
  3. Take FLOWERS and INSTRUCTIONS (F).

  1. Take the BROKEN LADDER (G).
  2. Take the PIPE CLEANER (H); restore the image (I).
  3. Use the ROPE on the BROKEN LADDER; take the LADDER.
  4. Place LADDER (J).
  5. Take NEWSPAPER TOKEN 2/3; use the PIPE CLEANER (K).
  6. Receive SOOT.

  1. Move items; take the FOLDER, BOWL, and CHEESE (L).
  2. Offer CHEESE; take SWITCH TICKET (M).
  3. Take the CAPSULE (N).

  1. Change: (1-2)-(2-3) (O).
  2. Place CAPSULE and SWITCH TICKET (P).
  3. Take the SWITCH (Q).
  4. Find a switch.
  5. Place SWITCH; turn 2 and 3 (R).
  6. Take the READING GLASSES (S).

  1. Use the READING GLASSES on the FOLDER; enter code (T).
  2. Take the FLOWER GATE ROSE and NEWSPAPER TOKEN 3/3.
  3. Place NEWSPAPER TOKENS; take note and FIGURINE LEG (U).
  4. Move the hands and place the FIGURINE LEG (V).
  5. Take SCISSORS and GLUE (W).
  6. Use the SOOT, BOWL, and GLUE on the INSTRUCTIONS; put the soot and glue in a bowl.
  7. Take NEW INK.

  1. Offer NEW INK (X).
  2. Easy (Y).
  3. Difficult (Z).

  1. Take the PASS (A).
  2. Place FLOWER GATE ROSE and PASS (B).
  3. Rotate: Cx3-D-Ex4-Fx2.
  4. Enter (G).

Bridge to Another World 10: Chapter 2 Serpent

  1. Move branches x4 (H).
  2. Take the GARDEN KIT (I).
  3. Take FERTILIZER INGREDIENT 1/2; take the MOUSE KEY WITH SCISSORS (J).
  4. Take HANDLE and CHAIN ​​(K).

  1. Take the FLOWER POT (L).
  2. Take HOSE; place FLOWERS (M).
  3. Place the flowers as shown; take TAPE and PETAL TOKENS (N).
  4. Place FLOWER POT; change: (1-4)-(2-3).
  5. Take the BROKEN MOUSE (O).
  6. Collect the BROKEN MOUSE and insert the MOUSE KEY; take TOY MOUSE.

  1. Place PETAL TOKENS; place the PETALS (P).
  2. Take note and FERTILIZER INGREDIENT 2/2.
  3. Place TOY MOUSE (Q).
  4. Win at tic-tac-toe; take ACORN BADGE (R).

  1. Place HANDLE and TAPE; take the POT (S).
  2. Place ACORN BADGE; solution (T).
  3. Place CHAIN ​​and POT; turn the knob.
  4. Take SEEDS and NAPKIN (U).

  1. Open all parts of the GARDEN KIT; place FERTILIZER INGREDIENT.
  2. Select: 1-2-3-4 (V). Take FERTILIZER.
  3. Place SEEDS and FERTILIZER; place HOSE (W).
  4. Enter (X).

  1. Take the BROKEN MASK (Y).
  2. Take the FLOWER NECKLACE (Z).
  3. Use the THREAD on the FLOWER NECKLACE.
  4. Take the note on the BROKEN MASK; place THREAD.
  5. Take the MASK.
  6. Place the MASK on the HOP (Z); receive FLUTE PIECE 1/2.
  7. Take the GLOVES and note (A).

  1. Take the TWEEZERS (B).
  2. Take FLUTE PIECE 2/2 with TWEEZERS (C).
  3. Place bottles; take ROSE TOKEN, SNAIL 1/2, and SNAIL FOOD (D).
  4. Use GLOVES; take the FROG FIGURINE (E).

  1. Use cube; place ROSE TOKEN (F).
  2. Swap: (1-6)-(2-5)-(3-4) (G).
  3. Take the FLUTE PIECE (H).
  4. Use the FLUTE on the FLUTE PIECE; assemble and take the FLUTE.
  5. Offer the FLUTE (I).

  1. Take VICTOR’S COAT (J).
  2. Take the FLUTE (K).
  3. Offer VICTOR’S COAT (L).

  1. Offer FOOD FOR SNAILS; take the DISC (M).
  2. Place DISC (N); rotate: Ox2-Px2. Take FLOWER DECORATIONS.
  3. Use the FLOWER JEWELRY on the FLOWER NECKLACE.

