Adventure Escape Mysteries

The Squire's Tale - Chapter 4 Walkthrough

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The Squire's Tale is an escape puzzle game from Haiku Games, playable through their Adventure Escape Mysteries app. A quest to find the sword of light and defeat the Monster King.

In Chapter 3 you found the second altar in the Ruins of Recursia and your plan is to seek the third altar, but Cedrick decides to take a detour to Morrocas to join the tournament of the Mightiest.

The Squire's Tale - Chapter 4 Walkthrough

This years tournament is a different one, it is the Tournament of the mightiest mind. And you need an invitation to register for it, so you need to find a way to make an invitation.

Move the round pillow on the far left to find a key under it. Then tap on the doorway on the right to move through to a back room.

The Squire's Tale - Chapter 4 Walkthrough

Collect a pair of scissors from the small table on the left and then open the book to see a clue about the invitation design.

The Squire's Tale - Chapter 4 Walkthrough

In the center is a chest with a roll of cloth on top. Use the scissors on the cloth to cut a piece of cloth in a shield shape. Then you can use the key to open the chest. Collect a Folding stool and some fabric patterns.

Go back to the registration area and place the folding stool on the ground to the left of the line of people. Then use the scissors on the hanging banners and you will cut them down, collecting the Decorations.

The Squire's Tale - Chapter 4 Walkthrough

Return to the back room and place the grey cloth, the fabric patterns and the decorations all on the work bench on the right. We now need to make the invitation with these items.

The Squire's Tale - Chapter 4 Walkthrough

Assemble the Invitation

Hint: the clue in the book will show us numbers for the 4 sections. The fabric pieces have numbers on them. You can also examine the banners in the room for clues to the other decorations.

Find the 4 fabric patterns with the numbers that match the diagram in the book, 3, 1, 6 and 4. then place these in the correct locations.

Then look at the banners on the stands in the room. Match the colored pattern background to the symbol from the decorations and place these on the correct fabric.

Solution:

Show

The Squire's Tale - Chapter 4 Walkthrough

Go back to the registration queue and give the invitation to Cedric.

Now you are in the tournament you start the first event, a battering challenge. You will receive a coin, then go through the door on the left to head to the bazaar.

The Squire's Tale - Chapter 4 Walkthrough

The Bazaar

Star Secret: in a window at the top of a building on the left.

Tap on Nira who is standing by the tea stall on the right. She will give you some tea Leaves.

Then collect the gold basket that is to the right of the tea stall on the right.

There is an old man laying on a rug with a cup. Place the coin in the cup. You will then wake up Manid who will move to the snake stand on the left. Collect the Tassel on the rug that he leaves behind.

The Squire's Tale - Chapter 4 Walkthrough

Tap on Manid again and he will ask you for help finding the 2 snakes that have escaped. Give him the basket that you have found, he still needs one more.

Tap at the far end of the street to return to the registration area. There is a curtain on the left that is not tied up like the others. Use the tassel on it to tie it back. You can then collect another basket.

The Squire's Tale - Chapter 4 Walkthrough

Next add some tea leaves to the gold teapot on the round table on the left. You can then take the teapot. Place it on the fire on the right, you will then get a Hot Teapot. Use this on the cup on the round table to pour out the tea. Tap on the cup and Ambrose will ask you to add some honey to it.

The Squire's Tale - Chapter 4 Walkthrough

Go back to the Bazaar and give the third basket to Manid who then offers you a snake charming show. The snakes are upset though and you need to calm them down. While Manid goes to get them a snack you can collect the flute from the ground and then tap on the snakes to start a puzzle.

Snake Charming Puzzle

The Squire's Tale - Chapter 4 Walkthrough

  • Place the flute on the ground to start the puzzle.
  • You can tap each snake now to play a note to it and make it move around. The snakes will look in different directions.
  • Look at the lamps above each snake to see a diamond symbol. Each one has a yellow section that is up, down, left or right.
  • Make the snake below it look in the same direction as the symbol indicator.
  • For Part 1 the snakes need to be looking Right, Up, Down

Part 2

  • In part 2 the lights have moved and the symbols changed. You need to repeat the same process but you need to match the snake to the height of the lamp.
  • The highest lamp is on the left and the highest snake is the one in the middle.
  • The symbol on the left lamp points to the right so make the snake in the middle look right.

Solution:

Show

The Squire's Tale - Chapter 4 Walkthrough

Part 3

The lights have moved again. Follow the same process as above to charm the snakes.

Solution:

Show

The Squire's Tale - Chapter 4 Walkthrough

Now you have charmed the snakes, Manid returns and gives you a jar of honey.

Go back to the reception tent and add the honey to the tea. Then give the tea to Ambrose who will offer you a Pear.

Now go back to the Bazaar and give the pear to the donkey that is leading a cart. After she eats it she will knock over the cart spilling the rugs.

