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Living Legends 9: Voice of the Sea - Full Walkthrough with Tips and Puzzles

Living Legends 9: Voice of the Sea. Amber and her brother Adam came to Sunny Island to celebrate Neptune’s day, but the celebration didn’t go well. The owners of the deep sea blamed people for the disappearance of one of the mermaids and imposed a curse on the entire island, under which only Amber and Adam, as visiting guests, did not fall. Now they have to resolve this conflict, figure out the loss of the mermaid and reconcile the two peoples. 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 The Landing
  3. Chapter 2 The Seahorse Tavern
  4. Chapter 3 Queen’s Park
  5. Chapter 4 Ship Deck
  6. Bonus Chapter
  7. Collectibles

Living Legends 9: General Tips

Amber and her brother Adam travel to Sunny Island to celebrate Neptune Day, the anniversary of reconciliation between humans and aquatic life. Unexpectedly, during the holiday, all the inhabitants of the island are cursed by mermaids, and they begin to turn into statues and monsters. Only Amber and Adam, visiting guests of the island, manage to survive. Together they begin to look for the causes of what happened.

As it turned out, one of the mermaids disappeared in the depths of the sea, and her sisters decided that the inhabitants of Sunny Island were to blame for everything. The task of the heroes of the story is to find the missing girl and resolve the conflict between people and the inhabitants of the seas. To help Amber and Adam, go through game locations, collect useful equipment and use it correctly. During the search, you will come across mini-games and puzzles. In case of difficulty, use the hint and refer to the Map of the area.

This guide will not mention every time you need to zoom in on a location. The screenshots will show each zoomed scene. Hidden object puzzles are called HOPs. This guide will not show screenshots of the HOP, but it will mention when the next HOP will be available and what item you will receive from it.

This walkthrough will show a step-by-step solution to mini-games that have a single solution. For other mini-games, carefully read the instructions in the game. 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 to the desired location.

Living Legends 9: Chapter 1 The Landing

Read the letter; take ROSE and PEARL (A). Talk; take the HAMMER (B). Select (C).

Move the clothes and read the note; take PAPER BALL and DAGGER (D). Take the HAIRPIN and BAG LOCK PIECE (E). Use the HAMMER (F). Take the BROKEN BELL (G). Select BROKEN BELL; take 1/3 CHEST EMBLEM. Go forward.

Use PAPER BALL; take 2/3 CHEST EMBLEMS (H). Use DAGGER; take the BUCKET (I). Move the coral; take the AMULET PIECE (J). Walk back.

Place the BUCKET (K). Choose; take 3/3 CHEST EMBLEMS (L). Place CHEST EMBLEMS; select (M). Solution (N). Take the BELL (O).

Place BELL; use HAMMER (P). Take ADAM’S BAG (Q). Use the BAG LOCK PIECE on ADAM’S BAG; read the notes; take CLOSED AMULET. Use AMULET PIECE on CLOSED AMULET; select; use PEARL; take MAGIC DUST. The amulet will be stored here (R). Go forward. Use MAGIC DUST (S).

Talk (A). The solution to this mini-game is random. Select chains (B); to fill up your gauge (C). You receive a PEARL.

Select amulet; use PEARL; take MONSTER EMBLEM. Use MONSTER EMBLEM; take the BOTTLE OF OIL (D). Use the HAIRPIN on the BOTTLE OF OIL; receive OIL. Choose; take 1/2 FISH SLIDER (E). Choose 1-5; use (FG); take the LENS. Read the notes; take map and HANDKERCHIEF (H).

Take 1/2 NEPTUNE’S EYE (I). Take 2/2 FISH SLIDERS (J). Take SHIP INSERT and 1/3 PICTURE PIECE (K). Use the HANDKERCHIEF on the SHIP INSERT; put the missing pieces back in place (L); take LEVER INSERT.

Use OIL and LEVER INSERT (M). Complete the HOP; receive DAMAGED SPYGLASS (N). Take the SHOE (O). Take the SHOE LACE. Open the DAMAGED SPYGLASS; use HANDKERCHIEF, LENS, and TIE; take the SPYGLASS. Give the SPYGLASS; take 1/2 DOOR EMBLEM (P). Place FISH SLIDERS; select 1-2 (Q). Sort the seafood; take the FISH (R). Give FISH; take 2/2 DOOR EMBLEMS (S).