  1. Place FROG FIGURINE and FLOWER NECKLACE; take the SNAIL 2/2 (R).
  2. Place SLAILS 2/2; use NAPKIN x4 (S).
  3. Choose: 1-2-3-4-5 (T); take the PLIERS (U).
  4. Enter (V).

  1. Easy (W).
  2. Difficult (X).

  1. Take the ROPE (Y).
  2. Take the MEAT; remove the drapery (Z).
  3. Take CARRIAGE KEY 1/2 and note; select parts (A).
  4. Swap 1-4 (B).
  5. Use PLIERS; take ISLAND 1/3 and HEAD (C).

  1. Take the HOOK (D).
  2. Use the ROPE on the HOOK; take GROUND HOOK.
  3. Move items x3; use GROUNDING HOOK.
  4. Take the BRACELET and CARRIAGE KEY 2/2 (E).
  5. Place the CARRIAGE KEYS (F).
  6. Solution (G).
  7. Take the DAGGER.

  1. Take the LIGHTER (H).
  2. Touch the trash; use MEAT.
  3. Use LIGHTER (I).
  4. Find items; take ISLAND 2/3 (J).

  1. Use the FLUTE (K).
  2. Place BRACELET; swap: (1-4)-(1-2) (L).
  3. Take the GRINDSTONE.
  4. Use LIGHTER; receive the SCRAPER (K).
  5. Use the HEAD on the DAGGER; click on the button.
  6. Use the GRINDSTONE; take DAGGER.
  7. Use DAGGER x5 (M).
  8. Take ISLAND 3/3, note, and GEAR (N).

  1. Place ISLANDS; place: 1-2-3 (O).
  2. Take the ELIXIR (P).
  3. Offer ELIXIR (Q).

  1. Solution: remove Aurora and Fox from the red cells. You have two moves per turn.
  2. When the entire field turns red, move the Aurora and the Fox to the green objects and select Wait (R).

Bridge to Another World 10: Chapter 3 Artists’ District

  1. Use LIGHTER (S).
  2. Take the SCARF (T).
  3. Place GEAR; play the HOP (U). Receive HANDLE and SNAKE TOKEN.

  1. Use cube; place the SNAKE TOKEN (V).
  2. Solution (random) (W).
  3. Take TOKEN 1/3 (X).

  1. Take the SCREWDRIVER (Y).
  2. Find the pairs (Z).
  3. Take the BAG KEY (A).
  4. Use SCRAPER; take the HANDLE (B).

  1. Take note. Use SCREWDRIVER; receive a CRYSTAL.
  2. Take the SNAKE HORN (C).
  3. Take note; place the CRYSTAL (D).
  4. Take note; use BAG KEY. Take TOKEN 2/3 (E).
  5. Use the SNAKE HORN and SCARF on the HANDLE; take LEVER.
  6. Use LEVER; take note and SNAKE EYE (F).

  1. Place SNAKE EYE (G); take TOKEN 3/3 (H).
  2. Place TOKENS (I).
  3. Solution: Kx2-Lx2-Mx2.
  4. Enter (O).

  1. Talk (@).
  2. Take the ELEVATOR KEY (P).
  3. Take BANANA and DRUMSTONE 1/2 (Q).
  4. Take DRUMSTONE 2/2 and ELEVATOR TOKEN (R).

  1. Rotate the guitar pegs; take the STRINGS, note, and CANE PIECE 1/3 (S).
  2. Place DRUM STICKS; select: 1-2-3-4 as notes appear.
  3. Take ELEVATOR PART 1/3 (T).
  4. Take note; place HANDLE (U).
  5. Find 5 feathers; place STRINGS.
  6. Take the FEATHER BRUSH and ELEVATOR PART 2/3 (V).

  1. Use FEATHER PANEL; take the HEART (W).
  2. Place HEART; take the LANTERN INLAY and HANDKERCHIEF (X).
  3. Place LANTERN INLAY; take ELEVATOR PART 3/3 (Y).
  4. Go back.

  1. Offer BANANA; play the HOP (Z). Receive ELEVATOR PLAN.
  2. Enter (A).

  1. Use the ELEVATOR PARTS on the ELEVATOR KEY (B); change: (1-2)-(3-4). Take the ELEVATOR KEY.
  2. Place ELEVATOR TOKEN; solution (C).
  3. Place ELEVATOR KEY and ELEVATOR PLAN; select: 1-2-3-4-5-6-6 (D).

