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Fairy Godmother Stories 3: Little Red Riding Hood - Full Walkthrough with Tips and Puzzles

Fairy Godmother Stories 3: Little Red Riding Hood. Help the grandmother find the kidnapped granddaughter, teach the Gray Wolf a lesson and thank the Fairy Godmother for her help. Charge your wand, collect all possible clues and hidden objects and put an end to the antics of a dangerous criminal once and for all. Don’t forget to use a map so you don’t get lost, and refer to the hints when you get stuck. 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 Little Red Riding Hood’s House
  3. Chapter 2 Helping the Brothers
  4. Chapter 3 Gulliver
  5. Chapter 4 The Witch’s House
  6. Chapter 5 Castle
  7. Bonus Chapter
  8. Collectibles

Fairy Godmother Stories 3: General Tips

A dangerous criminal named the Gray Wolf is on the loose. His next victim was Little Red Riding Hood, as well as two of the three piglets. Now Little Red Riding Hood’s grandmother and her surviving brother Piglet are asking for your help. To solve all the problems, proceed in order.

To get started, help the Fairy Godmother activate her magic wand, fix the mess in the room, reveal the blurry footprints of the Gray Wolf in the forest, and change the properties of many other objects. Also get a map of the area to quickly move between locations. So you can quickly navigate in the current location and decide on further actions.

In a special diary you will find a list of tasks that need to be solved. Useful inventory will help you with this, which, of course, is not so easy to find. But at any time, you can replace the search for objects with a game of three in a row to slightly brighten up your leisure time.

This walkthrough will not tell you each time you need to zoom in on a location. The screenshots already show each close-up scene. Hidden object puzzles are referred to as HOPs. The walkthrough does not show HOP solutions. It will show the location of the HOP and the item received.

Fairy Godmother Stories 3: Chapter 1 Little Red Riding Hood’s House

Talk to the character; open the trunk; take Hint (A) and HAT (B); use crescent moon (C); read the note. Take the CLOSED CASE (D), RAZOR, and COINS (E). Use COINS (F); play the HOP (G); you receive the ROOD.

Take the Tasks (H) and the SCREWDRIVER (I). Take the RUBBER COAT (J) and LION (K); use ROD (L); select and take the HOUSE KEY and CHAIN ??HOOK (M). Use HOUSE KEY (N). Walk forward.

Use SCREWDRIVER (O); take Card, BUTTON and WOLF; take 1/4 EVIDENCE (P). open; use HAT (Q): take BROKEN DRILL (R). Take 2/4 EVIDENCE; use RAZOR (S); take the CLAMP and OWL and read the book (T). Use the LION, WOLF, and OWL on the CLOSED CASE; read the scroll; click on the three sparkling orbs to charge the magic wand.

Click and use the Magic Wand (U).

Easy solution (V). ABACABCBCA. Hard level solution (W). ABACBABCBACACBABAC. Walk forward.

Use RUBBER COAT; take the BROKEN SPADE (X) and CORKSCREW (Y). Use HOOK ON CHAIN ??(Z); take the FAN BLADES, 1/3 GARDEN GNOME, and 3/4 EVIDENCE (A). Use the BUTTON and FAN BLADES on the BROKEN DRILL to get a FAN. Use the FAN (B); Take the TONGS (C). Take 4/4 EVIDENCE (D). Walk back.

Talk to the character; take MAILBOX FLAG (E). Use CORKSCREW (F); take 2/3 GARDEN GNOME (G). Walk back. Use MAILBOX FLAG; take the WHEEL; use TONGS (H); take TONGS and 1/2 BAG CODE (I).

Use WHEEL; take the SIGNET (J). Walk forward. Use SIGNET (K); take the MAGNET and CRANK (L). Use the CLAMP and HANDLE on the BROKEN SHOVEL to get a SHOVEL. Use the SHOVEL (M); take the AX and 3/3 GARDEN GNOME (N). Walk forward.

Use 3/3 GARDEN GNOME (O); play the HOP (P); you receive the SPRAYER. Use the SPRAYER (Q); take the SUN (R); take Sparkling Orb (S). Walk back.

