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Living Legends 10: The Blue Chamber - Full Walkthrough with Tips and Puzzles

Living Legends 10: The Blue Room. Alex goes to a housewarming party with his sister Katrina, who has bought a new mansion with her husband. There are many terrible rumors about the gloomy estate, but Katrina is sure that all this is just stupid fiction. After an attack on her husband and the appearance of hostile ghosts, the girl will have to reconsider her mind, and Alex will have to help the young family cope with the ghosts and get rid of the dangers. 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 Bird’s Nest Castle
  3. Chapter 2 Dungeon
  4. Chapter 3 Backyard
  5. Chapter 4 The Old Wing
  6. Chapter 5 The Library
  7. Chapter 6 The Observatory
  8. Chapter 7 The Blue Room
  9. Bonus Chapter
  10. Collectibles
  11. All Game Achievements

Living Legends 10: General Tips

The Bird’s Nest is an ancient estate with a dark history. They say that there are cursed paintings, and there is also a haunted room. Katrina does not believe in fairy tales, so she acquires a mansion and invites her brother Alex to a housewarming party. Trouble begins with an attack on Katrina’s husband. Then the girl herself disappears. Now Alex has to save his relatives, put an end to the ghosts and, of course, dissuade his sister from living in such a dangerous place.

Each location of the game is a task of ingenuity, where you need to find the right items and apply them correctly. This is the only way you can progress further in the story and complete quest tasks. In case of difficulty, use the hint and often look at the Map of the area so as not to get lost. The game has several difficulty modes: choose any for a comfortable passage.

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.

Living Legends 10: Chapter 1 Bird’s Nest Castle

  1. Open (A), examine, read.
  2. Take the clue (B) and FEATHER KEY. Remove.

  1. Talk with).
  2. Take the LANTERN.

  1. Take the Squirrel (D).
  2. Open; take LIST OF HERBS 1/2.

  1. Take the CARD (E), CANDLE and COMB.
  2. Use the COMB on the Squirrel.
  3. Add SQUIRREL (F); take LIGHTER.

  1. Play the HOP (G); take BAG.
  2. Remove the branches from the LANTERN (H); take GATE KEY.
  3. Use the CANDLE and LIGHTER.

  1. Use LANTERN (I); take PAPER KNIFE.
  2. Read (J). Insert the OPEN KEY.
  3. Take TILE 1/2.

  1. Use PAPER KNIFE (K); take TILES 2/2.
  2. Read; add TILES.

  1. Solution (L): easy and difficult: NOKJlEFG-N-LKJlEFGCBAEFG-N.
  2. Arrange the tiles.
  3. Read; take MUSIC BOX.

  1. Examine the BAG; take CLOCKWORKING BIRD; read.
  2. Open the MUSIC BOX; add CLOCKWORK BIRD.
  3. Add FEATHER KEY (M). Take MAGIC DUST.

  1. Use MAGIC DUST (N); turn the key.
  2. Enter the castle courtyard.

  1. Take the TORN GLOVE (O).
  2. Take the RIBBON (P) and GEM 1/2.
  3. Use the RIBBON on the TORN GLOVE; receive a GLOVE.
  4. Use the GLOVE (Q).

Solution: (R).

  1. Take the CUP (S).
  2. Read; take Magnifier and PAGE 2/2.
  3. Take STAR BADGE 1/3 (T).
  4. Add Magnifier AND PAGE.
  5. Complete the HOP; receive HERBS.

  1. Take the HOOK (U) and GEM 2/2.
  2. Add GEMS (V); take MINT and NUTS.
  3. Offer NUTS (W); take CROSS.

Add MINT (X).

  1. Solution (Y): (AD)-(CE)-(AB)-(AE)-(CA)-(CA)-(EC)-(EC)-(BA)-(BA).
  2. (BE)-(BE)-(AB)-(AB)-(DA)-(DA)-(DB)-(DC)-(BD)-(ED).
  3. (EB)-(EB)-(ED)-(ED)-(AE)-(AE)-(AE)-(BE)-(BE).
  4. Take the BOX.

  1. Add CROSS to BAG; take OINTMENT.
  2. Examine the OINTMENT (Z).
  3. Read the instructions; unfold the bandage; add cotton; add HERBS; pour ointment; receive BANDAGE.