The Squire's Tale - Chapter 4 Walkthrough

Tap on the rugs to start another puzzle.

The Squire's Tale - Chapter 4 Walkthrough

Sort the Rugs Puzzle

  • Slide the rugs around in the cart.
  • You need to make the patterns of the tops and the bottoms of each rug match.
  • There a re pairs of rugs with matching borders at the top and bottom, place these together in the same column.
  • If you have trouble watch the video below.

Once done Manid gives you a Fancy rug. You then head back to the tent at the end of the challenge.

Hand the rug to Ambrose to proceed to the next round.

The Squire's Tale - Chapter 4 Walkthrough

Oasis

We need to obtain 2 banners, you have a star chart and there is a telescope, and you are given the clue to use the fountains below and the stars above.

Fountains and Stars Puzzle

  • Look through the telescope and place the star chart there to help you.
  • Drag the view of the telescope around to see different constellations in the sky.
  • Find one that matches the diagram on the star chart page. Then count the bright stars only in the constellation to get a number for that animal shape.
  • Check though the 5 animals shapes in the star chest to get 5 numbers.

The Squire's Tale - Chapter 4 Walkthrough

Now Look at the 5 fountains on the sand. They each have a single firefly flying around them. You can tap them to change the number of fireflies. Set these to match the numbers you found for each of the matching animals.

Solution:

Show

Frog = 3

Duck = 4

Seal = 6

Giraffe = 2

Turtle = 5

The Squire's Tale - Chapter 4 Walkthrough

You will received the first banner. Tap on the arena on the hill to go the and hang it.

The Squire's Tale - Chapter 4 Walkthrough

Star secret: above the purple banner on the right.

Tap the gate on the right to head back to the Oasis.

Open the Locked Box

You now need to open a locked box, the clue is that the key is in the oasis itself. Cedrick goes for a swim.

The Squire's Tale - Chapter 4 Walkthrough

Tap on the box itself to see the lock, you will need to find a circular object. Then tap on Cedrick in the water and he will drive down to look for the item.

The Squire's Tale - Chapter 4 Walkthrough

Underwater you can first tap on the green reeds by the arch to find a handle, tap this to collect an old sword, and then tap the ground below the arch to find a large clam shell.

The Squire's Tale - Chapter 4 Walkthrough

Use the sword on the clam shell to open it and collect a pearl. When you do this a Shark will appear blocking your way back up. Now use the sword on the octopus on the left to scare it away. Then tap the Ink it leaves behind to clear it until you can collect the key.

Next, below the arch is a stone slab by the clam shell. Use the sword on this as well to move it away and find a Chest. Use the key on the chest to open it and collect a Battle Horn. You can then use this horn on the shark, this will scare it away as well and you can tap the surface to go back up.

The Squire's Tale - Chapter 4 Walkthrough

Then view the box again and add the pearl to it.

The Squire's Tale - Chapter 4 Walkthrough

You now need to set the 4 dials to the correct images to open the box. Each one is a selection of sea creatures.

Hint: go back in the water and count the creatures that you see.

Solution:

Show

You should see the following 1 octopus, 2 clams, 3 fish, 4 starfish. Use this order to set the symbols on the box.

The Squire's Tale - Chapter 4 Walkthrough

Collect the second banner. Then return to the Arena to hang it, but when you arrive your banner pole has been stolen.

The Squire's Tale - Chapter 4 Walkthrough

Tap the barrels on the right to collect a Banner Stand. Then tap the sand on the left to dig up the banner pole. Collect the pole and then tap on the chest on the left to open it. Collect the Boomerrang.

The Squire's Tale - Chapter 4 Walkthrough

Go back to the Oasis to see the banner in the water. Use the boomerang on the banana tree on the left to knock down some bananas and then collect them.

The Squire's Tale - Chapter 4 Walkthrough

Now talk to Manid, give him the bananas and he will give you a Fishing net. Use the Net on the banner to collect it. Return to the Arena and place the banner stand, the Pole and finally the 2 banners.

The Squire's Tale - Chapter 4 Walkthrough

You now move on to the final challenge.

Final Challenge

The Squire's Tale - Chapter 4 Walkthrough

This is a board game puzzle

  • You have 5 runes that will create paths of explosions that travel out in the 4 directions.
  • Each explosion will travel until it reaches a monster of a wall. It can pass over the black gaps.
  • You need to place the 5 runes on the board and then tap the horn to start the detonations.
  • The runes will go off in sequence from 1 to 5 in turn.
  • Find the correct placements so that all of the monsters are destroyed by the blasts.

Solution:

Show

Place the runes as shown below and then tap the horn to clear the board.

The Squire's Tale - Chapter 4 Walkthrough

With that you win the tournament and complete Chapter 4. Watch the closing scenes to meet up again with Nira and continue your quest to the Sword of Light in The Squire's Tale - Chapter 5 Walkthrough

The Squire's Tale - Chapter 4 Walkthrough


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