Use SUN (T); take the LID HANDLE, 2/2 BAG CODE (U) and sparkling orb (V). Walk forward. Use 2/2 BAG CODE; enter 1-6-2-4 (W). Take the FILE (X); take Sparkling Orb (Y). Use Magic Wand (Z).

Easy solution. (A1) 1-4; (A2) (A-A2)-(B-B2)-(C-C2)-(D-D2); (A3)E.

Easy solution. (A4) 1-5; (A5) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2); (A6) F.

Easy solution. (A7) 1-7; (A8) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2)-(G-G2); (A9) H.

Complex solution. (B1) 1-5; (B2) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2); (B3)F.

Complex solution. (B4) 1-7; (B5) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2)-(F-F2)-(G-G2); (B6) H.

Complex solution. (B7) 1-9; (B8) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2)-(G-G2)-(H-H2)-(I-I2) ; (B9)J.

Fairy Godmother Stories 3: Chapter 2 Helping the Brothers

Use MAGNET (C); take the SULFUR (D) and 1/4 CHESS PIECES (E). Use AX (F); take ACID RECIPE and PLANKS (G). Take NAILS; use the TONGS to get the WATER (H). Use the SULFUR and WATER on the ACID RECIPE to get the ACID. Use ACID (I). Walk forward.

Talk to the character; take the PORTRAIT OF NOOOF NOOOF (J). Use LID HANDLE (K); take the POCKET (L) and 2/4 CHESS PIECES (M). Use FILE (N); take the STRING and 3/4 CHESS PIECES (O). Use PORTRAIT OF NOOOF NOOOF (P); play the HOP (Q); you receive the PUMPKIN EMBLEM.

Use PUMPKIN EMBLEM (R); take the SLINGSHOT (S) and 4/4 CHESS PIECES (T). Walk back. Place 4/4 CHESS PIECES (U). Solutions for easy and hard levels (V). Take the TORCH BASE, HAMMER, and sparkling orb.

Use PLANKS, NAILS and HAMMER (W). Pass (X). Take the sparkling orb (Y). Use SLINGSHOT (Z); take sparkling orb and HEAVY STATUETTE (A). Use Magic Wand (B).

Easy solution (C). (A-1)-(B-2)-(C-3)-(D-4)-(E-5)-(F-6)-(G-7)-(H-8)-(I -9)-(J-10).

Hard level solution (D). (A-1)-(B-2)-(C-3)-(D-4)-(E-5)-(F-6)-(G-7)-(H-8)-(I -9)-(J-10).

Talk to the character; take the SECRET PASSAGE CLUE (E). Use the CLUE TO THE SECRET PASSAGE (F). Walk forward. Use POCKET (G); take EMPTY POUCH and BANDAGE (H). Use LACE; take the HOOK and read the note (I). Walk down twice.

Use HOOK (J); play the HOP (K); you have received kerosene. Use the BANDAGE and KEROSENE on the TORCH BASE to get the TORCH and then the UNLIGHTED TORCH. Use the UNLIGHTED TORCH (L) for a BURNING TORCH. Return to the park. Use BURNING TORCH (M); take the GLOVE BUTTON and sparkling orb (N). Walk forward. Use GLOVE BUTTON (O); take the BURNER (P) and CHISEL (Q).

Use CHISEL and HEAVY STATUETTE (R); talk to the character; take the CHEESE (S). Return to Nuf-Nuf’s house. Use CHEESE (T); take the TWO-PRONGED FORK (U). Return to the park. Use TWO-PRONGED FORK (V); take the SHAFT and Sparkling Orb (W). Return to Nuf-Nuf’s house.

Use EMPTY POUCH (X); you receive the POWDER SUGAR. Use the POWDER SUGAR and SHAFT (Y). Solution (Z) L-60, R-30, L-10. Take 1/2 COINS, RAKE TEETH (A), and sparkling orb (B). Return to the forest. Use Magic Wand (C). Solutions for easy and hard levels may differ.

Fairy Godmother Stories 3: Chapter 3 Gulliver

Use BURNER (D); take the LEVER (E). Take the SHAFT (F). Use the RAKE TEETH on the HANDLE. Use the RAKE (G); take the EMERGENCY HAMMER and ROD (H). Use ROD (I); play the HOP (J); you receive the VALVE.

Use the VALVE (K). Walk forward. Take 2/2 COINS and CARPET; take the BUCKET (L). Use 2/2 COINS; take the MIKE (M).