  1. Offer the BANDAGE (A).
  2. Take BIRD EMBLEM 1/2.
  3. Open the BOX; read; take DIRTY BIRD EMBLEM.

  1. Use CUP (B); receive a CUP OF WATER.
  2. Add DIRTY BIRD EMBLEM; receive BIRD EMBLEM 2/2.
  3. Add BIRD EMBLEM (C).
  4. Solution: (D) EDCBEDCADC.
  5. Sign in.

  1. Play the Match 3 game (E).
  2. The solution is random; the screenshot shows possible solutions.
  3. Receive FEATHER KEY.

  1. Add FEATHER KEY (F).
  2. Take the MAGIC SPHERE.

  1. Use MAGIC SPHERE (G).
  2. Take the FRAME (H).
  3. Use CUP OF WATER; take SHOULDER ARMOR.
  4. Take the POKER.

  1. Look in (I); use POKER; receive STAR BADGE 2/3.
  2. Read (J); take the SPOKE.
  3. Examine RAM; turn over; use the NEEDLE; take STAR BADGE 3/3.

  1. Add STAR BADGE (K); explore.
  2. Complete the HOP; take WEDDING RING.
  3. Offer WEDDING RING (L).

  1. Read (M); set the numbers: 4-7-3-9.
  2. Take SOLVENT and PAPER.
  3. Use the SOLVENT on the HOOK.
  4. Add HOOK (N); pull the lever.
  5. Go to the corridor.

  1. Take the BOX (O).
  2. Take the COAL (P).

  1. Take the CLOTH (Q).
  2. Take the ROPE; add the SHOULDER ARMOR.
  3. Insert a rose. Place ARMOR PIECE; take the SPEAR.

Add the SPEAR (R), then the CHARCOAL.

  1. Solution: (S).
  2. Add PAPER; take DRAWING.

  1. Use the DRAWING on the BOX; take the CHESS PIECE.
  2. Add CHESS PIECE (T).
  3. Rearrange the figures; take GROWTH FORMULA.

  1. Add GROWTH FORMULA (U).
  2. Take PICTURE FRAGMENT and WOODEN DECORATION 1/3.

Examine (V); add PICTURE FRAGMENT.

  1. Solution (W): easy and hard.
  2. Use CLOTH (X).
  3. Go forward.

  1. Play the game "Three in a row". Receive FEATHER KEY.
  2. Add FEATHER KEY (Y).
  3. Take the MAGIC SPHERE.

  1. Use MAGIC SPHERE (Z).
  2. Take WOODEN DECORATION 2/3 (A).

  1. Take the OLD TORCH (B).
  2. Take the CURTAIN TIE (C) and OIL.

  1. Add CURTAIN TIE (D).
  2. Read; take HAIRPIN and WOODEN JEWELRY 3/3.
  3. Read (E).
  4. Add WOODEN DECORATION.

Solution: (F).

  1. Take the PAINTED JEWELRY (G).
  2. Walk back.
  3. Clean the OLD TORCH; add ROPE, then OIL. Receive the TORCH.
  4. Add TORCH (H); receive BURNING TORCH.
  5. Go forward.

  1. Add BURNING TORCH (I).
  2. Add PAINTED DECORATIONS; read; take SILVER SCISSORS and DOLL.
  3. Take the TIE PIN (J); add the DOLL.

  1. Solution: (K).
  2. Take the READY DOLL.

  1. Offer the READY DOLL (L).
  2. Take the DIARY PIECE (M).
  3. Play HOP (N); take KATRINA’S DIARY.

  1. Add the DIARY PIECE to KATRINA’S DIARY.
  2. Solution: (O).
  3. Flip through the pages; take the DANCER FIGURINE.

Speak (P).

Living Legends 10: Chapter 2 Dungeon

  1. Use BURNING TORCH (Q).
  2. Take the BROOM (R).
  3. Use the CODE on the BROOM; remove the rope; add HAIRPIN. Collect; receive a STICK WITH HOOK.

  1. Use STICK WITH HOOK (S).
  2. Take BIRD BADGE 1/2.

Open (T); explore; open; explore.

  1. Add DANCER FIGURINE (U).
  2. Solution (V): easy and difficult.
  3. Take BIRD BADGE 2/2 (W).

Add BIRD BADGE (X).

