Wise GeekGame Walkthroughs → Fairy Godmother Stories 5: Miraculous Dream in Taleville - Walkthrough of the game in pictures step by step

Fairy Godmother Stories 5: Miraculous Dream in Taleville - Full Walkthrough with Tips and Puzzles

Fairy Godmother Stories 5: Fairy Dream. In the kingdom of Tailwyl, an assassination attempt was made on Princess Sophia. The wicked witch sent the girl an engagement gift - perfume. But the perfume was poisoned, and now the princess is bewitched. The Fairy Godmother takes matters into her own hands. She is ready for any trials and intrigues of the witch, because she has a powerful weapon - a magic wand. 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 Poisoned Spirits
  3. Chapter 2 Magic Beans
  4. Chapter 3 Sulla’s House
  5. Chapter 4 Kalinda
  6. Chapter 5 Rapunzel
  7. Chapter 6 Wolf
  8. Chapter 7 Portal
  9. Chapter 8 Through the Looking Glass
  10. Bonus Chapter
  11. Collectibles

Fairy Godmother Stories 5: General Tips

The engagement of Prince Oliver and Princess Sophia was to be the happiest event in the kingdom. But during the celebration, the girl is bewitched. The prince is saddened, and only the Fairy Godmother is ready to act immediately. Her detective skills help to get on the trail of an evil witch. But she is trying to intrigue, throwing up more and more tests.

The fairy has to look for hiding places with important artifacts, repair a lot of things - from equipment to wooden figurines, solve magic puzzles, mini-games and quest tasks. Mutual assistance will help to overcome the enemy, even as strong as a witch. Thanks to a talented perfumer and a kind dwarf, the Fairy will be able to find her way to the magical garden. In return, she needs to help one return the sense of smell, and the second - her beloved cat.

This walkthrough does not specify exactly when to zoom in on the location. Screenshots show each close-up scene. Hidden object puzzles are referred to as HOPs. In this passage, the decision of the SPP is not spelled out. Only the location of the HOP and the item received are shown. Select the game mode "3 in a row" if you do not want to go through the HOP. Use the Map to quickly move between locations.

Fairy Godmother Stories 5: Chapter 1 Poisoned Spirits

open; take map, vial-hint and note. Remove the bag; take the WOOD AMULET (A). Take note; use WOOD AMULET. Take COINS 1/3 and TOWEL (B). Take the BATTERY (C). Change the BATTERY in the KEYFOB. Use KEY RING (D).

Open the door; open the package; take note and STATUETTE (E). Remove the package; take quest log and MEDICAL KIT (F). Give the MEDICAL KIT (G). Play the HOP (H); receive HAIRPIN. Receive the SPIRIT SAMPLE.

Use HAIRPIN (I); take the HANDLE (J). open; take note and magic wand (K).

Use magic wand (L).

Take COINS 2/3 and note (M). Open the faucet; take CORK and COINS 3/3 (N). Use COINS; take the NEWSPAPER (O). Use NEWSPAPER and PEN; insert key (P). Walk forward (Q).

Take note, BROKEN RACKET, and CARPET HOLDERS (R). Use CORK and TOWEL; take CARPET, NET and SCREWS (S). Use CARPET, CARPET HINGES, and STATUETTE (T). Walk forward (U).

Remove cloth; take magical substance and EMPTY FLASK (V). Open the bag; take WHEELS, HERBS, MAGIC ESSENCE, and note (W). Use the WHEELS and SCREWS; move aside (X). Take magical substance, CHARGER, and CUP (Y).

Open the recipe book; use HERBS, EMPTY FLASK, and CUP (Z). Easy solution: 1-2-3-A-B; 1-4-A-B; DE-5-AB; E-2-A-B; FGAB. Difficult level solution: 1-2-3-A-B; 1-4-A-B; DE-5-AB; E-2-A-B; D-1-AB; FGCAB. Use magic wand (H). Take the MAGIC TEA (I). Go back.

Give the MAGIC TEA (J). Give the SPIRIT SAMPLE (J). Receive the SAFE CODE. Use SAFE CODE (K); enter 2-1-0-3 (L). Take PHONE and ACID (M). Walk forward (N).

