Reveries: Sisterly Love - A Hidden Object Adventure FAQ/Walkthrough v1.2 - The Lost Gamer
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: : : : Reveries: Sisterly Love - A Hidden Object Adventure FAQ/Walkthrough

Reveries: Sisterly Love - A Hidden Object Adventure FAQ/Walkthrough

by The Lost Gamer   Updated to v1.2 on
Version 1.2 8/21/14

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Reveries: Sisterly Love
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Copyright 2014


For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html


Table of Contents:
001.  General information
002.  Video Walkthrough
003.  Walkthrough
  003a.  Chapter 1: A Sister痴 Sacrifice
  003b.  Chapter 2: The Village
  003c.  Chapter 3: The Witch痴 Castle
  003d.  Chapter 4: City in the Clouds
  003e.  Chapter 5: The Dwarf Kingdom
  003f.  Chapter 6: The Mountain
004.  Credits



001.  General Information
-----------------------------------------------------------

This is a walkthrough for the game called "Reveries: 
Sisterly Love". It is a game about a woman who goes to 
Dreamland in order to rescue her sister from a witch. To 
contact me about this guide, use my email address, 
ilovecartoonssomuch@yahoo.com.

Thanks to jgs for the troll artwork, as seen at the top of 
this guide.

002.  Video Walkthrough
-----------------------------------------------------------

Do you want to see a video of how to beat the game, rather 
than read how to do it? You're in luck! I made a video 
walkthrough for this game, which can be found here:

http://www.youtube.com/playlist?list=PL-
BD_KjCUmdz2lGf5spAxoUG_8qAj1OUy

The videos come complete with my live commentary.

003.  Walkthrough
-----------------------------------------------------------

003a.  Chapter 1: A Sister痴 Sacrifice
-----------------------------------------------------------

Your twin sister Monica makes a deal with a witch named 
Sybil: her youth for your health.

The game starts with an optional tutorial. Look at the 
table. Read about your medical condition, then take the 
picture and the handle. Look at the bookcase. Use the 
handle on the device here for a ballerina.

Take the device, as it will hold fortunes. Take the brush 
underneath it. Use the brush on the shattered glass on the 
floor for a crystal. Use the crystal at the top of your 
mirror to open the portal to Dreamland. Go through it.

Look at the ground by the scorpion here to get a branch. 
There is a note here, as well as a fortune nut. Throughout 
this game, you can collect fortune nuts. Get all 24 and a 
short scene is added to the ending of the game.

Go forward and talk to Prince Adriss to get an amulet. Pull 
boards off of the cave entrance to see that it is dark, 
then zoom in on the tree. Take the handkerchief and the 
hook from the tree, then zoom in on the small stand to get 
a ribbon. Back away from the tree, then go forward again.

You want to go into the town, but the pathway is blocked! 
Look at the plants blocking the path. Put the branch in the 
mouth of a plant to get a scorpion! Also, take a fan from 
the plants on the left side of the town wall. When you try 
to take the parrot, it flies away.

Go back a screen. Look at the bees on the left. Use the fan 
to get rid of them, so you can get a net. Go back a screen 
and zoom in on the ground by the scorpion. Use the net on 
the racket, then use the ribbon to get it in place. You now 
have a working net!

Examine the scorpion well for a minigame. Place your 
scorpion here. The goal of the game is to get the scorpion 
to the exit. Do this by going left three times, up, right 
twice, down, left, right, up, left twice, down, right, up, 
right, down, left twice, up, right and up. There are 
multiple solutions to the puzzle.

Go forward two screens, and Witch Sybil is waiting for you. 
Use your amulet's smoke gem to stop her. Look at the plants 
on the left side of the town wall, then use your net to 
catch the fireflies. Go back a screen and use the fireflies 
on the cave to light it up.

In the cave, you have a matching puzzle. Match the items 
that are related. For example, the comb goes on the doll's 
hair, and the toothbrush goes on the teeth. Solving the 
puzzle gets you a comb.

Go forward and examine the plants on the left side of the 
town wall. Use the comb here to get a bucket. Go back to 
the scorpion well. Use the hook and bucket on the 
scorpion's tail to get water.

Go forward. Solve another matching puzzle in the cave for 
sunglasses. Go forward a screen. Take the parrot, then zoom 
in on the basket. Give sunglasses to the mole, and you can 
take it. You can also take the basket.