Solution: (Y).

  1. Add CODE (Z) and TIE PIN.
  2. Press: 3-2-5.
  3. Play the game "Three in a row". Receive FEATHER KEY.

  1. Add PEPO KEY (A). Take the MAGIC SPHERE.
  2. Use MAGIC SPHERE (B).

  1. Use SILVER SCISSORS (C); receive ROPE 1/3.
  2. Remove the fabric. Read.

  1. Find the items (D); receive a MEDALLION.
  2. Explore. Take the METAL SYMBOL.

  1. Examine the MEDALLION (E); pull A-B (E); take PORTRAIT.
  2. Offer PORTRAIT (F).
  3. Move (G).

  1. Examine (H).
  2. Take MOSS. Add METAL SYMBOL.

  1. Rearrange the symbols (I).
  2. Go down (J).

Living Legends 10: Chapter 3 Backyard

  1. Take the KEY (K). Read; add MOH.
  2. Take the POT.

  1. Take CHICK 2/3 (Q).
  2. Read; remove items; remove boards; add KEY.

Solution: (R).

  1. Insert key (S).
  2. Explore; move; take FORK.
  3. Move; take the PRETELL.

Offer PRETELL (T).

  1. Take the SIEVE (L).
  2. Use POT.

Solution (M): easy and difficult. The solution is random.

Solution (N): easy and hard. The solution is random.

  1. Take CHICK 2/3 (O).
  2. Use the SIEVE (P); take SEEDS.

  1. Take ROPE 2/3 (U).
  2. Slide. Read; take MILK.
  3. Offer SEEDS; take CHICK 3/3.
  4. Attach the flag.

  1. Take FEATHER 1/6 (V). Return the CHICKS; take FLOWER.
  2. Add FLOWER (W). Read all; take TRIANGLE.

  1. Read (X); add a TRIANGLE.
  2. Solution: (Y).
  3. Go forward.

  1. Take ROPE 3/3 (Z) and ROLLING RINGING RING.
  2. Take FEATHER 2/6 (A). Insert FORK; take FORK.
  3. Use the FORK on the ROPE; take HOOK.
  4. Use HOOK (B).

Solution: (C).

  1. Examine (D); take BOWL; read; take the NET.
  2. Pick up (E); use the NET.

  1. Catch the fish (F); receive a FISH.
  2. Offer FISH (G).

Solution: (H).

  1. Take FEATHER 3/6 (I).
  2. Take FEATHER 4/6 (J).
  3. Take FEATHER 5/6 (K). Add BOWL and MILK.
  4. Enter the servant’s house.

  1. Take the KEY (L).
  2. Pull (M).
  3. Take the TONGS (N).

  1. Take the PILLOWCASE (O) and RING.
  2. Move the lever; press the button quickly; use TONGS; receive COAL.

  1. Add PILLOWCASE (P); take PILLOW.
  2. Use the ROLLING ROPPING ROLL; take FRAGMENT 1/2.

  1. Take FEATHER 6/6 (Q); add PILLOW. Explore.
  2. Solution (R): (A-Cx2)-(Cx3-D)-(Dx2-Bx2)-A.

  1. Take the JOURNAL (S).
  2. Take BOOKMARKS (T).

  1. Use BOOKMARKS on JOURNAL; rearrange the bookmarks (U).
  2. Take SECRET.

  1. Add SECRET (V) and RING.
  2. Add items; take RING.
  3. Add COAL; use pencil; receive a FORM.
  4. Walk back.

Add RING (W) and SHAPE.

Solution: (X).

  1. Take the TOY (Y).
  2. Return to the servants’ house.
  3. Examine the TOY (Z); click; take SPRING.

  1. Move item (A); open.
  2. Add SPRING; move items; take SPRING.
  3. Use the SPRING and FEATHERS on the TOY.

  1. Add FEATHERS, then KEY.
  2. Take the BIRD (B).

  1. Offer BIRD (C).
  2. Complete the HOP; take the BOX.
  3. Take the LAMP (D).
  4. Walk back.

  1. Take the BOX PIECE (E).
  2. Enter the servant’s house.

  1. Use the BOX PIECE on the BOX.
  2. Explore; open; take the LOCK.
  3. Explore; find items; take the LOCK PICK.
  4. Add LOCK PICK (F); take FRAGMENT 2/2.
  5. Add FRAGMENTS (G); explore.