Use ACID (O); take magic substance and CUTTERS (P). Use CUTTERS; take MAGICAL ESSENCE and RIBBON (Q). Go back twice.

Use the NET and RIBBON on the BROKEN RACKET; receive a NET. Take the NUTS with the NET (R). Walk forward (S). Give NUTS (T); take BATTERIES 1/2 and THERMOSTAT KNOB (U).

Take note; use THERMOSTAT KNOB (V). Play the HOP (W); receive DRAWER AMULET. Take the SIM CARD from the PHONE. Use DRAWER AMULET; take STICK WITH HOOK, note, and SCOOP (X). Put down the tablet; use SIM CARD and CHARGER (Y). Receive RUBY. Walk forward (Z).

Insert RUBY; take the MAGIC ENERGY and HACKSAW (A). Use HACKSAW; take the FLASHLIGHT and PAPER BOAT (B). Go back twice.

Use PAPER BOAT (C); use magic wand (D). Solution of easy and difficult levels (E).

Fairy Godmother Stories 5: Chapter 2 Magic Beans

Use SCOOP; take SWITCH and CHAIN ??AND CARBINE 1/2 (F). Take MAGNET and CHAIN ??AND CARBINER 2/2 (G). Use CHAIN ??AND CARBINE; pull the lever (H). Walk forward (I).

Talk to the character (J). Take GEARS 1/4 and SHARP BLADE (K). Use STICK WITH HOOK; take BATTERIES 2/2 (L). Take note, NUT AND BOLT, and FLASHLIGHT BULB (M).

Use the SWITCH, BATTERIES and FLASHLIGHT BULB on the FLASHLIGHT. Use the FLASHLIGHT (N). Play the HOP (O); receive the MARQUISE. Give to the MARQUIS; receive PENDANT. Walk forward (P).

Take the GEARS 2/4 with the SHARP BLADE (Q). Take FIGURINE BASE and GEAR 3/4 (R). Use MAGNET (S); take BRUSH and GEARS 4/4 (T). Go back twice.

Use the GEARS (U). Easy solution (V): 5-6-W-8-9-W-2-3-10-W-1-Wx2-4-7.

Hard Level Solution (Y): 10-9-2-1-3-7-5-4-6-8. Take FIGURINE FRAGMENT, WHEELS, and BUCKLE (Z). Use NUT AND BOLT and WHEELS; take the GNOME FIGURINE (A). Walk forward (B).

Use BUCKLE; take the magic substance, FIGURINE PIECE, and WITCH FIGURINE (C). Walk forward (D).

Use WITCH FIGURINE and GNOME FIGURINE (E). Solution of easy and difficult levels (F): (1-6)-(2-3)-(3-6)-(4-5)-(5-6). Take the STACK OF BOOKS and magic substance (G).

Take the MAGIC BEANS and the WRENCH from the PENDANT. Use the STACK OF BOOKS; take the TONGS (H). Use WRENCH; take TAPE and GLUE (I). Go back.

Use the BRUSH, FIGURINE PIECE, FIGURINE FRAGMENT, and GLUE on the FIGURINE BASE; receive the BLACKSMITH FIGURINE. Use the BLACKFISH FIGURINE (J). Easy solution (K): 1-2-3-3-3-4-4. Difficult level decision (K): 2-3-3-3-4-4-4-2-1-1-1. Take HAMMER and GLOVES (L). Go back.

Use GLOVES; take note, magic substance, KNIFE and FERTILIZER (M). Use MAGIC BEANS and FERTILIZER (N). Use magic wand (O). Play the HOP (P).

Take paper and BENT TOKEN. open; take the MAGIC ESSENCE (Q). Use BENT TOKEN, TONGS and HAMMER; take the HANDLE (R). Use HANDLE; take magic substance, HOOK and WATER (S).

Use WATER and tongs (T). open; take the BRUSH and magic substance (U). Use magic wand (V); take the WING AMULET (W).

Use the WING AMULET (X). Easy solution (Y): (2-11)-(4-7)-(6-9). Hard level solution (Y): (1-11)-(2-12)-(4-7)-(5-8)-(6-9).