Open the journal; take 2/3 PICTURE PARTS (A). Place DOOR EMBLEMS; solution: EGFDCBF. Go forward.

Take 1/3 STATUETTE (@). Take 1/2 BAS-RELIEF PIECE (H). Remove debris; select 1-3; take 3/3 PICTURE PARTS (I). Take NEPTUNE’S CROWN and read the note; take the GLOVE and NEEDLE (J).

Take 1/2 CROWN PIECE (K); use the NEEDLE (L). Select (M). Place PICTURE PARTS; solution (N). Go forward.

Talk (A). The solution to this mini-game is random. Select the chains (B) to complete your gauge (C). Receive the PEARL.

Select amulet; use PEARL; take MONSTER EMBLEM. Use MONSTER EMBLEM (D). Take 2/3 FIGURINES and CANDLE EXTINGUISHER (E). Take the CANDLE (F).

Take SPHERE; place CANDLE; use CANDLE EXTINGUISHER; select 1-4 (G). Take 1/2 CLUE PIECE; read the note; take 3/3 FIGURINES; place STATUETTES (H). Complete the HOP; receive MAGIC BOOK (I). Take the LOUPE; place SPHERE (J).

Use the Magnifier to find 4 symbols (K). Select 1-4 (L); take 2/2 CLUE PARTS. Move the enchantment to the center of the MAGIC BOOK cover; tear out page and place CLUE PARTS; take CLUE. Place CLUE (M).

Solution 1-6 (N).

Solution; take 2/2 NEPTUNE EYES (O).

Place NEPTUNE’S EYES (P). Use GLOVE; take the KING’S RING (Q). Give the KING’S RING; take the SAFE KEY (R). Use SAFE KEY; take 1/2 IVORY TILE and 1/2 PASSING TOKEN (S). Walk back.

Use the Broom; take the ROYAL SEAL (A). Use ROYAL SEAL; read the notes; take 2/2 BAS-RELIEF PARTS (B). Place BAS-RELIEF PARTS; press 1-6 (C); take 2/2 CROWN PARTS. Use the CROWN PARTS on the NEPTUNE CROWN.

Place NEPTUNE’S CROWN; take 2/2 PASS TOKENS (D). Place PASS TOKENS (E). Go forward.

Take the ROPE (F). Place planks (G). Take the TERMITE JAR (H). Complete the HOP; receive 1/2 MAP PIECE (I).

Use ROPE; complete the HOP; take the HAIRPIN (J). Use JAR WITH TERMITES; take 1/2 MUG EMBLEM and CLOSED BOTTLE (K). Read the notes; take 2/2 SPIDER TRAP and OCTOPUS INSERT (L); remove the blanket. Use HAIRPIN; take the HANDLE and CODE (M).

Use CODE on CLOSED BOTTLE; solution (N); take 2/2 MAP PARTS. Place the OCTOPUS INSERT and use the SPIDER TRAP; take NECKLACE EMBLEM; read the note and take the TORN MAP (O). Use the MAP PARTS on the TORN MAP; solution; take the MAP (P). Take 1/2 CASH BUTTON; use CRANK and MAP (Q). Go left.

Move along the path by choosing the right tools (ABCDE).

Living Legends 9: Chapter 2 The Seahorse Tavern

Talk; take 1/3 BUTTON (H). Take the BOUND CAT (I). Solution (J).

Take 2/2 MUG EMBLEMS (K). Take 1/2 PICTURE PIECE (L). Place MUG EMBLEMS; read the newspaper; take 2/3 BUTTON (M). Take the MILK (N). Free the BOUND CAT; treat the cat with MILK; take the CAT. Remove the rag; use CAT; take 2/2 CASH BUTTONS (O).

Place CASH BUTTONS; read the note; take STATUE NECKLACE and 2/2 PICTURE PARTS (P). Place PICTURE PARTS; solution (Q). Read the journal; take 3/3 BUTTONS (R). Select (S).

Place BUTTONS; easy solution (A). Difficult solution (A-B).

Speak (D). Take the NECKLACE and SPADE (E). Use the SHOVEL (F). Take the PENDANT (G).