  1. Solution: (H).
  2. Remove; take VASE and MATCHES.
  3. Walk back.

  1. Use the MATCHES on the LAMP.
  2. Place LAMP (I).
  3. Explore; add VASE; move flowers; receive a VASE.
  4. Take the BAG ICON.

  1. Examine (J); read; use the LOCK PICK.
  2. Take the LADDER.
  3. Add BAG ICON; take GLASS CUTTER.

  1. Use GLASS CUTTER (K).
  2. Enter the servant’s house.
  3. Play the HOP (L); receive a MIRROR.
  4. Walk back.

  1. Add MIRROR (M).
  2. Solution (N): Dx2-A-Bx4-Ax2-Bx2-Dx3.
  3. Enter the old wing.

Living Legends 10: Chapter 4 The Old Wing

  1. Take the PAPIER (O).
  2. Read all; add VASE.
  3. Move flowers.
  4. Add LOCK; take POSTCARDS and COMB.

  1. Take the CLOTH (P).
  2. Take the CANE (Q).
  3. Use CLOTH; take BELTS.

  1. Use the COMB (R); receive NAILS.
  2. Add the LADDER, then the BELTS.

  1. Take the SWAN (S).
  2. Enter the Baron’s bedroom.
  3. Pull (T).

  1. Play the game "Three in a row". Receive the KEY.
  2. Add KEY (U); take SPHERE.
  3. Use SPHERE (V).

  1. Take the BRUSH (W).
  2. Add BRUSH (X).

  1. Solution (Y): Ax2-Bx2-Cx2-Fx2-D-Cx2.
  2. Take the SEAM REPAIRER (Z).
  3. Add NAILS and PAPIER.

  1. Use the SWAN (A). Take the KEY.
  2. Remove (B); insert KEY.
  3. Sign in to the Cabinet.

Take the HANDLE (C).

  1. Examine (D); open; read. Take GLUE 1/2.
  2. Explore; add POSTCARDS.

Solution: (E). Click.

  1. Examine (F); open; read; take the SHAWL.
  2. Add HANDLE; take ARROWS.

  1. Read (G); take the HOOD.
  2. Pick up (H).

  1. Take the HEXAGON (I).
  2. Add HOOD.

Solution (J): (DB)-(DA).

Scare the bird (K); pull.

Examine (L); add the HEXAGON.

  1. Solution (M): ADE-Ax2-CF.
  2. Take the CLOCK (N).

  1. Take BRUSH 2/2 (O); add ARROWS and CLOCK.
  2. Solution: (P).
  3. Take the KEYS (Q).

Insert KEYS (R).

Solution (S): (HD)-(GE)-(JA)-(FC)-(IB).

  1. Examine (T).
  2. Solution: (U).
  3. Take the RING.

  1. Use the SEAM REPAIRER (V); receive THREADS.
  2. Walk back.
  3. Offer the HANDKERCHIEF (W). Take the THISTLE.

  1. Use CANE (X); add THISTLE.
  2. Take SEWING KIT 1/2.

  1. Examine (Y). Add THREADS.
  2. Find items; receive SEWING KIT 2/2.
  3. Return to the office.

  1. Add SEWING KIT (Z).
  2. Complete the HOP; use pencil; take PUZZLE.

  1. Add PUZZLE (A); click on the tiles; take the BOX PIECE.
  2. Add RING; take HEART and TRIPTYCH PIECE 1/2.
  3. Walk back.

  1. Add BOX PIECE (B); read.
  2. Take FIGURINE.

  1. Add FIGURINE (C); add a figurine.
  2. Read; take CORD; add a figurine.
  3. Take the CODE.
  4. Return to the office.

  1. Add CODE (D).
  2. Complete the HOP; take the JOURNAL.
  3. Return to the old wing.

  1. Open (E); move items. Explore.
  2. Use GLUE AND BRUSH; receive TRIPTYCH 2/2.

  1. Add TRIPTYCH (F).
  2. Solution: (G).
  3. Take LEVER and RULES.

  1. Use the HEART on the JOURNAL.
  2. Solution (H): easy and difficult. (AM)-(BR)-(CS)-(DP)-(EO).
  3. (FN)-(GK)-(HQ)-(IT)-(JL).