Fairy Godmother Stories 5: Chapter 3 Sulla’s House

Use the KNIFE (Z). Drag to the end (A). Take SOLVENT and Chopstick (B).

Take LEAF AMULET 1/2 and BROKEN WAND (C). Use the BROKEN STICK and TAPE on the Chopstick; receive Chopsticks. Take the LEAF AMULET 2/2 with the Chopsticks (D). Use the LEAF AMULET (E). Walk forward (F).

Receive the KEY. Take BLUE CLAY and PLANKS 1/2 (G). Take the note and use the KEY (H). Take cinnabar; use HOOK (I). Take BROKEN LIGHTER and PLANKS 2/2 (J).

Use PLANKS; play the HOP (K). Receive LASSO. Use LASSO (L). Walk forward (M).

Take the book; use BRUSH and SOLVENT. Take COINS 1/3 and POKER (N). Take the chopping block, COINS 2/3, and note (O). Take WIRE and BASKET (P). Go back.

Take note; use BASKET (Q). Easy level solution (R). Hard Level Solution (S): Put 1-2-8-6-3-4-5-7.

Take STONE DISCS 1/3, LIGHTER WHEEL AND PLIERS (T). Move the stones. Use WIRE and PLIERS; take the WICK and RAKE (U). Go back.

Use the RAKE; take BOWL and BELT (V). Use BOWL and CINNEAR; use BLUE CLAY (W). Use OIL (X); put down paints (Y). Solution (Z): 5-4-3-2-1-6-7-8-9-4-5-10-9-8-3-2-1-6-7-8-9. Take LIGHTER GAS, STONE DISKS 2/3, and note (A). Go to the giant’s palace.

Use the LIGHTER WHEEL, WICK, and LIGHTER GAS on the BROKEN LIGHTER; receive a LIGHTER. Use the POKER and POKHA (B). Take note. Use LIGHTER; take COINS 3/3 and ICE CRUSH (C). Go back twice.

Use COINS (D); take RING and RIBBONS (E). Use RING (F); take magic substance, STONE DISKS 3/3, and note (G). Walk forward (H).

Use STONE DISKS (I). open; take the FAN (J). Walk forward (K).

Use the FAN (L). Play the HOP (M); receive a HAM. Give the HAM (N). Walk forward (O).

Fairy Godmother Stories 5: Chapter 4 Kalinda

Use BELT; receive LADDER (P). Use the LADDER (Q). Take the BURNER (R). Take the TEA SPOON; use RIBBONS (S). Use BURNER; take the GIANT FIGURINE and FREEZE SPRAY (T).

Take the BIRD AMULET (U). Use FREEZING SPRAY (V). Take the LADDER; use ICE CRUSH KNIFE (W). Walk forward (X).

Talk to character (Y); receive KALINDA’S BAG. Take the magic substance and the LEATHER BRACELET from KALINDA’S BAG. Take MAGIC ESSENCE and SCRAPER KNIFE (Z); use the magic wand (A). Walk forward (B).

Take the BUTTERFLY AMULET (C). Use the SCRAPER KNIFE; take the FISH AMULET. Take the AWL with the LEATHER BRACELET (D). Use AWL and GIANT FIGURINE (E); take the FOX AMULET and MOLD (F). Go back twice.

Use the BUTTERFLY AMULET, BIRD AMULET, FISH AMULET, and FOX AMULET (G). Easy solution (N): (1-9)-(2-7)-(3-11)-(4-6)-(5-12)-(6-9)-(7-11)-( 8-12)-(10-11)-(11-12). Hard Level Solution (H): (11-12)-(8-11)-(5-8)-(1-2)-(2-3)-(6-5)-(5-4)-( 12-9)-(9-6)-(6-3)-(10-11)-(11-12)-(10-11)-(1-4)-(4-7)-(7- 10)-(2-1)-(1-4)-(4-7)-(2-1)-(9-8)-(8-5)-(8-9)-(1-4) . Take CELTIC AMULET 1/3, MAGNET AND SCREWDRIVER (I). Go to the backyard of the palace.