Use MIKE; you receive the SHARD (N); use EMERGENCY HAMMER (O); take the SCREWDRIVER (P). Walk back. Use the BUCKET to get the SAND (Q); use SCREWDRIVER (R); take the CORK (S). Use SAND; use CARPET (T). Go to the south gate.

Press (U); use CORK; you receive the METAL RULER; take 1/2 EMBLEM FRAGMENTS (V). Use SHARD (W); take the TWO-PRONGED FORK (X). Read the note; take 1/2 DECORATIVE ITEMS and 2/2 EMBLEM FRAGMENTS (Y). Use LEVER (Z).

Easy solution (A) (AD)-(AC)-(BC)-(E).

Complex level solution (B) (AF)-(AB)-(AE)-(AD)-(G). Take the FUEL. Walk back.

Use 2/2 EMBLEM FRAGMENTS (C). Easy solution (D) (B-B2)-(L)-(D-D2)-(L)-(E-E2)-(Lx2)-(A-A2)-(L)-(C-C2 ).

Hard level solution (E) (H-H2)-(L)-(A-A2)-(L)-(D-D2)-(L)-(F-F2)-(E-E2)-(G -G2)-(L)-(C-C2)-(L)-(B-B2). Take 2/2 DECORATIVE ITEMS and PENCIL. Go to the south gate.

Use 2/2 DECORATIVE ITEMS (F). Walk forward. Read the note; take the TOY HAND (G). Use TOY HAND (H); take JACK’S CASE and AMETHYST DUST (I). Go to the lawn. Use METAL RULER (J); take the WIRES (K). Use TWO-PRONGED FORK (L); take the METAL BRUSH (M). Walk back.

Use FUEL and WIRES; take the PLATE (N) and KNIFE (O). Go to the lawn. Use the METAL BRUSH on JACK’S CASE; open; take STASH KEY and 1/2 HANGER EMBLEM. Use the STASH KEY (P); play the HOP (Q); you have received a CODE HINT. Use CODE CLUE (R); press 1-4; take the ROLL (S). Go to the South Gate. Take the ROLL; use the AMETHYST DUST on the ROLL; take MAGIC BEANS.

Use MAGIC BEANS (T); take the IMPROVISED JACK (U). Walk forward. Use PLATE; take LOCK PIECE and LOCK CODE (V). Use LOCK PIECE and LOCK CODE (W); take BASKET; use PENCIL (X).

Use BASKET and KNIFE (Y); you have received DRIED FRUITS; take the SUCKER (Z). Use IMPROVISED JACK; take 1/2 CROWN (A). Walk back. Use DRIED FRUITS (B); take the RUBBER GLOVE (C) and 2/2 CROWN (D). Walk forward.

Use 2/2 CROWN (E). Solutions for easy and hard levels (F). Talk to the character.

Use SUCKER (G); take the SPATULA, HACKSAW (H), and DRILL (I). Use RUBBER GLOVE; take the BATTERY (J). Use HACKSAW (K); take the BROKEN SCREWDRIVER (L). Use the DRILL and BATTERY on the BROKEN SCREWDRIVER to get the SCREWDRIVER. Use the SCREWDRIVER (M); take WRENCH (N), 2/2 HANGER EMBLEM, and OWL (O).

Use 2/2 HANGER EMBLEM (P); play the HOP (Q); you receive the BOOMERANG. Use BOOMERANG (R); take the AWL (S). Use AWL (T); take the UMBRELLA (U) and CROW (V). Walk back.

Use OWL and CROW (W); take the TOOLS (X) and BOILING WATER (Y). Walk back. Use BOILING WATER (Z); take the OIL (A) and COGS (B). Walk forward.

Use the TOOLS and COGS (C); take the RAVEN’S REINS (D). Walk forward. Use the RAVEN’S REINS (E). Solutions for easy and hard levels may differ.

Fairy Godmother Stories 3: Chapter 4 The Witch’s House

Take the OWL WING (F). Use WRENCH (G); take the RUBY EYE (H). Use the SPATULA (I); take the OWL WING (J). Use RUBY EYE (K). Walk forward.