Go back a screen. Use the water bucket on the dried-up 
tree. As a reward, it gives you the apples of 
petrification. One bite turns something to stone! A second 
bit undoes the stone curse.

Go forward a screen. Try out the apple of petrification the 
fish. This gets you some apple juice. Go back two screens 
and use the apple juice on the troll. He gives you his 
pickaxe.

We're almost done with this chapter! Go forward to see a 
wolf cub. Use the handkerchief on its leg, then go forward. 
Use an apple of petrification on the biting plants that 
block the pathway. The plants turn to stone. Use the 
pickaxe on them to clear the way to the village.

003b.  Chapter 2: The Village
-----------------------------------------------------------

Step forward/left, to an area with a bulletin board. Look 
at the bulletin board, and put the wolf cub here. The cub 
drinks a bowl of milk, which reveals an eagle head. On the 
right side of the screen is a flower cart, containing a 
handle.

Look at the store window to find half of a mask, and look 
at the manhole to see the troll. Take the glove by the 
troll, then go back a screen.

Look at the side of the wagon. Use the glove here to get 
the rope. Also, get the dragonfly. Then, look at the 
lantern on the left. Use the mask here to open it up. Use 
the glove to take the ring.

Go back at the bulletin board area. Use the rope on the 
bulletin board pole to tie it up. Use the rope on the 
manhole to free the troll and get a fire gem. You can use 
the ring on the building to the right to open it.

This building is a magic shop. You can open the dresser on 
the right with a handle, and you can take needles from a 
ball of yarn on a shelf in the back. That's about all you 
can do for now, so leave the magic shop and go forward.

Sybil uses her fire magic here! Use the fire gem to save 
yourself and the fortuneteller. She gives you the task of 
making a shawl of invisibility.

Look in the window of the shop on the left to see a pot. 
Use your mole here to dig it up and get a bird symbol. 
Then, look at the door of the building on the left. Take 
the duster and put the knitting needles inside to open it.

Inside here is a chest, which you can open with your eagle 
figure and your bird figure. Inside the chest are drums and 
a firecracker. In the lower/right part of the room is a 
needle with thread that you can take, and the closet here 
is a hidden objects challenge. Find all fifteen toys for a 
lizard!

Return to the magic store. Use the drums on the doll (on 
the left shelf) to summon the magic rabbit. If you can get 
him a carrot, he will let you get his magic fur of 
invisibility. Look on the back shelf and use the duster 
here for a koala bear head, then go back two screens.

Look at the trunk by the wagon. Put the koala bear head 
here, then use the needle and thread to fix it. Go back to 
the sewing shop and use the koala bear on the koala bear 
for a second dragonfly.

Go to the magic shop. Use the dragonflies on the right 
cabinet for a box puzzle. With this puzzle, you want to 
create color lines! For example, to connect the two red 
squares, make a red line that goes three faces left from 
the right square. Solve the puzzle three times for a glass 
cutter.

Leave the magic shop. Use the glass cutter on the window 
here for a glass shard. Move the curtain to get a challenge 
scene. You need to find items and put them in the correct 
spot. For example, the train tracks go on the tracks, and 
the star design goes on the closet door. Put everything in 
place to get revealing ink.

Go back a screen. See the balloons? Use the glass shard on 
them to get the cane. Go forward two screens and use the 
cane on the statue for a clown figure. Go back two screens 
and use the clown figure on the chest for a carrot.

Give the carrot to the rabbit in the magic shop. Use your 
comb on its ear to get the magic fur.

Go back to the knitter's shop. Solve the hidden objects 
challenge for thread, and look above the weaving machine. 
Use the revealing ink here to see how to make the shawl.

Look at the weaving machine. Put the fur and thread here 
for a puzzle. The puzzle is to color all the areas, 
according to the photograph. Solving the puzzle gets you 
the magic shawl. Go back outside and give it to the 
fortuneteller.

The fortuneteller asks you for a photo of your sister. In 
return, she gives you a hunter puppet. Go backwards a 
screen and solve the challenge of putting everything in 
place again. This gives you a witch puppet.

Go back a screen. You can finally look at the window of the 
wagon. Put the witch and hunter puppets here for a 
challenge. Your goal is to get all the dolls to the left 
side, but you can never have more witches than hunters on 
any side at any time. You must move one or two dolls at a 
time.