Use SCREWDRIVER; take the GYPSUM, FISHING ROD, and CELTIC AMULET 2/3 (J). Use MAGNET (K); take MAGICAL ESSENCE and GILI’S SAW (L). Use GILI’S SAW; take SEWING KIT and note. Use the SLADLE to get the WATER (M). Go back.

Use the WATER, TEASPOON AND GYPSUM ON THE MOLD; receive BAS-RELIEF PIECE. Use BAS-RELIEF PIECE (N). Play the HOP (O); receive the SLEEPING PILL. Go back. Use the SLEEPING PILL (P). Take the CAGE KEY (Q). Walk forward (R).

Use the CAGE KEY (S). Easy level solution (T): U - to 1 - Ux2 - to 2 - Ux2 - to 3.

Hard solution (V): W - to 1 - W - to 2 - Wx2 - to 3 - X - to 4 - W - to 5 - W - to 6 - X - to 7. Receive the ANCHOR PENDANT.

Take the WINDING KEY with the ANCHOR PENDANT (W). Take note. Use WINDING KEY; take the magic substance, BOLT AND NUT, and CELTIC AMULET 3/3 (X). Go back.

Move the tile; use CELTIC AMULET (Y). Take ROPE, BELLOWS, and magic substance (Z). Use SEWING KIT and BELLOWS; receive TOY BALLOON (A). Go to the backyard of the palace.

Use TOY BALLOON (B); use magic wand (C). Walk forward (D). Easy level solution (E). Hard level solution (F).

Fairy Godmother Stories 5: Chapter 5 Rapunzel

Take the BROKEN SPADE (G). Take the CUTTERS, HOOK, and STICK (H). Use the ROD (I). open; take the CLAMP and PIECE OF CUTTERS (J).

Use the BOLT AND NUT, STICK and CLAMP on the BROKEN SPADE; receive a SHOVEL. Use the SHOVEL; talk to the character (K). Receive LIFT HANDLE. Use the LIFT HANDLE (L). Walk forward (M).

Take note, GLASS CUTTER, and SPRING (N). Use the PIECE OF CUTTERS and SPRING on the CUTTERS. Use CUTTERS; take the WINCH HANDLE (O). Use WINCH HANDLE, ROPE and HOOK; take CARD KEY, METAL PIN, and CRAB HAIRPIN (P). Use KEY CARD (Q). Walk forward (R).

Take the COFFEE COUPON (S). Give the COFFEE COUPON (T). Play the HOP (U); receive COFFEE. Give COFFEE (V); receive HAIRPINS. Take the PIN with the HAIRPINS (W). Go back twice.

Use PIN; take the SNOWSHOE (X). Use GLASS CUTTER; take the BURNER (Y). Use BURNER; take STRAPS 1/2 (Z). Use METAL PIN; take the MITT (A). Walk forward (B).

Use MITT; open (C). Take DULL SKATES and STRAPS 2/2 (D). Use DULL SKATES (E). Easy Solution (F): (1-8)-(2-8)-(1-8)-(3-9)-(6-9)-(3-10)-(3-9)-( 4-12)-(4-9)-(5-12)-(4-12). Hard Level Solution (F): (1-8)-(2-8)-(1-8)-(3-9)-(6-9)-(3-10)-(3-9)-( 4-12)-(4-9)-(5-12)-(4-12)-G. Receive SKATES.

Press 5; use SKATES (H). Take the SCARF; use CRAB HAIRPIN (I). Take PLASTIC BOOKMARK (J). Walk forward (K).

Use PLASTIC BOOKMARK; take HOOK. Bring the bottle to the cooler; receive WATER (L). Go back. Use WATER and SCARF (M); take the WOODEN TOY, STUD BUTTON, and RIBBONS (N). Go back.

Use the STRAPES and RIBBONS on the SNOWSHOE. Use SNOWSHOE (O). Play the HOP (P); receive the CROSSBOW. Use CROSSBOW (Q); take the CANDLE and CUTTERS (R). Use CANDLE; take the POWDER (S). Go to the ski base.

Take the FRINGE with the CUTTERS (T).