Take the EMERALD HANDLE; read the note (L). Use OIL (M); take the RUBY HANDLE (N). Use UMBRELLA (O); you receive the WIRE. Use the EMERALD HANDLE and RUBY HANDLE (P). Walk forward.

Take the BOOK (Q). Use OWL WINGS (R); take HERBICIDE and CLUE (S). Walk back. Use BOOK (T); play the HOP (U); you receive the MARGO COMB. Use MARGO’S COMB (V); take the SHARP BOTTLE (W). Walk back.

Use HERBICIDE (X); take the KITCHEN TOWEL (Y). Use WIRE (Z).

Easy solution (A) (ED)-(DC)-(BE)-(ED)-(IE)-(EB)-(HI)-(IE)-(GH)-(HI)-(DH-( HG)-(AD)-(DH).

(ED)-(DA)-(IE)-(ED)-(MI)-(IE)-(LM)-(MI)-(KL)-(LM)-(HL)-(LK)-(DH )-(HL)-(ED)-(DH)-(FE).

(ED)-(JF)-(FE)-(NJ)-(JF)-(IJ)-(JN)-(HI)-(IJ)-(DH)-(EI)-(AD)-(BE ).

Complex level solution (B) (AD)-(DC)-(HD)-(DA)-(GH)-(HD)-(KG)-LH)-(ML)-(LK)-(NM)-( ML).

(IM)-(MN)-(EI)-(IM)-(BE)-(EI)-(FE)-(EB)-(JF)-(FE)-(NJ)-(JF)-(IJ )-(JN)-(FJ)-(EF)-(HI)-(IE).

(JI)-(FJ)-(EF)-(DE)-(GH)-(HD)-(IH)-(HG)-(JI)-(IH)-(FJ)-(EI)-(DE )-(EF)-(IE)-(ED)-(FE)-(EI).

(BE)-(AB)-(DA)-(ED)-(BE)-(EF)-(DE)-(AD). Take the photo and FANS. Walk forward twice.

Use SHARP BOTTLE (C); you receive the ROPE. Use the KITCHEN TOWEL (D); take the HOOK and SIM CARD REMOVER (E). Use the ROPE on the HOOK to get a HOOK ON A ROPE. Use HOOK ON ROPE (F). Walk forward. Take the TRIANGULAR HANDLE (G). Use the FAN (H); take the AMBER (I).

Use the TRUE CLEF (J); take the SOCKET KEY and ANTENNA (K). Walk down twice. Use BUTTON KEY (L); use AMBER (M); take the CLIMATE CONTROL (N). Walk forward. Use the CLIMATE CONTROL (O).

Easy solution (P1) Dx5-Dx6-Ax2-Bx4.

Hard level solution (P2) (HE)-(Dx5)-(Cx6)-(Ax2)-(Bx4). Take SAUSAGES. Walk forward.

Use SAUSAGES (Q); you have received the CAT MARGO. Walk down three times. Use MARGOT CAT (R); you receive the WINDOW HANDLE. Walk forward twice. Use WINDOW HANDLE (S). Go to the yard. Take PERFUME; take the GNOME CAP (T).

Use the SIM CARD REMOVER (U); take the GEAR (V). Use GNOME CAP; take the TEA SPOON (W). Use PERFUME (X). Walk forward.

Take WINDING KEY (Y). Use TRIANGULAR HANDLE (Z); take the CORKSCREW (A). Use ANTENNA, WINDING KEY, and GEAR (B); take the GLOVE (C) and PAINTS (D). Use GLOVE; take the LIGHT BULB (E).

Use the TEASPOON (F); take the MAGNET (G). Use MAGNET (H); take BROKEN FLASHLIGHT and WHEEL (I). Go to the attic. Use the WHEEL (J); take the BLOWER (K).

Use PAINTS (L); play the HOP (M); you receive the BOX PROTECTIONS. Use BOX PROTECTIONS (N); take the BATTERY (O). Go to the yard. Use the BULB and BATTERY on the BROKEN FLASHLIGHT to get a FLASHLIGHT. Use FLASHLIGHT (P); take the RUSTY KNIFE (Q) and LAWN MOWER HANDLE (R).

Use the LAWN MOWER HANDLE (S). Easy solution (T).

Hard level solution (U). Take the PETARD.