The trick to this puzzle is that you have to move all the 
witches left first, before moving the hunters across. 
Solving the puzzle gets you a gate part.

Go to the end of the village. Use the glass cutter on the 
window to the left, as long as you're here, then use the 
gate part on the lock to open up the pathway to a different 
area.

003c.  Chapter 3: The Witch痴 Castle
-----------------------------------------------------------

Prince Adriss is here! Talk to him to get the frost gem. 
After this, he is attacked by a harpy. Oh no! Look at the 
rocks on the left. Take the playing card and use the apple 
here to get apple juice. Use the apple juice on the harpy 
to turn it to stone.

Look at the tree stump here and take the ladybug. That's 
all we can do here for now, so go down the left pathway. 
Use the fire gem to clear the pathway. Talk to the rabbit, 
then use the parrot on the left dragon head to get a 
planet.

Go right and look at the locked door. Put the planet on the 
door for a minigame. You need to swap the planets around so 
each planet goes into its proper spot. Solving the puzzle 
unlocks the door. Go into the house and talk to the 
fortuneteller.

Look at her shelf and take the raven emblem. Her elephant 
item needs an elephant. Look at her table and take the 
handkerchief. There are instructions here for making a 
memory potion.

Look at the box on the left table for a puzzle. Put your 
playing card here. In this puzzle, you want to swap cards 
so all the red cards are in the top row, and all the blue 
cards are in the bottom row. From left to right, the 
columns are of lady cards, knight cards, jester cards, king 
cards and shield cards. Solving the cards gives you a 
butterfly.

Solve the hidden objects challenge at the fireplace for a 
lit candle. Go backwards twice. Remember the shop window on 
the left? Look at it, and open it with the glass cutter, if 
you haven't done so already. Use the butterfly on the 
jewelry box to get a hummingbird figure and bat wings.

Go back to the fortuneteller's house. Look at her birdcage. 
Use the hummingbird figure on the door to open it. This 
gets you a hummingbird and some grapes. Go down. Use the 
grapes on the creature to the left for a second raven 
emblem. Use the hummingbird on the flowers near the stump 
to get nectar.

Go back to the fortuneteller's house and look at the table. 
Time to make the memory potion! Put the lizard and bat 
wings on the table. Use the firecracker to scare the 
lizard. Put the lizard's tail and the bat wings into the 
bowl and grind them up. Put the flower with nectar on the 
potion to complete it.

Hooray, the memory potion is complete! And since you have 
two raven tokens, you can finally enter the witch's castle. 
Leave the house, then go left and forward. Put the tokens 
on the castle door for a puzzle. With this puzzle, you need 
to spin the circles around so the overlapping sections 
match the background.

Enter the castle. The door in front of you is locked, but 
you can take rope from it. Look at the door on the right 
and take the handle. Open the door and use the lit candle 
here for another scene where you find items and put them in 
their places. Solving the puzzle gets you a star.

Back in the castle, move the ladder twice, so it is at the 
door. This allows you to reach the gargoyle above the door. 
Take the shell from it. Then, look at the cauldron which is 
far above the door. Take the vase, and use the handkerchief 
here to get a dagger.

Exit the castle. See the jail on the right? There's a large 
hanging item, which you can walk across to reach the jail. 
Use the dagger on the hanging item, then take the wheat 
from on top of it. The item is too light for you to use.

Go down to the two statues. See the sandbag on the pathway, 
on the left? Use the dagger on the bag to see a dragon. Use 
the ladybug on the dragon to get rid of it. Dig into the 
sand to get a collar part, then use the rope to close the 
bag of sand.

The right dragon has a water basin. Use the bag of sand on 
the water basin to soak up the water. Take the shell, then 
go forward. Use the bag of wet sand on the hanging item to 
lower it.

Open up the item's lid with the star, then take the arrow. 
A salamander is still inside.

Look at the jail. Your sister is here! She doesn't remember 
you, so give her the memory elixir. She sings a song, and 
the witch takes her away. The witch's message leaves you 
with an arrow, so it's not all bad.

Go back into the castle. Move the ladder to the left 
column, then put the arrows on the archers. This opens the 
door at the far end. Take the arrow from the door, then go 
through it.

Look at the areas on the right. One has a hook and a wing 
that you can take. The other one has a jar. Use the handle 
to open it, then take the strawberry.