Use POWDER and FRINGING (U); enter 5-8-1-6 (V). Take the MAGIC BLADE (W). Give the MAGIC BLADE (X).

Fairy Godmother Stories 5: Chapter 6 Wolf

Take the CHARGER (Y). Use STUD BUTTON (Z); receive CANE. Use CANE; take the CORK and WIRE (A). Use HOOK; open. Take the DAMAGED AMULET (B).

Take note and PLANE (C). Use the DAMAGED AMULET and PLANE on the WOODEN TOY; receive a COPY AMULET. Use the AMULET COPY (D). Easy solution (E): 1-4-5-8-10-11-F.

Hard Level Solution (G): 2-4-6-7-8-10-11-12-H. Take the AMMONIA (I).

Give the AMMONIA (J). Receive REVOLVER. Use REVOLVER (K). Walk forward (L).

Take the COMPASS and DRY GLUE (M). Use COMPASS (N); take the BRUSH and RUBBER GLOVES (O). Use RUBBER GLOVES (P). Walk forward (Q).

Use CORK (R); take HAT and KEYS 1/3 (S). Use HAT; use CHARGING. Take the HAIR DRYER and WATER (T). Take KEYS 2/3 and HEAT SHRINK (U). Go back.

Use WIRE, HEAT SHRINK, and HAIR DRYER (V). Play the HOP (W); receive HOTEL EMBLEM. Remove the paper. Use HOTEL EMBLEM (X); take the MATCHES (Y). Go back.

Use MATCHES; take FLAG and MAGIC ESSENCE (Z). Use FLAG; take the PICK HANDLE and PLATE (A). Go to the Wolf’s room.

Use the BRUSH, WATER and PLATE on the DRY GLUE; receive GLUE WITH BRUSH. Use GLUE WITH BRUSH; glue the pieces together (B). Take UV BULB and WOOD CHIPS (C). Use UV BULB (D); press 1-2-3. Take the FOX AMULET and KEYS 3/3 (E). Go back.

Use KEYS (F). Easy solution (G): 10-11-12-19-26; 6-7-14-21-20; 24-25-19-13-14. Difficult level decision (G): 9-16-17-18-11-4-5; 5-6-7-14-21-20-26; 23-24-25-19-13-14-7. Take the CLOCK HANDS, UNCLOSER, and magic substance (H).

Use CLOCK HANDS (I); take the magic substance, SCISSORS, and HOOK ON A THREAD (J). Walk forward (K).

Use HOOK ON THREAD; take the WOLF AMULET (L). Use the FOX AMULET and WOLF AMULET (M). Press 5-1-3-7-4-2-6 (N).

Take the UMBRELLA (O). Go back twice. Use the UMBRELLA (P) and magic wand (Q). Walk forward (R).

Fairy Godmother Stories 5: Chapter 7 Portal

Take the ROPE; use PICK HANDLE and CHIPS (S). Receive a PICKAXE. Take note and MAGNET. Take the STONES with the PICKAXE (T). Use STONES; play the HOP (U). Receive BOOTS WITH LACES.

Use BOOTS WITH LACES; take the OIL CAN and LIGHTHOUSE KEY (V). Use LIGHTHOUSE KEY (W). Walk forward (X).

Take note and SHOVEL. Use GRINDER; take the TRAP (Y). Take note; take the HOSE with the SCISSORS (Z). Take the PIECE OF ROPE (A). Go back.

Use the PIECE OF ROPE and TRAP on the ROPE; receive a TRAP WITH ROPE. Use the TRAP WITH ROPE (B). Use HOSE; receive GASOLINE (C). Use GASOLINE (D). Solution (E): 8-4-2-9-1-5-12-6-2. Walk forward (@).

Use MAGNET (F); take the TONGS (G). Take CRYSTAL and BARREL (H). Take the Magnifying Glass with the TONGS (I). Go to the lighthouse.

Use the BARREL (J). Take CORKSCREW and PUMP (K). Use OIL CAN (L); receive a BUTTON. Walk forward (M).

Use CRYSTAL, MAGNIFYING GLASS AND BUTTON (N). Easy solution (O): 1-2-3-7-8-9-10. Hard Level Solution (P): 1-2-3-9-10-11-12. Set coordinates N3-E2 (Q). Walk to the sea.