Remove algae; place STATUE NECKLACE and PENDANT; take STARFISH EMBLEM and CHEST KEY (H). Use the STARFISH EMBLEM and NECKLACE EMBLEM on the NECKLACE; read the notes; place the fragments in the central sink; take COIN. Use CHEST KEY; complete the HOP; receive AIRIN’S VOICE (I). Give AIRIN’S VOICE (J).

Take the BELT (K). Take the STONE TIP (L). Take the STICK (M). Remove the TORN FLAG from the STICK; add STONE TIP and BELT; take the SPEAR. Add TORN FLAG; arrange the pieces of wood as shown; use TORN FLAG; take the RAFT (N).

Use SPEAR; select 1-7 (O). Use the RAFT (P).

Take the RAG (A). Break the bottle with a rock; read the note; use RAG; take the KNIFE (B). Choose; take HOOK and 1/3 BOARD (C). Select (D).

Take LINE, ROD, and OIL (E). Use COIN; receive 2/3 PLANKS (F). Use the LINE and HOOK on the ROD. Use KNIFE; take the ALGAE (G). Place ROD; receive a FISH (H). Choose 1-4; take 3/3 PLANKS (I). Use FISH; take the DIAMOND (J). Place BOARDS (K); go forward.

Talk (A). Select chains (B); to fill up your gauge (C). You receive a PEARL.

Select amulet; use PEARL; take MONSTER EMBLEM. Use MONSTER EMBLEM; take the TUBE (D). Use the OIL on the TUBE; open and take 1/2 OCTOPUS TENTACLE and 1/2 PRISM HALF. Complete the HOP; receive 2/2 PRISM (E). Read the note; select 3x; take the SHOVEL SHAFT (F).

Place DIAMOND; take 2/2 OCTOPUS TENTACLE (G). Take EARTH; use SHOVEL SHAFT; take the SHOVEL (H). Read the note; take the POTION INGREDIENT (I). Walk back.

Place PRISM (J). Select K-Lx2-M. Use the SHOVEL; take the CHEST (N). Place the OCTOPUS TENTACLE on the CHEST; decision (O); read the photo; take the CASKET. Go forward.

Give the CASKET; take the LIGHTHOUSE KEY (A). Take the SCREW; read the notes (B). Touch the grass several times; select 1-2-3; take HERBS (C). Use the LIGHTHOUSE KEY (D). Go forward.

Choose a curtain. Take the DICTIONARY (E). Use DICTIONARY; turn page 2x (F); select 1-6 (G); turn the page (H). Select 1-2 (I); turn the page (J). Select 1-4 (K).

Select 1-2 (L); turn the page (M). Select 1-4 (N). Select 1-2 (O); turn the page (P). Select 1-2 (Q).

Solution (R); take the TURTLE INSERT (S). Take 1/4 MAP PIECE (T).

Select couples (A). Take the RAW AQUAMARINE, SCISSORS, and 1/2 MERMAID MIRROR (B). Read the book; take the CANDLESTICK (C). Use SCREW; take 1/3 MERMAID DECORATION and COFFEE GROUNDS (D).

Use GROUND, ALGAE, HERBS, COFFEE GROUNDS on POTION INGREDIENT; take POTION INGREDIENTS. Take the TONGS (E); use the thread on the hoop (F); select. Solution (G); take NEEDLE AND THREAD. Use CANDLESTICK; take 2/3 MERMAID DECORATIONS (H). Walk back.

Place POTION INGREDIENTS; receive FLOWER POTION (I). Use RAW AQUAMARINE; take the AQUAMARINE (J). Use the AQUAMARINE on the TURTLE INSERT; take TURTLE INSERT. Use TONGS 4x; take the LEVER (K). Select (L).

Select pairs (M); receive OLD HANG Glider. Mini-game solution (N). Go forward.

Place TURTLE INSERT (O). Complete the HOP; receive MERMAID BRACELET (P). Use FLOWER POTION; take 2/2 COMB AND MIRROR (Q). Use COMB AND MIRROR; take 2/4 MAP PARTS (R). Walk back 2x.

Place LEVER; take 3/3 MERMAID DECORATIONS (A). Place MERMAID BRACELET; take 3/4 MAP PARTS (B). Go forward. Place MERMAID DECORATIONS; take the MAP (C). Go forward.