  1. Open (I); read.
  2. Take the SEQUENCE.

Add LEVER (J) and SEQUENCE.

Solution (K): easy Fx2-Gx2-Hx5-Ix2-Jx2.

  1. Solution (L): hard Fx2-Gx2-Hx5-Ix2-Jx2.
  2. Dx5-F-Dx5-Hx4-Jx4-Cx4-Ax2-EF.
  3. Ax5-Bx5-Cx5-Dx5-Ex5-Fx4-Ax4.
  4. Gx2-Ix2-Ex5-Fx4-Ex5-G-Hx2-I.
  5. Go forward.

Living Legends 10: Chapter 5 The Library

  1. Take the CAGE (M).
  2. Take the DOLL (N).
  3. Expand the note from the CAGE; add CORD.

Add DOLL (O); explore.

Solution: (P).

  1. Use the CAGE (Q). Take PIECE OF COVER.
  2. Add COVER PIECE (R).

  1. Solution: (S) is random.
  2. Use the CAGE on the book. Take GLASSES.

  1. Examine (T). Read; take BEAD.
  2. Add BEAD (U); receive a PALETTE.

  1. Add PALETTE (V).
  2. Arrange the owls; use the CAGE on the book.
  3. Add RULES.
  4. Complete the HOP; receive EXLIBRIS.

  1. Add EXLIBRIS (W) and CAGED BOOKS. Explore.
  2. Open book; stamp.

Open books (X); rearrange.

  1. Solution: (Y).
  2. Take BAS-RELIEF.

  1. Take HANDLE 1/3 (Z).
  2. Use Candle. Add BAS-RELIEF.

  1. Solution: (A).
  2. Enter the library.
  3. Use GLASSES (B).

Solution: (C).

Solution: (D).

  1. Solution: (E).
  2. Play the game "Three in a row". Receive the KEY.

  1. Add KEY (F); take SPHERE.
  2. Use SPHERE (G).

  1. Take the STONE (H).
  2. Take HANDLE 2/3 (I).
  3. Explore; use STONE.

Solution: (J). The solution is random, play tic-tac-toe.

  1. Solution: (K).
  2. Take COOKIES.

  1. Move (L). Offer COOKIES. Take the TONGS.
  2. Use TONGS (M); receive a ROSE.
  3. Walk back.

  1. Add ROSE (N); explore; take the SUN.
  2. Open; take EXPERIMENTAL LOG.
  3. Go to the library.

  1. Give EXPERIMENTAL LOG (O).
  2. Take OPENING.
  3. Examine the OPENING; take the KEY.

Solution (P): CGHIJKABEDF.

  1. Examine (Q); remove; insert KEY.
  2. Take the DAGGER. Take PENDANT.

  1. Add PENDANT (R). Take the FLOWER DIAL.
  2. Add FLOWER DIAL (S).

  1. Solution (T): EAHDHGDFBGCFFCEEBFBEA-EE.
  2. FGGCGFCFFFBFFFGGCDHDH-HH.
  3. Examine (U); insert SUN.

  1. Read (V); take MEMORY SPELL.
  2. Open; take the LENS.
  3. Take HANDLE 3/3.

  1. Read (W); delete.
  2. Add LENS; receive a LOUPE.
  3. Walk back.

  1. Use the Magnifier (X).
  2. Complete the HOP; take the KEY.
  3. Add HANDLES (Y) and KEY.
  4. Enter the Winter Garden.

Living Legends 10: Chapter 6 The Observatory

  1. Take GARDEN SHEARS (Z).
  2. Take PIPE 1/2 (A).
  3. Use GARDEN SHEARS.
  4. Get in.

  1. Use the MEMORY SPELL (B).
  2. Complete the HOP; take the TRAY.
  3. Take the KEY (C).
  4. Walk back.

  1. Read (D); take PIPE 2/2 and RIBBONS.
  2. Walk back.

  1. Read (E); use the TRAY.
  2. Take the FLOWER.
  3. Add FLOWER (F), then RIBBONS. Explore.

  1. Solution (G): (AE)-(BD)-(CE).
  2. Receive a FAN.

  1. Add PIPES (H) and FAN.
  2. Read (I); take EALS.
  3. Return to the Astronomy Tower.

  1. Use the KEY on the EALS (J); take GUIDE.
  2. Open and read the book; add a tile.

Solution: (K).