  1. Take the CHEST KEY (E).
  2. Select (F).
  3. Enter (G).

  1. Take CANE PIECE 2/3 and FIGURINE WOOD (H).
  2. Take note and SANDPAPER (I).
  3. Take FIGURINE PLAN; use CHEST KEY (J).
  4. Move the papers; take RULER and CANE PIECE 3/3 (K).

  1. Take the CHISEL (L).
  2. Use the FIGURINE PLAN and CHISEL on the FIGURINE WOOD; follow the lines (M).
  3. Use the SANDPAPER; take AURORA.
  4. Place AURORA; take the WINDMILL BLADE (N).

  1. Use RULER and WINDMILL BLADE; take the BOAT (O).
  2. Place BOAT; take the FLOWER SHAPE (P).
  3. Use HANDKERCHIEF; place FLOWER SHAPE (Q).
  4. Take CANE HANDLE and BOWL OF WATER (R).
  5. Remove the PENDANT from the CANE HANDLE; place CANE PARTS.
  6. Take CANE.

  1. Use CANE (S).
  2. Play the HOP (T).
  3. Take the PALETTE FORM (U).
  4. Use BOWL OF WATER; take the HOOK (V).
  5. Walk back.

  1. Press (W).
  2. Take note; place PALETTE SHAPE (X).
  3. Take the PUZZLE PIECE (Y).
  4. Zoom into the door (Z).

  1. Place PUZZLE PIECE.
  2. Solution (A): 1-2-4-5-6-7-8-9-10-20-21-37-38-39-41-45-46-47-48-C.
  3. 5-4-3-29-28-27-26-25-14-15-32-33-43-42-34-35-36-22-21-E.
  4. 4-13-49-28-S.
  5. 37-35-38-41-34-23-24-25-B.
  6. 30-31-44-43-34-23-16-17-18-19-20-4-13-12-F.
  7. 4-20-23-34-40-13-49-11-D.
  8. Go forward.

  1. Take TUBE 1/5 (G).
  2. Take the WRITER FIGURINE (H).
  3. Take the CAGE KEY (I).
  4. Use CAGE KEY; take PICTURE PIECE, RABBIT, and MUSICIAN FIGURINE (J).

  1. Place RABBIT; take the BALL, note, and STICK (K).
  2. Find the ends on the CLUB; take CENTAUR TOKEN.
  3. Place HOOK; take ROPE WITH HOOK (L).
  4. Use ROPE WITH HOOK; take TUBE 2/5 (M).

  1. Take the SHAWL; place PENDANT (N).
  2. Take ARTIST FIGURINE and TUBE 3/5 (O).
  3. Unravel the SHAWL; select nodes in order (P).
  4. Place STICK; take the NET.

  1. Place WRITER FIGURINE, MUSICIAN FIGURINE, and ARTIST FIGURINE.
  2. Take the FEATHER and TUBE 4/5 with the NET (Q).
  3. Find 3 corners; place PICTURE PIECE (R).
  4. Place CENTAUR TOKEN; take V and TUBE 5/5 (S).
  5. Go to the architect’s studio.

  1. Place TUBES for HOP (T).
  2. Walk back.
  3. Press the button (U).
  4. Take CELESTIA CARD (V).
  5. Use CELESTIA MAP (W).

Bridge to Another World 10: Chapter 4 The New King

  1. Speak (X).
  2. Take FLAG 1/3, note, and ROPE (Y).
  3. Talk; take the BUCKET (Z).
  4. Take note, BROKEN BOTTLE and CORKSCREW; place V (A).
  5. Take MAP 1/5, note, and FLAG 2/3 (B).

  1. Take note; move the armor.
  2. Take BOW and CLOCK WEIGHT 1/2 (C).
  3. Use CORKSCREW; take the WATER (D).
  4. Offer WATER (E).
  5. Take the ARROW WITH SUCKER (F).
  6. Use the SUCKER ARROW and ROPE on the BOW; collect and take the BOW.
  7. Use the BOW (G).

  1. Place FEATHER; take INVITATION and FLAG 3/3 (H).
  2. Use BROKEN BOTTLE for a HOP (I); receive a MAGNET.
  3. Take the MAGNET’S KEY (J).
  4. Place FLAGS; change: (1-3)-(2-4)-(2-3).
  5. Place the MESSENGER’S KEY (K).
  6. Enter (L).