Complete the HOP; receive 4/4 MAP PARTS (D). Use the MAP PARTS on the MAP; solution (E); take MAP OF ROYAL LANDS. Give MAP OF ROYAL LANDS; take the INTERACTIVE MAP and ROPE (F). Use the NEEDLE AND THREAD and ROPE on the OLD HANG Glider; take the HANG Glider. Walk back. Use HANG Glider and INTERACTIVE MAP (G).

Use SCISSORS (H). Use INTERACTIVE MAP; spot the differences (I).

Living Legends 9: Chapter 3 Queen’s Park

Take the DEFECTIVE LANTERN (J). Open the DEFECTIVE LANTERN; take the SPATULA. Open the suitcase; take the CRYSTAL STAND and BOWL (K). Take the PIN (L); use BOWL; receive RESIN (M). Take 1/5 MOON EMBLEM (N). Use SPATULA; take the MUSHROOMS (O).

Give MUSHROOM; take 1/3 GEM (P). Complete the HOP; receive NUTS (Q). Give NUTS; take NEPTUNE’S EYE (R). Remove fragments; replace NEPTUNE’S EYE (S). Go left.

Read the note; place the CRYSTAL STAND (A). Use (B-S); take SCOOP WITH LAVA. Use the RESIN and SCOOP WITH LAVA on the DEFECTIVE LANTERN; take the MAGIC LANTERN. Walk back. Use the MAGIC LANTERN (D). Complete the HOP; receive a CRYSTAL (E). Go left. Place CRYSTAL (F).

Solution (GHI). Go forward.

Take the FEATHERS and VEIL (J). Take DAMAGED NET (K). Take CHEEK; open the drawer; take the STICK, 2/3 GEMS, and BALL OF THREAD (L).

Use VEIL and BALL OF THREAD on DAMAGED NET; MNOP solution. Take the NET.

Read the note; use the NET (Q). Select 4x; take the FLINT and STRING (R). Use the FEATHERS and LOAD on the STICK; take the Broom. Use BROOM; take the STRING (S). Use RESIN; restore fragments (T).

Talk (A). Form chains (B) to fill your gauge (C). You receive a PEARL.

Select amulet; use PEARL; take MONSTER EMBLEM. Use MONSTER EMBLEM; take 3/3 GEMS (D). Walk back. Place GEMS; solution: select Ex5-Gx3-Hx2-Fx4-Ix4-Jx1-Kx4-Ix2. Go forward.

Take 2/5 MOON EMBLEMS; use BRUSH; take the SWORD (@). Take OIL and KETTLE; select cookies; take CODE and CRUMPS (L). Use PIN; read the notes; take the LETTER KNIFE and ORPHEUS INLAY (M). Use CRUMPS; take the HAY (N).

Use SWORD; place CODE (O); solution (P). Take 3/5 BEAST EMBLEM and SUITCASE KEY (Q). Open the KETTLE; add the HAY and FLURE; take the SMOKER. Go forward.

Use the SMOKER (A). Use OIL; read the note; take the PICTURE PIECE (B). Place the ORPHEUS INLAY (C). Select (D).

Place PICTURE PIECE; select Gx2-Hx2-IJIHFGFGFEHE. Ix2-Hx2-EHIG-Hx2-IG-Hx2-G-Hx2-GH-Gx2-Hx2-G-Hx2-G. Use STRING; take the HARP (K). Walk back to the left.

Give the HARP; take the MAGIC BRACELET (L). Walk back. Complete the HOP; receive the REPELLENT (M). Take 4/5 MOON EMBLEMS (N). Use PIN; receive SUITCASE EMBLEM (O). Go left.

Use REPELLENT and SUITCASE KEY; read the newspaper; take the FORK (P). Place SUITCASE EMBLEM; take 5/5 MOON EMBLEMS (Q). Use MOON EMBLEMS and MAGIC BRACELET (R). Go forward.

Take the NET GUN and read the newspaper; take SHARP SHELL and JAR (A). Use FORK; take the HATCH RING (B). Use SHARP SHELL; take the BROOCH and SIEVE (C). Take BROKEN ARROW; solution (D).

Place JAR; move the jellyfish to the jar; take the MEDUSA LIGHT (E). Use the SITO; take PLANKTON (F).

Remove algae; use MEDUSA LIGHT; select pairs (G). Take SPONGE, LOCK WHEEL, and NET (H). Use SPONGE; take CODE (I).