  1. Take the PAINT REMOVER (L).
  2. Use PAINT REMOVER (M); receive BOX PIECE.

  1. Take the HEART (N).
  2. Move aside (O).

  1. Add GUIDE (P); take the items.
  2. Take the GLOWING PAINT.
  3. Return to the Winter Garden.

  1. Open; add GLOWING PAINT (Q).
  2. Take the AX (R).
  3. Return to the Astronomy Tower.

Read (S); move items; explore.

  1. Use the AX (T). Explore.
  2. Take HANDLE; open; read; take COIN.

  1. Use COIN (U); take CRYSTALS.
  2. Walk back.
  3. Use HANDLE (V).

  1. Solution: (W). Receive the DECODER.
  2. Go to the Astronomy Tower.

  1. Remove (X); explore.
  2. Use DECODER; receive CODE.

  1. Solution: (Y).
  2. Take PORTRAIT PIECE 1/2.

  1. Read (Z). Click; add CODE.
  2. Solution: (A).

  1. Examine (B); add BOX PIECE.
  2. Take MEMORIALS 1/3.

  1. Use the CRYSTALS on the DAGGER (C).
  2. Rearrange the crystals; take MEMORIALS 2/3.
  3. Use the HEART on the EALS; take MEMORIALS 3/3.
  4. Offer the MEMORIALS (D).
  5. Complete the HOP; take DAGGER.
  6. Take PORTRAIT 2/2 (E).
  7. Walk back.

  1. Move aside (F).
  2. Use DAGGER; add PORTRAIT.
  3. Solution (G): A-Bx2-A-Bx2-A-Bx2-Ax3-B-Ax2-Bx2-Ax3-Bx2-A.

  1. Take the PORTRAIT (H).
  2. Go forward.
  3. Solution: (I).

Solution: (J).

Solution: (K).

Living Legends 10: Chapter 7 The Blue Room

  1. Examine (L).
  2. Complete the HOP; take BANT.

  1. Take the CROW (M).
  2. Take the KEY (N).

  1. Insert KEY (O); read; pull out.
  2. Add RIBBON; take BOUQUET.
  3. Insert CROW; take the FIRE.

  1. Use BOUQUET (P).
  2. Take the MUSIC BOX (Q).

  1. Add MUSIC BOX (R).
  2. Go forward.
  3. Use the FEATHER (S).

  1. Remove (T).
  2. Take the UMBRELLA (U).
  3. Take the FRAME PIECE (V).

  1. Examine (W).
  2. Add CROW.

Solution: (X).

  1. Take RINGS 1/5 (Y). Explore.
  2. Solution: (Z).

  1. Read (A); insert the handle.
  2. Insert Roses; take the MORTAR.
  3. Walk back.

  1. Add FRAME PIECE (B).
  2. Take PORTRAIT 2/2 and RINGS 2/5.

  1. Add PORTRAITS (C).
  2. Take RINGS 3/5 and WHISTLE.

  1. Use WHISTLE (D) and UMBRELLA; take the HAIRPIN.
  2. Go forward.

  1. Insert the HAIRPIN (E).
  2. Solution: (F).
  3. Take COAL.

  1. Take RINGS 4/5 (G).
  2. Read; use COAL.
  3. Take the CLUE.
  4. Walk back.

  1. Examine (H); add HINT.
  2. Solution: (I).
  3. Take RINGS 5/5.

  1. Play the HOP (J).
  2. Add RINGS. Take the CRYSTAL.
  3. Go forward.

  1. Use the CRYSTAL on the MORTAR; take POWDER.
  2. Use DAGGER (K).
  3. Add POWDER (L).

  1. Solution (M): ADDCBCCBDADDABBAAA.
  2. CBBBDDCCCBDA.

  1. Take the DAGGER (N).
  2. Use DAGGER (O).
  3. Select Yes or No (P) - same result.

Solution: (Q).

Solution: (R).

Living Legends 10: Bonus Chapter

  1. Find the footprints (A).
  2. Find Christian (B).

  1. Examine (C).
  2. Take the GOLDEN CAGE.
  3. Explore; take DIRTY KNIFE.
  4. Take the EMPTY KETTLE (D).
  5. Add GOLDEN CAGE; take SILVER KEY, GOLDEN KEY and BLANK LETTER.