Go back a screen. Solve the hidden objects challenge on the 
right for a powder of truth. Move the ladder to the 
doorway, and examine the dragon statue above the door. Put 
the dragon wing on the statue to get a spider vase and a 
collar part.

Go back another screen. Use the collar parts on the pegasus 
to free it. Pick up the pegasus father, then look at the 
salamander. Use the spider vase to pick it up.

Go back inside the castle, to the second room. Look at the 
book. It refuses to work, so use the powder of truth on it. 
Close the book, then put two shells down for a minigame. In 
this game, match matches with groups of three colors to 
clear them from the board. A seashell can only get rid of 
colors in the fourth of the board that is closest to.

Solving the puzzle gets you a fish. Look at the large 
artifact that the witch is protecting. Put the fish, 
salamander, wheat and feather onto the board. This gets you 
an artifact and an elephant figurine.

Go to the fortuneteller and talk to her. She gives you 
magic seeds, for planting in the sky kingdom. They will 
grow a flower, which activates the artifact.

Look at the shelf. Put the elephant here to fix the 
elephant item. It's a watering elephant!

Leave the house. The harpy is taken away, leaving behind a 
log. Take the log, then go forward down the newly-opened 
path.

003d.  Chapter 4: City in the Clouds
-----------------------------------------------------------

Your mole friend is here! Give the mole a strawberry, then 
pick it up. Use the water elephant on the flowers, to make 
a pathway forward. Give an arrow to the knight. This lets 
you take the knight's saddle.

Go to the right. Look at the left machine to get a gate 
part. The arrow landed on the front side of the gondola. 
Look at it, and you can read a note. The bear on a 
unicycle, which powers the gondola, has been destroyed, so 
you'll have to fix it.

Go left, then forward. Take the ball from the circle on the 
left, then put the log in the circle. The knight hits it 
with a battle axe. Take the axe, then solve the hidden 
objects challenge on the right to get a claw.

Go back down. Use the axe on the crate to open it. Use the 
apple on the teeth to turn them to stone. This lets you get 
a banana. Go forward, and use the banana on the monkey in 
the tree. The monkey throws a vase into a hole. Use the 
shepherd's hook to get the vase.

Go down and right. Enter the gondola. Use the claw on the 
two bags to get a third vase and a second gate part. Go 
back to the floating island and put the vases on the 
fountain for a puzzle. The puzzle is to make all the water 
streams go up. Solving the puzzle gets you vanishing 
elixir.

Go down and use the vanishing elixir on the knight. This 
lets you take his saddlecloth. Go forward to the floating 
island. Solve the hidden objects challenge for a ball. Put 
the saddlecloth and the saddle on the pegasus. You can ride 
the pegasus to a new area now.

Fly on the pegasus and use your amulet's frost gem to enter 
the frozen kingdom. Look at the railing on the left; take 
the doll and read the note from Queen Elsa.

Go down the left pathway. On the left railway is a box. Use 
the doll on the box to open it and get a mushroom. Solve a 
hidden objects challenge at the rotunda for a snowflake, 
and look at the ice in front of the rotunda for a mosaic 
piece.

Go back, then go down the forward pathway. Take the pin and 
the glove from the statue, then go forward again. Use the 
glove on the ice (on the left dome) to get a hammer. Look 
at the right dome. Give the mushroom to the hedgehog for 
glass.

Go down, and use the hammer on the vase to open it. This 
gets you a scroll to read, along with a trap key. Use the 
trap key on the trap (by the tree on the right) to open the 
trap. You can now take the trap and the ring.

Use the ring on the statue here for a wineglass. Go forward 
and look at the right dome. Use the wineglass on the water 
here to fill it with water.

Go down twice. On the left railing, use the glass with 
water in the indentation for a snowflake. Pick it up with 
the pin. On the right railing, Use the two glass pieces for 
a snowflake. You now have three snowflakes.

Go forward twice and look at the left dome. Use the 
snowflakes here for a puzzle. Spin the wheels around so 
each wheel has four prongs of the correct color. Solving 
the puzzle cleans up the snow in the area. It also gives 
you a bear and a claw for the gondola.

Go back a screen. Look at the area near the base of the 
tree for a sphere. Go down, then left. Solve the hidden 
objects challenge at the rotunda for honey, and use the 
mole to dig in the dirt in front of the rotunda. Put the 
magic seeds in the hole.