Examine (S). Receive METAL DETECTOR. Go back. Use METAL DETECTOR and SHOVEL; take the HOOK and CANAPES AMULET (T). Use the CANAPES AMULET (U); take the OPENER (V). Walk forward (W).

Use OPENER; take the BAIT (X). Use HOOK and BAIT (Y).

Easy solution (Z): 1-2-3. Hard Level Solution (Z): 1-2-3-4-5. Receive the FISH. Give FISH; take the HANDKERCHIEF and BROOCH (A). Go to the lighthouse.

Use BROOCH; take PIPE AND GLASSES 1/2 and ACID (B). Use ACID (C). Take the CARGO SCREW; use CORKSCREW (D). Take the note, RULETTE, and ELECTRIC TAPE (E).

Use the ELECTRIC TAPE on the PUMP. Use PUMP (F); take PENCIL, SAW and PIPE AND GLASSES 2/2 (G). Walk to the sea.

Use PIPE AND GLASSES (H). Play the HOP (I); receive the FANG AMULET. Give the FANG AMULET (J).

Fairy Godmother Stories 5: Chapter 8 Through the Looking Glass

Take the FEATHER and JACK (K). Use RULETTE and PENCIL; receive MEASUREMENTS (L). Take note; use the SAW and MEASUREMENTS (M). Receive BOARDS. Take the TWO-PRONG FORK and JACK HANDLE (N). Use the CARGO SCREW and JACK HANDLE on the JACK; receive JACK. Use the JACK (O). Walk forward (P).

Take the DULL DAGGER and SCEPTER (Q). Use the HANDKERCHIEF; use SCEPTER (R).

Easy solution (S): 12-13-20-21-26-27-28-22-16-15-14-7-1-2-3-4-5-10-18-24-30. Hard Solution (S): 12-13-6-7-1-2-3-4-5-10-18-19-25-24-30-29-28-22-16-15-14-21 . Take the MAGIC PAINTS and note (T).

Use MAGIC PAINTS (U); take HAMMER and GOBLET (V). Go back.

Use GOBLET; take the GRINDSTONE. Take the NAILS with the TWO-PRONGED FORK (W). Apply BOARDS. HAMMER and NAILS (X).

Easy solution (Y). Hard level solution (Z). Walk forward (A).

Take SPELLBOOK; use the FEATHER (B). Take the HORSESHOE (C). Take TORN BASKET; use the HORSESHOE (D). Take MAGIC ESSENCE and CROWN AMULET (E). Go to the queen’s room.

Use the CROWN AMULET (F); take HEART HALF 1/2 and BRACELET (G). Go back.

Use the GRINDSTONE, TORN BASKET, and BRACELET on the DULL DAGGER; receive DAGGER IN BASKET. Use the DAGGER IN THE BASKET (H). Play the HOP (I); receive the PERFUME MUSHROOM. Use the PERFUME MUSHROOM (J); take magic substance and SWITCH BUTTON (K). Walk forward (L).

Use SWITCH BUTTON (M). Play the mini-HOP (N); receive CUTTERS. Go to the queen’s room. Take the HEART HALF 2/2 with the CUTTERS (O). Go to the clearing.

Use the HEART HALF on the SPELLBOOK; receive SPELL. Use SPELL; take the magic substance (P). Use magic wand (Q).

Easy level solution (R).

Hard level solution (S).

Fairy Godmother Stories 5: Bonus Chapter

Take WATER, GEARS 1/2, and BUTTON (A). Use BUTTON; take the CLOCK HAND (B). Take BROKEN SELFIE STICK; use CLOCK HAND (C). Take note and CHAIN ??(D).

Use the CHAIN ??and pull it (E). Play the HOP (F); receive KEY CARD. Use KEY CARD (G). Walk forward (H).

Take GLUE and WINDOW HANDLE 1/2 (I). Take CLAMP and GEARS 2/2 (J). Use the GEARS (K); take CROWN AMULET 1/2, BRACKET, and note (L).