  1. Add GOLDEN KEY (E); take FARMER’S LETTER and GREEN STONE.
  2. Take the COAL (F).
  3. Add GREEN STONE.
  4. Add EMPTY KETTLE; receive a KETTLE WITH WATER.
  5. Add DIRTY KNIFE; receive the TABLE KNIFE.

  1. Use the TABLE KNIFE (G); take TREAT 1/2.
  2. Add the CHARCOAL, then the KETTLE OF WATER.
  3. Spoon the tea into a cup; make tea; take TREAT 2/2.

  1. Offer the TREAT (H).
  2. Take the COLORED CRAYONS (I).
  3. Use the COLORED CRAYONS on the BLANK LETTER; take LETTER.
  4. Give the LETTER (J).

  1. Find the items (K).
  2. Receive INACTIVE AMULET.

  1. Examine the INACTIVE AMULET.
  2. Solution (L): Ax2-Bx2-Ax8-Bx3-Ax5-Bx5-Ax5-B-A-Bx10.
  3. Take AMULET.
  4. Use AMULET (M).
  5. Enter the castle hall.

  1. Offer FARMER’S LETTER (N).
  2. Take the embroidery (O).

  1. Take the SCISSORS (P).
  2. Add EMBROIDERY. Explore.
  3. Solution (Q): Bx5.
  4. Arrange the ribbons as shown. Receive SATIN RIBBON.

  1. Use SCISSORS (R); receive METAL STAR 1/3.
  2. Insert the SILVER KEY.

  1. Play the HOP (S); receive the CORRESPONDENCE.
  2. Show CORRESPONDENCE (T).
  3. Take the BIRD (U).

  1. Take the PALETTE (V).
  2. Use SATIN RIBBON.

  1. Insert BIRD (W).
  2. Take STAR 2/3, DOOR HANDLE PIECE 1/2, and RAPIER.

  1. Use RAPIER (X); receive FEAR DRAWING.
  2. Play the HOP (Y); receive the WHITE.
  3. Use the WHITE, then use the COLORED crayons on the FEAR PATTERN.
  4. Choose crayons; take DRAWING OF FEAR.
  5. Use FEAR DRAWING (Z).
  6. Go forward.

  1. Talk to your son (A).
  2. Take STAR 3/3 (B).

  1. Read (C). Take the cigarette case.
  2. Add STARS; take KEY RING and CLOCK PIECE.

  1. Take the DIAL (D); read.
  2. Add the DIAL (E).

  1. Solution: (F). Add CLOCK PIECE.
  2. Read; take GEAR and DOOR HANDLE 2/2.

  1. Add DOOR HANDLE (G).
  2. Go forward.

  1. Take the CANDLE (H).
  2. Take the DIARY KEY (I) and EMBROIDERED NAPKIN.
  3. Add CANDLE and cigarette case.

Take BRUSHES (J).

  1. Add BRUSHES (K); read.
  2. Take the CODE.

  1. Add PALETTE (L); open.
  2. Take RECOVERY LIQUID.

  1. Add the EMBROIDERED NAPKIN (M) and REPAIR LIQUID.
  2. Take PICTURES.
  3. Read (N). Add KEYCHAIN ​​and PICTURES.

Solution: (O).

  1. Add CODE (P).
  2. Press the symbols A-B-C; take CANVAS and SHOULDER ARMOR 1/3.
  3. Add the DIARY KEY.
  4. Read; take PATTERN PIECE.

  1. Add PATTERN PIECE (Q).
  2. Play the HOP (R); take OLD DRAWINGS OF KATRINA.
  3. Offer OLD DRAWINGS OF KATRINA (S).
  4. Take the PALACE KNIFE (T).

Add CANVAS (U); explore.

  1. Examine (V); take CLOCK PIECE 1/2 and DRAWING PIECE.
  2. Add PALACE KNIFE; take FOLDING RULER.

  1. Use FOLDING RULER (W).
  2. Take the ARMOR DRAWING (X).

  1. Play the HOP (Y); take COLORED INK.
  2. Take SHOULDER 2/3 (Z).
  3. Use the COLORED INK on the ARMOR DRAWING; select each bottle; take DRAWING OF FEAR.
  4. Use FEAR PATTERN (A).
  5. Take CLOCK PIECE 2/2 (B).
  6. Walk back.