Go down, then forward. Use the honey on the statue to get 
bees. Return to the magic seeds. Use the bees on the seeds 
to get the magic flower. Now that you have what you came 
for, go all the way back to the fortuneteller's house.

Give her the magic flower, and she fixes the artifact. She 
tells you to take it to the alchemist in the dwarf kingdom.

Solve the hidden objects challenge in the fireplace for a 
feather. Go to the floating island with the fountain. Use 
the feather on the knight's helmet for a stamp, then use 
the sphere on the device on the right to get a charged 
sphere.

Go down, right, and enter the gondola. Use the stamp on the 
intentation on the crate to get blueberries. Use the claw 
on the crab, then press the red button to open up the trap 
door. Look at the rope, and use the trap on it to get the 
wheel.

Go down. Use the blueberries on the bird for a ball. Use 
the charged sphere on the stand to power the gondola. Look 
at the front end of the gondola. Put the wheel and the bear 
here.

Go back into the gondola. Look at the control panel and put 
the balls there for a puzzle. With this puzzle, you want to 
go over every spot on the board. Once you go in a 
direction, you continue in that direction until you hit a 
stopping point.

When you solve the puzzle, you can finally use the gondola 
to reach the dwarf kingdom.

003e.  Chapter 5: The Dwarf Kingdom
-----------------------------------------------------------

There is a dwarf statue here. Take its flag and wool hat, 
then look at the cannon and take a horseshoe. Look at the 
locked gate and put the two gate parts on it for a puzzle. 
In this puzzle, you click on tiles to rotate the pieces 
adjacent to them. Recreate the design to solve the puzzle 
and open the gate.

Go forward and talk to Sybil. She puts rocks in front of 
the alchemist's house, and she brags about turning Prince 
Adriss into a ghost. Phooey! Look at the flowers by the 
riverbank. Click on them them to pick them up, then click 
on the thorns. Use the flag to pick them up.

Open the window on the other side of the riverbank to get 
another puzzle, where you find objects and put them in 
their proper locations. You get a live fire as a result.

Go forward, up the mountain path. The prince's ghost is 
here. Look at the hanging bowl on the left. Take the spoon 
and put the lavender inside to scare the ghost off. Look at 
the minecart, then take the pickaxe. Use the bloody thorns 
on the crystals to get red crystals. Put the red crystals 
in the red holder.

Go down and look at the rocks blocking the alchemist's 
front door. Use the pickaxe here for a stone and a lock 
part. Go back a screen and use the lock part on the 
backpack for a green crystal and a zipper. There is also a 
note you can read.

Go forward and look at the dwarf statue. Use the zipper on 
the backpack to open it. You get a yellow crystal. Use the 
spoon on the coal to get a spoonful of coal.

Go up the mountain path. Put the green and yellow crystals 
into their respective holders. This frees Prince Adriss 
from his ghostly form! Talk to him to get a rock gem. Look 
at the furnace, and open it with the horseshoe. Put the 
coal and the fire in the furnace to get it working.

Go down. Use the rock gem in the amulet to get rid of the 
rocks in front of the alchemist's house. Go inside. The 
witch steals the alchemist's hat. Talk to the witch, then 
talk to the Alchemist.

Go forward through the door to the library. Take the doll 
from the shelf on the left, then take the coin from the 
other shelf on the left. Go back to the main room of the 
house. Look at the grate under the pot, and use the straw 
doll here to get some fire. Look at the left shelf; take 
the bottle and read the note.

Go back outside. Zoom in on the flowers by the water. Use 
the bottle here for a bottle of water. Go back, to the 
gate. Use the coin on the slot on the wall, and you get 
yarn.

Reenter the Alchemist's house. Use the bottle on water on 
the fire under the pot. This gets you a book cover. Go 
forward to the library and look at the desk. Put the book 
cover here, then use the yarn on the book to fix it. Put 
the book on the shelf that's missing a book to get a knife.

Go back to the main gate of the dwarf kingdom. Use the 
knife on the backpack to get a figurine. Return to the 
Alchemist's library. Put the figurine on the shelf on the 
left. This opens the door to the Alchemist's lab.

Go into the lab. Use the stone on the cabinet to break the 
glass, so you can get the corkscrew and the acid. Solve the 
hidden objects challenge for a boomerang. Go back a screen 
and use the boomerang on the rope to get a horn.