Place LOCK WHEEL and CODE; solution (J). Move items; take the HOOKS (K). Use the BROKEN ARROW, NET and HOOKS on the NET GUN. Use the NET GUN (L).

Solution (M). Use the LETTER KNIFE (N).

Living Legends 9: Chapter 4 Ship Deck

Talk (A). Form chains (B) to fill your gauge (C). You receive a PEARL.

Select amulet; use PEARL; take MONSTER EMBLEM. Use MONSTER EMBLEM; take the ACID (D). Open the bag; take the BOOK (E). Use ACID (F). Go forward.

Take the PAPIER and WITCH’S DIARY (G). Open the WITCH’S DIARY; solution (H); select flower and turn page, play HOP; turn the page and take the PUZZLE PIECE. Place BOOK; arrange the books (I).

Complete the HOP; receive POCKET WATCH (J). Complete the HOP; select pairs (K). Take the CLOCK NUMBER (L). Read the note; give PLANKTON; take BAROMETER PIECE (M).

Open book; take the SHEET OF PAPER (N). Open the POCKET WATCH; place PUZZLE PIECE; solution (O). Add SHEET OF PAPER; take CURSE TIME. Take 1/3 ORGAN KEY; place CLOCK NUMBER and CURSE TIME; select; receive GLOBE BUTTON (P).

Place GLOBE BUTTON; select (Q). Select 1-5 (R). Read the note; take HANDKERCHIEF and AMULET (S). Walk back.

Give AMULET; take the SUITCASE (A). Use the BROOCH on the SUITCASE; take 2/3 ORGAN KEYS. Take the HARPOON; use HATCH RING; take the WHEEL (B). Use HANDKERCHIEF; take 1/8, 2/8 CRYSTALS and CHAIN ??(C).

Place BAROMETER PIECE; solution; take 3/3 ORGAN KEYS (D). Go forward. Complete the HOP; receive WONDER FISH SCALES (E). Place ORGAN KEYS; take the KRAKEN POISON (F).

Use the HARPOON; take the WEIGHT (G). Place CHAIN ??and WEIGHT; take the TONGS (H). Walk back. Use TONGS; take SEA DRAGON TEARS (I).

Use the WONDER FISH SCALES, KRAKEN POISON, and SEA DRAGON TEARS on the SUITCASE; solution (AD)-(AE)-(BD)-(BF)-(CE)-(CF)-(DG)-(EG)-(FG); take the MAGIC POTION. Walk back. Take 3/8 and 4/8 CRYSTALS; place WHEEL and select; add the MAGIC POTION (H).

Take the WINCH HANDLE (I). Choose; complete the HOP; receive the WAND (J). Take the STATUE PENDANT (K). Take the HOOK and use the WINCH HANDLE; take UMBRELLA; remove the seaweed (L). Go forward.

Talk (A). Form chains (B) to fill your gauge (C). Receive the PEARL. Select amulet; use PEARL; take MONSTER EMBLEM; receive the POWER OF THE SEA.

Use MONSTER EMBLEM; take the WAND HEAD (D). Choose; place STATUE PENDANT; read the note; take 5/8 and 6/8 CRYSTALS (E). Use the PAPIER; receive BASKET INSERT (F). Take the AX (G). Take the WOODEN INSERT (H). Walk back.

Use BASKET INSERT; take SEA WITCH FIGURINE, 7/8 and 8/8 CRYSTALS (A). Use the HEAD. MAGIC WAND and CRYSTALS on WAND. Select (JF)-(GJ)-(EG)-(CE)-(BC)-(FB)-(DF)-(CD)-(FC)-(E-F). (IE)-(FI)-(HF)-(GH)-(FG)-(DF)-(ED)-(GE)-(FG). Go forward.

Use UMBRELLA; place SEA WITCH FIGURINE; decision (K); take 1/3 STONE BUTTON. Give MAGIC WAND; take the TEAR OF THE SEA (L). Use the AX; take AX and CAILER; use HOOK; take 2/3 STONE BUTTONS (M). Walk back.

Complete the HOP; receive the POCKETS (N). Use the BOILER; receive BOILER WITH WATER (O). Use AX; receive BRANCHES (P). Place BRANCHES; select bellows; place BOILER WITH WATER; receive SALT (Q). Use SALT; take 3/3 STONE BUTTONS (R). Go forward.