  1. Slide; take CARD 2/5 (M).
  2. Pick up (N).
  3. Take the MESSENGER’S CLUE (O).
  4. Take the CANDLE EXTINGUISHER; move the bottle (P).
  5. Take CARD 3/5 (Q).

  1. Take the HORN OF THE MESSENGER; place INVITATION (R).
  2. Rotate: T-Ux2-Vx2-W-Xx2. Take note and CLOCK WEIGHT 2/2 (Y).
  3. Place CLOCK WEIGHTS and MESSENGER’S CLUE (Z).
  4. Solution: Bx5-Ax10.
  5. Take the ROLLER (C).

  1. Move (D).
  2. Place ROLLER for HOP (E); receive SAPPHIRE.
  3. Place SAPPHIRE (F); take HORN PART and CARD 4/5 (G).

  1. Use the HORN PIECE on the HERALD’S HORN (H).
  2. Change: (1-3)-(2-8)-(4-7)-(5-9)-(6-10). Receive the UNICORN TOKEN.
  3. Place UNICORN TOKEN (I); take MATCHES and CARD 5/5 (J).
  4. Walk back.

  1. Offer CARDS (K); defeat the enemy.
  2. Enter (L).

  1. Speak (M).
  2. Take the FOX SCARF (N).
  3. Use the CANDLE EXTINGUISHER on the FOX SCARF; take SCARF WITH HOOK.
  4. Take PIN WITH SCARF WITH HOOK; receive SCARF (O).
  5. Remove stone (P); take note and SPOON (Q).

  1. Use PIN (R).
  2. Receive MIRROR; offer SCARF (S).
  3. Place the MIRROR (T). Solution: WXWXWVWXUXW.

  1. Take the BAT TOKEN (Y).
  2. Place BAT TOKEN; take note, FORK and WINE (Z).
  3. Find and take the 5x NUTS (A).
  4. Place SPOON and FORK; take note and BOTTLE (B).

  1. Offer NUTS; take ROLLER and THREAD (C).
  2. Use the WINE, THREAD and MATCHES on the BOTTLE; select thread, wine, matches.
  3. Receive LAMP CHIMNEY.
  4. Place CHIMNEY L take the LAMP (D).
  5. Take COIN 1/3 (E). Extend: 1-2-3-4-5-6.
  6. Place LAMP (F).
  7. Enter (G).
  8. Go forward.

  1. Place ROLLER for HOP (H); receive the CROWN TOKEN.
  2. Use cube; place the CROWN TOKEN (I).
  3. Solution (random) (J).
  4. Take the KEY (K).
  5. Use KEY; take TROWEL and DOLL (L).
  6. Walk back and to the left.

  1. Offer DOLL (M).
  2. Take note, COLLAR, and KEY (N).
  3. Take the TULIP and RIM (O).
  4. Take COIN 2/3 and EMPTY BALL; use TROWEL; take the CARROT (P).

  1. Take note, SAW and COIN 3/3 (Q).
  2. Take the SAW SPOKE (R).
  3. Walk back.
  4. Take the note and use the COINS for a HOP (S); receive LIGHT CRYSTAL.
  5. Enter (T).

  1. Place LIGHT CRYSTAL; solution (U).
  2. Take the COMB and BROKEN WHEEL (V).
  3. Offer CARROT; use the COMB. Receive the TAPE.
  4. Use KEY; take the CREST (W).

  1. Place COAT OF ARMS; receive the HAMMER (X).
  2. Use the SPOKE, TAPE, RIM and HAMMER on the BROKEN WHEEL; take WHEEL.
  3. Place the WHEEL (Y).
  4. Enter (Z).

Bridge to Another World 10: Chapter 5 Island of Scholars

  1. Talk (A).
  2. Take the CLUE (B).
  3. Take BALL, note, and VINEGAR (C).
  4. Take note, ORCHID, and DART (D).

  1. Take note, SCALPEL, and LABORATORY FLASK.
  2. Place TULIP and ORCHID (E). Change: (1-4)-(2-3)-(3-4).
  3. Take the BAKING SODA and PLANET TOKEN (F).
  4. Take TRANSISTOR 1/3 (G).

  1. Open the bag and use the SCALPEL; take the CHERRY PIE (H).
  2. Use VINEGAR, COLLAR, and CHERRY PIE; turn the faucet (I).
  3. Take the FLASK TOKEN (J).