Use BLOWER (V); take DIAMOND RING and MATCH (W). Use the MATCH (X) to get a BURNING MATCH. Walk forward. Use PETARD and BURNING MATCH (Y); take the OPENER (Z). Use OPENER (A); play the HOP (B).

Fairy Godmother Stories 3: Chapter 5 Castle

Use CORKSCREW (C); take the LOCK PICK (D). Take 1/2 MAP AND COMPASS (E). Use the LOCK PICK (F). Walk forward.

Use DIAMOND RING (G); take the BRUSH (H). Use BROOM (I); take 2/2 MAP AND COMPASS (J). Read the note; take HAT; take the NEEDLE (K).

Use the NEEDLE (L); take the GRILLE GRATE (M). Walk back. Use the RUSTY KNIFE to get (N) SHARP KNIFE. Use 2/2 MAP AND COMPASS (O).

Decision (P1-P3) AP. Talk to the character; you receive the WOLF LIGHTER. Walk back.

Use the SHARP KNIFE (Q) to get the ROPE LADDER. Use ROPE LADDER (R); take the Lumberjack FIGURINE (S). Go to the hut. Use WOLF LIGHTER (T); take the FROZEN STEAK (U). Use the WOOD CUTTER FIGURINE (V); play the HOP (W); you receive the SCORPIO.

Use SCORPION (X); take the PLIERS (Y). Go to the road to the castle. Use the HAT to get the WHISTLE (Z); use GRILLE GRILLE and FROZEN STEAK (A); take the STEAK (B). Use WHISTLE (C); take BUTTON and CORK; use STEAK (D); take the SCREWDRIVER (E).

Use PLIERS (F); you have received a FENCE. Walk back. Use SCREWDRIVER; you receive the BOARD (G). Go to the road to the castle. Use FENCE and BOARD (H).

Easy solution (I) 1-7.

Hard Level Solution (J) 1-13.

Read the note; use CORK (K); take the POINTER WITHOUT BATTERIES (L). Use BUTTON (M); take the AWL and 1/2 BATTERIES (N). Use AWL (O); take 2/2 BATTERIES (P). Use 2/2 BATTERIES on the POINTER WITHOUT BATTERIES to get a LASER POINTER. Use LASER POINTER (Q). Walk forward.

Take EMPTY LIGHTER; take HEAVY SCEPTER and LIGHTER LIQUID (R). Use the LIGHTER LIQUID on the EMPTY LIGHTER to get the LIGHTED LIGHTER. Use LIGHTED LIGHTER (S); take the ELEVATOR BUTTON (T). Use the ELEVATOR BUTTON (U). Walk forward.

Take the FAUCET (V) and 1/2 COGS (W); use HEAVY SCEPTER (X); take 2/2 COGS and MAGIC WAND (Y). Read the note; take 1/3 GEMS and CLOCK (Z). Walk down twice. Use Magic Wand (A); play the HOP (B); you receive the BRACELET. Walk forward twice.

Use BRACELET; take the GOBLET (C). Use the GOBLET (D); take the PLUME (E). Use PLUME and 2/2 COGS (F); take ICE and SHELL (G). Read the note; use ICE (H); take the NUT (I). Walk down twice.

Use FAUCET and NUT; take the SAW (J). Use the SAW (K). Solution (L) DEHGDEBCFI. Take EMERALD. Walk forward.

Use EMERALD; you receive the PIANO KEYS (M). Use PIANO KEYS (N).

Light level solution (O) ADBD-Cx2-AECE.

Complex level solution (P) ADBD-Cx2-AECE-Dx2-ADBD. Take the BRUSH. Walk forward.

Use BRUSH (Q); you receive the GLOWING POLLEN. Walk back. Use the GLOWING POLLEN on the CLOCK to get a TURK and a TRANSFORMATION POTION. Use the TRANSFORMATION POTION (R); talk to the character; you receive the ROYAL EMBLEM. Use ROYAL EMBLEM (S). Go to the throne room. Read the note; use the TURK to get the WATER; take 2/3 GEMS and sparkling orb (T).

Use WATER (U); take the NET BASE (V); use the SHELL (W) to get the CROWN. Use CROWN (X); take 3/3 GEMS and RIM (Y). Go to Aurora’s quarters. Use 3/3 GEMS (Z); play the HOP (A); you receive the BIB EMBLEM.