Use the FASTENER, GLUE, and CLIP on the BROKEN SELFIE STICK; receive a SELFIE STICK. Take the NAPKIN with the SELFIE STICK (M). Use the NAPKIN (N). Solution of easy and difficult levels (O); receive CAKE AMULET. Use the CAKE AMULET (P). Walk forward (Q).

Take PAPER CLIPS, note, and SPONGE (R). Use WATER and SPONGE; take CROWN AMULET 2/2 and RECIPE AND MAGNETS 1/2 (S). Go back twice.

Use the CROWN AMULET (T). Solution (U): Vx6-Wx5-Xx4-Yx3. Take the TRANSLATOR (Z). Use TRANSLATOR (A). Receive the PSA BAG. Go to the hotel kitchen.

Take the FORK, RUBBER GLOVE and RECIPE AND MAGNETS 2/2 from the DOG BAG. Use FORK (B); take STEAMER and WINDOW HANDLE 2/2 (C). Go back.

Move the plant pot away. Use WINDOW HANDLES; take VOLUME KNOB 1/2, RACKET, and PESTLE (D). Take the DRESS NET with the RIPPER (E). Walk forward (F).

Use the DRESS NET and PAPER CLIPS on the RACKET; receive FISHING NET. Take the CORKSCREW with the FISHING NET (G). Use CORKSCREW (H); take the COFFEE GRINDER and PAN LID (I).

Use POT LID (J). Play the HOP (K); receive BREAD BALLS. Use BREAD BALLS; use RUBBER GLOVE (L). Take the VALVE and TONGS (M).

Use TONGS (N); take the GEMS 1/2, ROWAN, and VOLUME KNOB 2/2 (O). Use PESTLE and ROWAN; receive ROWAN JUICE (P). Go back twice.

Use VOLUME KNOB; take LIGHTER, BOLT AND NUT, and MANDRAKE ROOT (Q). Open. Move the ice; use LIGHTER (R). Take CASTOR OIL and TEASPOON (S). Walk forward (T).

Use the TEASPOON; take GEMS 2/2 AND BUTTONS (U). Use GEMS; take the COFFEE GRINDER BOX (V). Walk forward (W). Use the COFFEE GRINDER BOX and MANDRAKE ROOT on the COFFEE GRINDER; receive GROUND ROOT. Use the RECIPE AND MAGNETS, ROWAN JUICE, GROUND ROOT, and CASTOR OIL (X).

Take the FILE and note (Y). Take THREAD WITH NEEDLE, GLOVES, and HOSE (Z). Use the HOSE, VALVE and BOLT AND NUT (A).

Easy solution (B): 1-2. Difficult level solution (B): 1-2-3-4.

Take the PILL KEY (C). Use the PILL KEY (D). Take the MAGIC FLAME with the GLOVES (E). Use the MAGIC FLAME (F). Walk forward (G).

Take BROKEN UMBRELLA; use BUTTONS (H). Solution (I). Enter 4-8-7 (J).

Take the KEY (K). Use KEY (L). Walk forward (M).

Take the MAGNET. Use FILE; use blotter (N). Take the BOOKSTAND and THREAD WITH NEEDLE 2/2 (O). Take BOARDS; use THREAD WITH NEEDLE (P). Receive the SHAWL. Go back.

Use the HANDKERCHIEF (Q). Play the HOP (R); receive a CAPSULE. open; take note. Use CAPSULE; take note, MAP SCRAP 1/2, and UMBRELLA HANDLE (S). Go back.

Use the UMBRELLA HANDLE on the BROKEN UMBRELLA; receive an UMBRELLA. Take the POT with the UMBRELLA (T). Use PAN; take the ELECTRIC TAPE (U). Go to the section with the enchanted book.

Use ELECTRIC TAPE; take the MOTORCYCLE KEY (V). Use MAGNET; take the COPPER BOOKMARK (W). Use COPPER BOOKMARK; take the NAILS (X). Go back.

Use PLANKS, NAILS, and BOOKSTAND (Y); take the OPENER and HEART AMULET (Z). Walk forward (A).