  1. Take the BALLOON TOKEN from the LABORATORY FLASK.
  2. Place the BAKING SODA, VINEGAR, and EMPTY BALL; receive an INFLATED BALLOON.
  3. Use INFLATED BALLOON and DART (K).
  4. Take the MAGNET TOKEN (L).
  5. Place CLUE, PLANET TOKEN, FLASK TOKEN, and MAGNET TOKEN.
  6. Solution (M).
  7. Enter (N).

  1. Take the GLOVE; place the BALLOON TOKEN (O).
  2. Take NUMERAL RULER 1/2 and FORKING FORK (P).
  3. Take note; take the LIGHT BULB WITH THE GLOVE (Q).
  4. Open; take TRANSISTOR 2/3 and WIRE (R).

  1. Place WIRE; place CHAP. Take TRANSISTOR 3/3 and SUN (S).
  2. Take note; place TRANSISTORS; solution (T).

  1. Take HANDLE; use TUNING FORK (U).
  2. Take the METAL WING (V).
  3. Ring the bell; take note and NUTS (W).

  1. Play the HOP (X); receive the LIGHTNING THIEF.
  2. Place HANDLE; take the METAL FEATHER (Y).
  3. Use the METAL WING, METAL FEATHER and NUTS on the LIGHTNING THIEF; receive BIRD FIGURINE.
  4. Place the BIRD FIGURINE (Z).
  5. Enter (A).

  1. Take RULER OF NUMBERS 2/2 and note (B).
  2. Take SCISSORS; place NUMBERS RULERS (C).
  3. Solution (D).
  4. Take WHEEL and MOON (E).

  1. Take the WRENCH (F).
  2. Place WHEEL and bolt; use WRENCH (G).
  3. Move (H).
  4. Take the DOVE FEATHER and RIBBON (I).
  5. Walk back.

  1. Use TAPE; replace the BULB for a HOP (J). Receive the MISSING BOOK.
  2. Enter (K).
  3. Place the MISSING BOOK (L). Solution: (5-8)-(2-7)-(4-6)-(3-4)-(1-2).
  4. Take the STAR TOKEN (M).

  1. Use cube; place STAR TOKEN (N).
  2. Solution (random) (O).
  3. Take the MIRROR (P).
  4. Receive AMULET.
  5. Take LETTERS (Q).

  1. Place SUN, MOON and MIRROR. Select: 1-2-3-4 (R).
  2. Take the SPYGLASS TOKEN and INK (S).

  1. Use the DOVE FEATHER and INK on the LETTERS. Solution (T). Take LETTERS.
  2. Move (U).
  3. Offer LETTERS (V).
  4. Walk down twice; get in the carriage.

  1. Take the BUCKET (W).
  2. Take HANDLE; use BUCKET (X).
  3. Take CRYSTAL 1/3 (Y).

  1. Use SCISSORS (Z).
  2. Place the SPYGLASS TOKEN (A); take the PICKAXE and CRYSTAL 2/3 (B).
  3. Use the HANDLE on the PICKAXE.
  4. Use PICKAXE; take CRYSTAL 3/3 (C).

  1. Place CRYSTALS; solution (D).
  2. Create five in a row (E).
  3. Offer AMULET (F).

Bridge to Another World 10: Bonus Chapter

  1. Talk (A).
  2. Take STEP 1/3, BRUSH, and two notes (B).
  3. Take STEP 2/3 (C).
  4. Take the LADDER (D).

  1. Take RAG and ANNOUNCEMENT PIECE 1/2 (E).
  2. Take STEP 3/3 (F).
  3. Find pairs; take PART OF ANNOUNCEMENT 2/2 (G).
  4. Take the SILICON HALF (H).

  1. Place AD ​​PART; take the CRUMPLED PAPER and ROPE (I).
  2. Use the STAIRS and ROPE on the LADDER; take the LADDER.
  3. Place LADDER (J).
  4. Take note; take BROKEN GLASS WITH RAG.
  5. Take the SILICON HALF and BROKEN LANTERN (K).
  6. Take INSTRUCTIONS and OIL CAN (L).