Use BIB EMBLEM (B); take the TOY MOUSE (C) and sparkling orb (D). Go to the throne room. Use TOY MOUSE (E); you got the NET. Use the RIM and NET on the NET BASE to get the NET. Use the NET; you receive the CHEST (F). Use the CHEST to get a sparkling orb. Use Magic Wand (G).

Easy level solution (H) ADHJBICFE. Hard level solution (I) AHGIBDCJEFKL.

Fairy Godmother Stories 3: Bonus Chapter

Take the HANDKERCHIEF and PURSE; take the PURSE BUTTON (A). Use the PURSE BUTTON on the PURSE to get a HAIRPIN. Use HAIRPIN (B); take the FAN (C); a sparkling sphere (D) and a FILE (E). Use the FAN (F); take POKER and BALL (G).

Use BALL (H); play the HOP (I); you have received the HOUSE KEYS. Use HOUSE KEYS (J). Walk forward. Take Sparkling Orb and ELECTRIC TAPE (K). Use the HANDKERCHIEF (L); take the BROKEN CHESS PIECE (M).

Use POKER (N); take 1/2 WEEDWOOD AND WEEDWOOD (O). Use FILE (P); take the sparkling orb (Q) and WIRE (R). Use Magic Wand (S). Pass (T).

Read the note; take the CHESS PIECE HALF (U). Use WIRE and ELECTRIC TAPE (V); you have received a CODE. Use CODE (W). Easy solution (X) 9-5-1-7-3. Hard level solution (X). 3-5-9-1-7-3. Take the JUICE and 2/2 TWEEDED AND TWEEDED. Walk back.

Use 2/2 TWEEDLE AND TWEEDLE (Y); read the note; take FISH FOOD and 1/3 MIRROR CRYSTALS (Z). Use FISH FEED (A).

Easy level solution (B) L-left; R-right; U-up; D-down. LUL-Rx2-DR-Ux2-Dx2-RD-Lx2-Dx2-UL-Ux2-R.

Hard level solution (C) L-left; R-right; U-up; D-down. R-Ux2-D-Lx2-DULRU-Dx2-Rx3-DU. Lx2-Dx2-L-Ux2-R. Take the SHELL.

Use the SHELL (D); take the SHOVEL (E). Walk back. Use the SHOVEL (F); take 2/3 MIRROR CRYSTALS (G) and TWEEZERS (H). Walk forward twice. Use TWEEZERS (I); take the CLIP and HONEY SPOON (J). Use the HONEY SPOON to get HONEY (K). Walk down twice. Use the HALF CHESS PIECE and HONEY on the BROKEN CHESS PIECE to get the KING PIECE.

Use KING FIGURINE (L); take the SAW (M). Use the SAW (N); take the SHOE CREAM (O) and SCREWDRIVER (P). Walk forward. Use SCREWDRIVER and JUICE (Q); take CLAMPS and 3/3 MIRROR CRYSTALS (R). Walk forward. Use 3/3 MIRROR CRYSTALS (S); play the HOP (T); you have received the SPELL.

Use the SPELL (U). Click on the character. Use the CLIP (V); take BRUSH and WATERING WATER HEAD (W). Take HOSE and CANVAS (X). Use SHOE BREATH, BRUSH, and CANVAS (Y); take the LABYRINTH PLAN (Z). Use LABYRINTH PLAN (A).

Read the note; use CLAMPS and HOSE (B); take the SCOOP and AWL (C). Take the sparkling orb (D) and the SHED KEY (E). Take the WATERING WATER WITHOUT THE NOZZLE (F); CHISEL and INSTRUCTION (G).

Use the SHED KEY (H); take the GLOVE (I) and TONGS; use SCOOP (J); you have received the MAGIC FERTILIZER. Use the AWL and the WATER WATER HEAD on the WATER WITHOUT the WATER to get the WATER WATER. Use the WATERING WATER (K). Solutions for easy and hard levels may differ. Take the KNIFE. Use KNIFE (L); you receive the MUSHROOM. Walk back. Use the INSTRUCTIONS and the MAGIC FERTILIZER on the MUSHROOM to get the MAGIC MUSHROOM.