Go back a room. Look at the vent above the window. Use the 
acid on the vent to get a beetle. Go down a screen. Solve 
the hidden objects challenge for another beetle, then look 
at the dwarf statue. Use the corkscrew on the bottle to get 
a gear.

Go back a screen, to the main gate. Use the gear on the 
cannon to get a dome part and another horn. Return to the 
Alchemist's house and look at the wall left of the door. 
Use the dome part here for a third horn.

Go to the Alchemist's lab. Use the three horns on the three 
demon statues. Solve the hidden objects challenge for a 
blue disc, then look at the machine on the right. Put the 
beetles here to start a minigame. Your goal is to lead all 
the beetles to the exit hole. Note that when a beetle walks 
over a tile, it changes color.

Solving the puzzle gets you the Alchemist's hat. Take it, 
then give it to the Alchemist. He activates the artifact, 
which helps stop the witch! He opens up a portal to the 
final area of the game. 

003f.  Chapter 6: The Mountain
-----------------------------------------------------------

Talk to Prince Adriss to get the water gem. Use the rock 
gem in the amulet to clear a path here, then look at the 
leaves on the ground. Use the wool hat to pick them up.

Take the path on the right. Use the water gem in the amulet 
to clear the pathway. Take the pear from the elephant 
statue and the butterfly from the statue on the right. Look 
at the fishing area to get the frost gem again, and solve 
the hidden objects challenge for a lasso.

Go backwards a screen. Look at the ground area, where you 
got the leaves. Use the pear here to get the worm. See the 
spider nest on the left? Use the butterfly on it. Click the 
butterfly multiple times to get rid of the spider. You can 
then take the web to get fishing line.

Go right. Use the line on the fishing pole, then use the 
worm on the line. This gets you a fish and a rod. Nice! Go 
back, then up the left pathway. Use the amulet's fire gem 
to clear the area, then give the fish to the eagle. You get 
a tusk. Use the fishing rod on the prickly plants to the 
right for a green disc, then use the lasso on the tree 
branch here.

Go back and look at the cave wall. Put both discs here for 
a puzzle. The goal of the puzzle is to set the discs to the 
correct speeds, so the ball moves from disc to disc.

When you solve the puzzle, you can go inside the mountain. 
Do so. Put leaves on the fireplace, then take the second 
tusk on the mantle. Take it, then go down and right. Use 
the tusks on the elephant statue for a saw. Solve the 
hidden objects challenge for a bow and arrow.

Go back to the cave inside the mountain. Use the saw on the 
cage to get a fish figurine and sail. Leave, then go right. 
Use the sail on the boat in the fishing area for a pirate 
boat. Go back to the cave and use the boat on the pirate 
mouse for a red eye and a life ring.

Leave and go left. Use the life ring on the rope, so you 
can swing to the other side of the gap. Go forward, and use 
the boy and arrow on the bird. Take the stone it drops, and 
look at the area by the left statue. Take the stone which 
is here, too.

Go forward, to the top of the mountain. Sybil has your 
witch tied up here! Use the amulet to kill Sybil once and 
for all!

Look at the stone left of Monica. Put the two red eyes in 
the skull to get a second fish figuring. Go back to the 
river area and use the fish on the statue to the right to 
get half of a mask.

Go back to Monica. The mask goes on the hanging thing to 
the right of Monica. This raises a platform which has an 
earring on it. Go down and use the earring on the right 
statue for an anchor. Look at the base of the left statue 
and use the anchor here to get the shovel.

Go down twice. Use the spade on the X in the ground to get 
a stone and an eye. Go up the mountain and talk to Prince 
Adriss. He will let you save Monica yourself. Thanks a lot, 
Prince!

Go up to Monica. Examine the statue directly right of her. 
Put the eye in the skull for the fourth symbol. Look at 
Monica and put the four symbols in the wall to free her.

Talk to Monica, then talk to the troll. He says that Prince 
Adriss will fall in love with the woman wearing the amulet. 
Since you and Monica are twins, this means either one of 
you can win the prince's affections.

Pick which sister will marry the prince, then watch the 
ending. Go through the portal to go back home and 
officially end the game.

004.  Credits
-----------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2014.  If you want 
to use any part of this FAQ, ask me first (instructions 
under general information).

(0.0624/d/web6)