  1. Take SILICON WITH BROKEN GLASS. Take the RESIN WITH THE BRUSH (M).
  2. Use the SILICON HALF and RESIN on the SILICON HALF; repair and take the FLINT.
  3. Use the INSTRUCTIONS, OIL CAN, SILICON and FLINT on the BROKEN LANTERN.
  4. Take LIT CANDLE; offer LIT CANDLE (N).
  5. Play the HOP (O); receive LANTERN GLASS.
  6. Use the LANTERN GLASS on the BROKEN LANTERN; take the LIT LANTERN.

  1. Take the CITY KEY (P).
  2. Use the CITY KEY (Q).
  3. Place the LIT LANTERN (S).
  4. Solution: TUVUTUVSV.
  5. TUTS-Vx2-U; use BUCKET; S-TxZ; use water.
  6. TST-Ux2-VUVS; Ux2-T; VS-Tx2-ST; use rope and boards; TUT.

  1. Use LIT LANTERN; light four candles (W).
  2. Take the CAILER (X).
  3. Take the COLORED BOX KEY (Y).
  4. Take the WINTER POTION RECIPE (Z).

  1. Take the CYCLE OF SEASONS (A).
  2. Place WINTER POTION RECIPE (B); select 1-5-2-5-3-5-4-5.
  3. Select: C-Fx4; CD-Gx2; DEH; E-C-Ix4.
  4. Take WINTER POTION INGREDIENTS, note, and SUMMER POTION (J).

  1. Take note. Place CYCLE OF SEASONS and SUMMER POTION (K).
  2. Move the box and boards; take the DRAWER INLAY (L).
  3. Place DRAWER INLAY; take the COLORED BOX (M).
  4. Use the COLORED BOX KEY on the COLORED BOX; take AUTUMN POTION and EMPTY TEST TUBE.

  1. Place FIREWOOD, CRUMPLED PAPER, LIT LANTERN, CAUTTER, and WINTER POTION INGREDIENTS (N).
  2. Take the WINTER POTION with the EMPTY TUBE (O).
  3. Use AUTUMN POTION and WINTER POTION; take KNIFE and DESK KEY (P).
  4. Use KNIFE; take the DRAWER HANDLE (Q).

  1. Place DRAWER HANDLE. Move items; use the DESK KEY.
  2. Take ASTRA’S DIARY (R).
  3. Open ASTRA’S DIARY. Solution (S): Th2-1-3-5-Th2-2-4-6.

  1. Take the CITY PASS and play the HOP. Take CHEST INLAY.
  2. Take note; place CHEST INLAY (U).
  3. Solution (V): (9-18)-(8-9)-(7-8)-(4-7)-(5-4-11)-(7-4-5).
  4. (1-4-7-10)-(5-4-1-13)-(2-5)-(3-2-1-12).
  5. (5-2-3-15)-(6-3-2-14)-(9-6-17)-(8-5-2-3-16).
  6. Take note and ANT BAIT (W).

  1. Play the HOP (X); receive the BROOM.
  2. Use the BROOM (Y).
  3. Catch the spider (Z).
  4. Use the ANT BAIT (A).
  5. Enter (B).

  1. Talk with).
  2. Take the SENTRY HOUSE KEY (D).
  3. Use KNIFE; remove the tarp (E).
  4. Remove 1-11 (F); take note and NUTS (G).

  1. Offer NUTS; take SECOND WORKSHOP LOCK PIECE 1/2 (H).
  2. Place SENTRY’S HOUSE KEY (I).
  3. Enter (J).

  1. Go to K; take the basket and LOCK PIECE (L).
  2. Go to M; place LOCK PIECE. Solution: 1-2-3-5-5-6-6-6 (N).
  3. Take note and key (O).
  4. Go to R; use key (Q). Take food (R).
  5. Go to S.
  6. Receive BASKET WITH GRODS.

  1. Offer BASKET WITH FOOD (T).
  2. Take the WORKSHOP TOKEN (U).
  3. Place WORKSHOP TOKEN (V). Select: Wx4-Xx2-Y-Zx3-A.
  4. Place LIT LANTERN; take the GLOVES and UNPAINTED SEAL (B).

  1. Use GLOVES; find 7x BERRIES (C).
  2. Place BLANK PASS and BERRIES; use UNCOLORED SEAL.
  3. Put a print on paper. Take the PIER PASS (D).
  4. Offer the PIERCE PASS (E).
  5. Take PEN AND INK (F).
  6. Walk forward (G).