Use MAGIC MUSHROOM (M); you have received an ACCESS CARD. Take sparkling orb; use CHISEL (N); take Sparkling Orb (O); HAMMER and AIR FRESHENSER (P). Use Magic Wand (Q); play the HOP (R); you receive the BOAT FIGURINE.

Use ROOK FIGURINE (S). Use ACCESS CARD (T). Go to the residence of the White Queen. Take the DISASSEMBLED CONTROL; use TONGS (U); take 1/2 ROSE LEAVES (V). Use GLOVE (W); take the REMOTE BUTTON (X).

Use HAMMER (Y); take the RABBIT LEVER (Z) and sparkling orb; use AIR FRESHENSER (A); take NUTS (B). Go to the garden. Use NUTS (C); you receive a BELKA. Walk back. Use the PROTEIN (D); take the FEATHER BRUSH and BATTERIES (E). Go to the residence of the White Queen. Use the REMOTE BUTTON and BATTERY on the DISassembled REMOTE to get the REMOTE.

Use REMOTE (F). Easy solution (G) URULURD.

Hard level solution (H) DLURDLDRD. Take the KEY.

Use KEY (I); take the FORK (J). Go to the garden. Use FORK (K); take the PUMP (L) and 2/2 ROSE LEAVES (M). Use 2/2 ROSE LEAVES (N); take the WINDOW HANDLE (O). Go to the residence of the White Queen. Use WINDOW HANDLE (P); talk to the character.

Use the RABBIT LEVER (Q). Solutions for easy and hard levels are randomly generated. Take BULBS. Take HEAVY BRICK (R); use BULBS (S); play the HOP (T); you receive the GLOW STICK. Use GLOW STICK (U). Walk forward.

Talk to the character. Take the FIBULA (V). Use the FEATHER BRUSH (W); read the note; use FIBULA (X); take SLEEPING PILL and ICE SPRAY (Y). Use SPRAY ICE and HEAVY BRICK (Z); take HOT TEA and NET (A).

Use PUMP (B); take 1/3 MAP FRAGMENTS, MUG, and RAG (C). Use the SLEEPING PILL and MUG on the HOT TEA to get the SOOTHING TEA. Use the SOOTHING TEA (D).

Easy solution (E) Ax3-Bx2-A-Bx3.

Hard level solution (F) AB-Ax2-B-Ax2-ABABA. Go to the tunnel.

Take 2/3 MAP FRAGMENTS and RAKE; take Sparkling Orb (G). Use the NET (H); take 1/4 LATCHES and FAN (I). Use RAG (J); you receive the GLASS SHARD. Walk back.

Use SHARD OF GLASS (K); take 3/3 MAP FRAGMENTS (L). Use 3/3 MAP FRAGMENTS (M); take the BEADS (N) and 2/4 LATCHES (O). Walk back. Use BEADS; take the HEX KEY (P). Go to the tunnel. Use the HEX KEY (Q); select the lever (R). Walk forward.

Use RAKE (S); take the CROWBAR and BOLT (T). Use FANS (U); take the RED ROSE (V); read the note. Use RED ROSE (W); take 3/4 LATCHES (X) and GLASS CUTTER PIECE (Y). Walk back.

Use the CROWBAR (Z); play the HOP (A); you receive the EXTENSION DEVICE. Use EXTENSION DEVICE; take the GOLF CARD KEY (B). Walk forward. Use GOLF CARD KEY (C); take the BROKEN GLASS CUTTER and 4/4 LOCKS (D). Walk back. Use 4/4 LATCHES (E); take the BRACELET (F). Walk down twice.

Use BRACELET; take the GRINDSTONE (G). Go to the chessboard. Use the BOLT and GLASS CUTTER PIECE and GRINDSTONE on the BROKEN GLASS CUTTER; to receive the GLASS CUTTER. Use GLASS CUTTER (H); take Sparkling Orb (I). Use Magic Wand (J). Solutions for easy and hard levels may differ. Congratulations, you have completed Fairy Godmother Stories: Little Red Riding Hood Collector’s Edition.

Fairy Godmother Stories 3: Collectibles

This section lists the locations of all Collectible Items. The buttons are highlighted in red, the patches in green, and the morph objects in yellow. Collectibles (AD).

Collectibles (E-H).

Collectibles (J).

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