Place STONE BUTTONS and TEAR OF THE SEA; solution (S). Go right.

Take the BELL (T). Place WOODEN INSERT; take the MUSIC OF THE SEA (U). Read the note (V). Select (W).

Solution: (EL)-(NE)-(BI)-(AH)-(LN)-(VL)-(OQ)-(XV)-(UW)-(WM)-(TR). (HS)-(YM)-(NE)-(QH)-(JL)-(MK)-(EL)-(FQ)-(QH)-(CL)-(RG)-(GI). Take the MAGIC LENS (Z). Walk back.

Use MAGIC LENS; complete the HOP; receive MAGIC FLOWERS (A). Walk back. Place BELL; select 1-5; take the BELLS (B). Use the PENDANTS, BELLS, and MAGIC FLOWERS on the MUSIC OF THE SEA; solution (C); add the POWER OF THE SEA. Go forward, to the right.

Use the MUSIC OF THE SEA (D). Easy solution: Ex2-F-Gx4-F-Ex2-FGF-Ex2-FEFGFEF.

Hard decision: Hx2-I-Jx5-I-Hx5-I-Jx2-I-Jx2-I-Hx5-I-Jx3-IHI-Hx2-I-Jx2-I.

Living Legends 9: Bonus Chapter

Take the BROKEN ROD (A). Remove algae; take CANE. Open the chest and move the clothes; take the BUTTON and RIBBON (B). Use the RIBBON and CANE on the BROKEN ROD; take the ROOD. Remove algae; take the ROPE and place the BUTTON (C); read the notes and take the HAIRPIN.

Take BOARDS (D) and BROKEN OAR (E). Use ROD; receive YUNGI’S CHEST (F). Select CHEST JUNGI; solution (G); read the note; take SHARKS POWDER.

Use SHARKS POWDER (H). Use BROKEN OAR; use HAIRPIN; take the PROTEIN (I). Use (J-K); receive a BOARD. Use the BOARD and ROPE on the BOARDS; take the RAFT. Use the RAFT (L).

Talk; take the NUTS (M). Take the BUCKET (N). Take the WHEEL EMBLEM (O). Remove items; take the HARPOON and WRENCH (P). Use the BUCKET on the HARPOON; receive a HARPOON WITH BUCKET.

Open the hatch; use WRENCH (A). Use PROTEIN and NUTS; BCD solution. Use the HARPOON WITH BUCKET; receive the SPATULA (E).

Use SPATULA; receive TWO-COLOR CRYSTAL (F). Place TWO-COLOR CRYSTAL; solution (G). Go forward.

Take the HANDKERCHIEF (H). Use HANDKERCHIEF; take the BOOK OF CURNS (I). Use WRENCH; take the INK (J). Read the note; take the PAPER (K). Walk back.

Place PAPER, INK, and HAIRPIN; select ink; take UNCOMPLETE SYMBOLS (L). Use the BOOK OF CURNS on the UNCOMPLETE SYMBOLS; open book; select pairs (M); take CURSE TRANSLATION. Go forward.

Use CURSE TRANSLATION; complete the HOP; receive CRAB POTION (N). Walk back. Use the CRAB POTION (O). Take WINCH HANDLE; put things away; look in the mirror (P).

Talk; take MARY’S DIARY and OLD PIPE (A). Use the WHEEL EMBLEM on MARY’S DIARY; read the notes; take DRAWING CLUE. Place and select WINCH HANDLE (B). Go left.

Use PICTURE CLUE; find the differences (C).

Take the BASKET LID (D). Read the note; talk; take the MAGAZINE KEY (E). Take 1/4 SCISSOR PIECE and BROKEN CROWN (F). Go forward.

Take GLUE; use JOURNAL KEY; read the notes; take INSTRUCTIONS (H). Open the drawer; take 2/4 SCISSOR PIECE (I). Use the GLUE on the BROKEN CROWN; receive the CROWN. Take VELVET CLOTH; place CROWN; take 3/4 SCISSOR PIECE and LEVER TRIDENT (J). Take the TOY HORSE and read the note; use GLUE and BASKET LID; take the WIVEN BASKET and 4/4 BROKEN SHEARS (K). Repair the BROKEN SHEARS; take SCISSORS. Select (L).

Select pairs (M); receive the SAUSAGE. Walk back.