  1. Take the ROAR (H).
  2. Take the PLIERS (I).
  3. Take CANDLES; use KNIFE (J).
  4. Find pairs; take the COIL (K).

  1. Take note and PEN; use PLIERS (L).
  2. Open; take MATCHES and GEAR (M).
  3. Place GEAR and HANDLE; turn (N).
  4. Use the MATCHES on the CANDLES; take LIT CANDLES.
  5. Place the LIT CANDLES for a HOP (O); receive a ROOD.
  6. Walk back.

  1. Take the CLOTHING HOOK with the PLIERS (P).
  2. Walk forward (Q).
  3. Use the REEL and CLOTHING HOOK on the ROD.
  4. Use ROD; solution (R).
  5. Place the OARS (S).
  6. Get into the boat (T).

  1. Place CITY PASS (U).
  2. Speak (V).
  3. Speak (W).
  4. Talk; take the KEY (X).

  1. Use KEY (Y); take notes and INK TOKEN (Z).
  2. Place the INK TOKEN (A); take CODE (B).

  1. Place CODE (C).
  2. Decision: 3-15-16-12-11; 9-1-14-8-3; 13-16-7-15-14.
  3. Take the EMPTY FORM FG315.

  1. Place EMPTY FORM FG315 (D); enter: FG315 (E).
  2. Take note (F).
  3. Use seal (G); take the FULL SHAPE FG315 (H).
  4. Offer FULL SHAPE FG315; take EMPTY FORM A8630 (I).

  1. Place EMPTY FORM A8630 (J); enter: A8630 (K).
  2. Take note (L). Use seal (M); take the FULL FORM A8630 (N).
  3. Submit FULL FORM A8630; take STATEMENT (O).
  4. Use PEN AND INK on STATEMENT; write and take STATEMENT.
  5. Offer STATEMENT (P).
  6. Take the BRUSH (Q).
  7. Walk back.

  1. Play the HOP (R); receive PAINT.
  2. Open the PAINTS; place the BRUSH and take the EMPTY JAR.
  3. Find the 4x BLUE FLOWERS (S).
  4. Take BLUE FLOWERS 5/5 (T).
  5. Walk back.

  1. Place EMPTY JAR (U); select bowl (V).
  2. Place BLUE FLOWERS; take PURPLE PAINT.
  3. Use the PURPLE PAINT on the PAINTS.
  4. Offer PAINTS (W).
  5. Take the MAP (X).
  6. Walk forward (Y).
  7. Place CARD; get into the boat (Z).

  1. Talk (A).
  2. Take the CANDLESTICK (B).
  3. Change: (1-9)-(3-5)-(4-5)-(5-7)-(6-7)-(7-9); use the CANDLESTICK.
  4. Take the HOOK (C).
  5. Use PLIERS and HOOK (D).

  1. Play the HOP (E); receive SHIELD PIECE.
  2. Place and rotate the SHIELD PIECE (F).
  3. Take the BASEMENT KEY WITH THE ROD (G).

  1. Use the BASEMENT KEY (H).
  2. Take LEVER and TUBE (I).
  3. Take the TUBE PIECE (J).

  1. Use the TUBE PIECE on the TUBE (K).
  2. Change: (1-3)-(2-3)-(3-4). Take INSTRUCTIONS.
  3. Play the HOP (L); receive EXIT CODE.
  4. Place EXIT CODE; select 1-2-3 (M).
  5. Go (N).

  1. Use PLIERS; place INSTRUCTIONS (O).
  2. Solution (P).

  1. Place and pull the LEVER (Q).
  2. Open books; take CHESS PIECE and CHESS CODE (R).
  3. Place CHESS PIECE and CHESS CODE.
  4. Choose: 2-3-4-1. Take the ROUND GEM (S).

  1. Place ROUND GEM; take CODE (T).
  2. Place CODE (U).
  3. Enter code (V).
  4. Take the FEATHER (W).

  1. Place FEATHER (X); change: (1-6)-(2-3)-(3-6)-(4-5)-(3-4)-(4-6).
  2. Use PLIERS; press the button (Y).
  3. Defeat Franz twice (Z). Congratulations! You have successfully completed Bridge to Another World 10: Cursed Clouds Collector’s Edition.

Bridge to Another World 10: Collectibles

Morphing objects are marked in yellow, puzzle pieces are marked in green. Collectibles (AD).

Collectibles (EF).

Bridge to Another World 10: Achievements in the game

Types of achievements. Collect all the achievements available in the game. These include:

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