  1. Add CLOCK PARTS (C).
  2. Solution: B-Sx2.
  3. Take BOWL and SHOULDER 3/3.

  1. Add GEAR (D); take DRAWING PIECE.
  2. Connect the PARTS OF THE DRAWING; take COMPLETE DRAWING.
  3. Add the SHOULDER (E) and COMPLETE DRAWING.
  4. Solution: (F).
  5. Go to the gallery of the Winter Garden.

  1. Talk to your son (G).
  2. Take BIRD 1/3 (H).
  3. Use BOWL; receive a BOWL OF WATER.
  4. Take the RAKE (I).
  5. Pour the BOWL OF WATER (J); use the RAKE.
  6. Take BEETLE KEY and RING.

  1. Use BEETLE KEY (K); take BIRD 2/3.
  2. Add RING (L); take the METAL STICK.
  3. Take the GOLDEN SUN (M).
  4. Go to the Astronomy Tower.

  1. Take the LINE (N).
  2. Add GOLDEN SUN; take SCHEME and BIRD 3/3.
  3. Walk back.
  4. Add BIRDS (O).
  5. Read; take BOOK and CRYSTALS.
  6. Go to the Astronomy Tower.

  1. Add SCHEME (P) and CRYSTALS.
  2. Solution (Q): AADBBCBBDACADAD.

  1. Open; read; take WINDING KEY.
  2. Take the WOODEN LOCK.
  3. Add BOOK (R).
  4. Solution: (S).
  5. Take BUTTERFLY SCHEME; open; take STAINED GLASS.
  6. Walk back.

  1. Open (T).
  2. Add STAINED GLASS (U).

Solution (V): FFEECCDDBBAA.

  1. Take the PIN (W).
  2. Use the LINE and PIN on the METAL STICK; bend Pin; attach; take the ROOD.
  3. Use ROD (X); receive FEAR DRAWING.
  4. Use the BUTTERFLY DIAGRAM on the FEAR DRAWING; fold; take BUTTERFLY.

  1. Use BUTTERFLY (Y).
  2. Enter the children’s room (Z).

  1. Take the LEAF (A).
  2. Use the KEY (B).
  3. Complete the HOP; receive a FLAG.
  4. Use FLAG (C).

  1. Take the PENCIL (D).
  2. Pick up (E). Add LEAF and PENCIL. Take the CODE.

  1. Add CODE (F); set symbols.
  2. Take NEEDLE AND THREAD; read; take MONOGRAM.

  1. Move (G); explore; add MONOGRAM.
  2. Take the HEART PATCH.

  1. Play the HOP (H); take the TORN RABBIT TOY.
  2. Use the HEART PATCH and NEEDLE AND THREAD on the TORN RABBIT TOY; take the TOY RABBIT.
  3. Give TOY RABBIT (I).
  4. Read; take CONSTELLATIONS.

  1. Talk to your son (J).
  2. Take the KNIGHT TOKEN (K).

  1. Add WOODEN LOCK (L) and KNIGHT TOKEN.
  2. Solution: (M).

  1. Take FAMILY PORTRAIT (N) and LADDER STEPS.
  2. Add LADDER STEPS (O). Take the LADDER.
  3. Return to the Astronomy Tower.

  1. Add LADDER (P).
  2. Climb up (Q).

  1. Insert WINDING KEY (R).
  2. Find the items (S); receive STARS.

  1. Take the EYEPIECE LENS (T). Read. Add STARS.
  2. Read; open; add FAMILY PORTRAIT.
  3. Take the PORTRAIT PENDANT.

Add EYE-CLOCK LENS (U) and CONSTELLATIONS.

Solution (V): Cx12; Bx17-Ax12; Cx12; Ax12-Dx16.

  1. Add PORTRAIT PENDANT (W); receive a TALISMAN.
  2. Walk back.
  3. Offer TALISMAN (X). Congratulations! You have successfully completed Living Legends 10: The Blue Room Collector’s Edition.

Living Legends 10: Collectibles

Collectibles (AD).

Collectibles (EG).

Living Legends 10: All Game Achievements

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

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