Use SAUSAGE; take STONEL BREAD and TOY MOUSE (N). Read the note; take the STICK (O). Read the note; use SCISSORS; take the KITE (P).

Place INSTRUCTIONS; solution (Q). Take 1/3 TORCH ACCESSORIES (R).

Use the TOY HORSE and read the note; select 1-6; take 2/3 and 3/3 TORCH ACCESSORIES and NAIL PULLER (A). Use the TORCH ACCESSORIES on the STICK; take TORCH. Go forward. Use TOY MOUSE; select pairs (BCD).

Take the KNITTING NEEDLE (G). Use the VELVET CLOTH and KNITTING NEEDLE on the OLD PIPE; solution (H); take the PIPE. Read the note and use the NAIL PULLER; place and select TRIDENT LEVER (I). Use TORCH (JKL). Complete the HOP; receive EMPTY GOBLET (M). Go forward.

Use the TORCH (N). Use the PIPE, WASHING BASKET, and TOY HORSE (O). Take 1/2 RING (P). Use STELLING BREAD (Q).

Set sliders as shown (R); select (S); better 1/2 STALACTITE. Go forward. Take the FLAG (T). Walk back.

Read the note; take the BARREL FAUCET (A). Select couples (B). Take WET PAPER and BOARDS (C). Place BOARDS (D). Read the note; take 1/2 BRACELET PARTS; use EMPTY GOBLET; receive FLAMMABLE LIQUID (E). Walk back.

Solution (F). Place and select KPAN FOR BARREL; use FLAG; receive VINEGAR (G). Use VINEGAR; receive 2/2 RINGS (H). Go forward.

Use WET PAPER; take the KEEPING HINT (I). Use FLAMMABLE LIQUID; receive 2/2 MAGIC TOOLS (J). Use the CLUE FOR THE STUDY and MAGIC TOOLS; place RINGS; take the SILVER COMPASS and DIARY (K).

Open the DIARY; restore images (LMN). Take LABYRINTH CLUE, PORTRAIT PIECE, and RING (O). Go forward.

Use LABYRINTH HINT; select (PQRSTU).

Take FORK and OAR (A). Take 2/2 BRACELET (B). Remove the ivy; take the BOX (C). Place RING; take the KEY (D). Place BRACELET; unfold paper; take the SHELL EMBLEM (E).

Take OLD CANDLESTICK; select step (F). Complete the HOP; receive COMPASS HAND (G). Use the PORTRAIT PIECE and COMPASS HAND on the SILVER COMPASS; take COMPASS. Use COMPASS (H). Select (I).

Use FORK; take PUZZLE PIECE; take the NET (K). Use the PUZZLE PIECE on the BOX; solution (L); take the COMB. Use NET; receive FISH (M).

Give FISH; take the SHARP SHELL (N). Take the ROPE (O). Remove the algae and use the OAR; use SHARP SHELL and KEY; take LETTER FOR MARY REED and WHEEL (P). Complete the HOP; receive ARTIFACT (Q). Use the SHELL EMBLEM, ROPE, and KITE on the ARTIFACT; take the FLYING ARTIFACT. Use the FLYING ARTIFACT (R). Go forward.

Give LETTER FOR MARY REED; take the CRYSTAL HEART (A). Take the HARPOON WITH BUCKET (B). Go forward. Take the MATCHES and use the COMB; remove the carpet and take the CLOSED BOX (C).

Use the CRYSTAL HEART on the CLOSED BOX; take INSTRUCTIONS. Use the MATCHES on the OLD CANDLESTICK; take the CANDLESTICK. Complete the HOP; receive EMPTY BOTTLE (D). Use CANDLESTICK 1-2-3 (E). Use EMPTY BOTTLE; receive a BOTTLE OF BLOOD (F). Walk back.

Use the HARPOON WITH BUCKET (G). Use BOTTLE OF BLOOD; receive a BOTTLE OF BLOOD AND WATER (H). Use the WHEEL and BOTTLE WITH BLOOD AND WATER on the INSTRUCTIONS; take JONES’ WHEEL. Place JONES’ HANDWHEEL (I). Congratulations! You have successfully completed Living Legends 9: Voice of the Sea Collector’s Edition.

Living Legends 9: Collectibles

Morphing objects are marked in pink, characters in green. Collectibles (AD).

Collectibles (EG).

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