Use the HEART AMULET (B). Easy solution (C): (1-7)-(1-3)-(8-6)-(8-5)-(2-5)-(1-2)-(1-4), rotate 1x3-2x3-3x2-4x1-5x3-6x2-7x2-8x1. Hard level solution (D): (1-7)-(2-7)-(3-4)-(5-4)-(6-7)-(6-9)-(8-10), rotate 1x3-2x3-3x1-4x3-5x1-6x2-7x2-8x2-9x2-10x2. Receive BUFFIN SIGNET.

Use BUFFIN SIGNET (E); take MATCHES, MIRROR, and MAP SCRAP 2/2 (F). Use MAP SLAB (G); take the BRACELET (H). Use BRACELET; take the SCREWDRIVER (I). Go back twice.

Use SCREWDRIVER (J); take the ELECTRIC TAPE (K). Use ELECTRIC TAPE and MOTORCYCLE KEY (L).

Take PIECE PIECE and CUTTERS (M). Use CUTTERS; take the KNITTING HOOK (N). Use the MIRROR (O); use the KNITTING HOOK (P). Walk forward (Q).

Take BIRD AMULET 1/2, PIECE PIECE AND FRAME (R). Use OPENER and FRAME (S). Play the HOP (T); receive PHOTO. Hang PHOTO; take the SHELL and HOOK (U). Go back.

Use SHELL; take the BURNER (V). Use MATCHES and BURNER (W); receive BICYCLE BELL. Use BICYCLE BELL (X); take LOCK PICKERS 1/2 and DOOR KNOCKER (Y). Walk forward (Z).

Use the DOOR KNOCKER (A). Walk forward (B).

Talk to the character (C). Take the VACUUM CLEANER, CHISEL, and BOLT AND NUT (D). Take the SUPPORT with the HOOK. Use CHISEL; take the SPRING (E). Go back twice.

Use the SHEAR PIECE, BOLT AND NUT, and SPRING on the SHEAR PIECE; receive SHEARS. Use SHEARS (F). Easy solution (G): (1-6)-(2-5)-(4-6)-(5-7)-(6-7)-(7-8). Difficult level solution (H): (5-9)-(6-9)-(7-9)-(8-9). Receive PROTECTIVE AMULET. Go to the basement.

Give PROTECTIVE AMULET (I). Receive BIRD AMULET 2/2. Go back.

Use BIRD AMULET (J); take KEYS 1/3, LEATHER BRACELET, and BATTERY (K). Use the BATTERY on the VACUUM CLEANER. Use the VACUUM CLEANER (L). Walk forward (M).

Take the DICTAPHONE. KEYS 2/3 and SANDING (N). Take the note, use the SANDER and use the SUPPORT (O); take the LOCKPICK 2/2 (P). Use LOCKPICK; take the RAG (Q). Go to the basement.

Use RAG and LEATHER BRACELET; take the HEAVY STATUETTE (R). Use HEAVY STATUETTE (S); take the CHARGER (T). Go to Clarissa’s room.

Use CHARGER (U). Play the HOP (V); receive CODE. Use CODE; enter 5-3-1-4 (W). Take the POKER (X). Go back.

Take the KEYS 3/3 with the POKER (Y). Use KEYS; take note and NOTES (Z). Walk forward (A).

Use the NOTES (B). Solution of easy and difficult levels (C): 1-10-4-5-9-3-6-9-8-5-3-10-1-2-5-6-1-9. Take CLARISSE’S VOICE CASSETTE (D).

Use CLARISSE’S VOICE TAPE on the RECORDER; receive a VOICE RECORDER WITH CASSETTE. Take note; use the VOICE RECORDER WITH CASSETTE (E). Take the SEDATION DART (F). Go to the basement.

Use the SEDATION DART (G). Easy level solution (H). Hard level solution (I). Congratulations! You have completed Fairy Godmother Stories 5: Tailville’s Fairy Dream Collector’s Edition!

Fairy Godmother Stories 5: Collectibles

Gems (marked in pink), witch’s paraphernalia (marked in blue), and bridal paraphernalia (marked in yellow). Collectibles (A-D).

Collectibles (E-H).

Collectibles (IK).

Article author: