Home » Walkthrough » Fairy Godmother Stories 4: Puss in Boots – Walkthrough
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Fairy Godmother Stories 4: Puss in Boots – The walkthrough of the game begins with the fact that the Ministry of Discipline needs your help. A new robber named “Puss in Boots” roams the streets of Taleville. Only a Fairy Godmother of your level can handle it. You will need all your skills and magical prowess to find who is hiding behind this name. If you are stuck at some location on our website, you can watch the walkthrough of the game Fairy Godmother Stories 4: Puss in Boots, and save the city.
Fairy Godmother Stories 4: Puss in Boots – Walkthrough
Below you can watch the complete walkthrough of Fairy Godmother Stories 4: Puss in Boots, namely all chapters, including the bonus one.
- Talk (A), receive BAG.
- BRUSH, task book and FAIRY ID from BAG.
- Use BRUSH (B).
- Take COIN, note, hint orb and STATUE TOKENS 1/2 (C).
- Take STATUE TOKENS 2/2 (D).
- Take SHEARS PART, place STATUE TOKENS (E).
- Arrange the tokens according to the top clue.
- Select a token to move it along the line.
- Clue parts are crossed out when you arrange the tokens correctly.
- In Hard Mode, tokens move simultaneously.
- Easy solution (F): 2-2-3, 1-1, 1-1-3, 1-2-2.
- Hard solution (F): 3-2, 1-1, 1-1-3-2-2-2, 1-3-3-3-2-2-2.
- Take SPUR and PINCERS (G).
- Remove sign, use PINCERS.
- Pull (H).
- Use COIN (I).
- Play puzzle (J), receive DOOR KNOCKER.
- Place and use DOOR KNOCKER (K).
- Go (L).
- Use SPUR (M), take SHEARS PART, LOCKPICKS and BROKEN DANCER FIGURINE (N).
- Use FAIRY ID, take map, WAND AUTHORIZATION and BOLT (O).
- SHEARS PART and BOLT on SHEARS PART, receive SHEARS.
- Use SHEARS (P), take FIGURINE PART and DUSTPAN (Q).
- Use DUSTPAN (R).
- Go (S).
- Talk, offer WAND AUTHORIZATION (T).
- Paint the center image so that matching-colored magical drops don’t touch.
- Select a paint color and a drop to paint it.
- Easy solution (U).
- Hard solution (V).
- Use wand (W).
- Take WIRE and FOLIO INLAYS 1/2 (X).
- Use LOCKPICKS (Y), take ACID and FIGURINE PART (Z).
- Walk down.
- FIGURINE PART x2 on BROKEN DANCER FIGURINE, receive DANCER FIGURINE.
- Place DANCER FIGURINE, take MINISTRY BADGE (A).
- Place MINISTRY BADGE (B).
- Play puzzle (C), receive BAG PART.
- Place BAG PART, take CARABINER and FOLIO INLAYS (D).
- Go (E).
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- Take PAPER, place FOLIO INLAYS (F).
- Take MAGNET and QUILL (G).
- Use PAPER and QUILL, receive ADDRESS (H).
- Walk down twice.
- Offer ADDRESS (I).
- Place CARABINER, take PAPERWEIGHT, magic energy and NUT (J).
- Use ACID (K), take note, magic energy and HEX WRENCH (L).
- WIRE on MAGNET.
- Use MAGNET (M).
- Open, take magic energy and BRUSH (N).
- Use wand (O).
- Move the spheres next to the dog’s outline to fill it with magic.
- Select a sphere to move it.
- Moving one sphere may move others.
- Easy solution (P): 1-1-4-4-7-7.
- Hard solution (Q): 7-7-4-4-6-6-1-1-5-5.
- Go (R).
- Talk (S).
- Remove painting, use HEX WRENCH (T).
- Take ANCHOR AMULET 1/2 and GLUE (U).
- Take RECORD (V).
- GLUE and BRUSH on RECORD.
- Use RECORD, take SPOON, CHISEL and magic energy (W).
- Walk down.
- Place CHISEL and PAPERWEIGHT (X), take VALVE (Y).
- Place NUT and VALVE, take PASS CARD (Z).
- Go (A).
- Use PASS CARD (B).
- Play puzzle (C), receive SAFE DIAL.
- Place SAFE DIAL (D), take DIAMOND RING, ANCHOR AMULET 2/2 and magic energy (E).
- Walk down.
- Place ANCHOR AMULET (F), take RUBBER GLOVE and magic energy (G).
- Go (H).
- Use wand (I), receive COMPOSITE SKETCH.
- Scan COMPOSITE SKETCH (J).
- Finish the sketch.
- Drag the lens with the missing image part to the correct spot.
- Select the arrows to rotate the part.
- Solution (K): 1-(Lx3), 2-(Lx2), 3-(Mx3), 4-(Mx2), 5-(Lx2), 6-(Lx2).
- Receive MOTORCYCLE KEY.
- Walk down.
- Use MOTORCYCLE KEY (N).
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- Use SPOON, take FREEZING SPRAY and BOX CUTTER (O).
- Use FREEZING SPRAY and PAPERWEIGHT (P), take HAIRPIN and BULB (Q).
- Chase off bat, open.
- Take note, replace BULB (R).
- Play puzzle (S), receive CODE.
- Place CODE, enter 4-8-1-5-bell (T).
- Go (U).
- Use RUBBER GLOVE, take COIN and CACHE INLAYS 1/3 (V).
- Use BOX CUTTER, take LIPSTICK and CACHE INLAYS 2/3 (W).
- Use DIAMOND RING, take note and GNOME HAT (X).
- Walk down.
- Place GNOME HAT, take RAKE (Y).
- Use RAKE, take POKER and CACHE INLAYS 3/3 (Z).
- Go (A).
- Place CACHE INLAYS (B), take ENVELOPE and WIRE (C).
- Place WIRE (D).
- Separate the colored lights from each other with the wire.
- Select and drag the wire’s end to a highlighted spot to move it.
- The wire must connect from the top left to the bottom right corner.
- Separated lights will turn on.
- Easy solution (E).
- Hard solution (F).
- Use HAIRPIN (G).
- Arrange the outer plates so the center shapes fit into them.
- Select two plates to swap them.
- Easy solution (H): (1-4)-(2-6)-(3-5).
- Hard solution (I): (1-7)-(2-5)-(3-8)-(4-6).
- Use POKER, take WEIGHT and SCREW (J).
- Take NEWSPAPER (K).
- Use SCREW and COIN (L), take FRAME PART and EXTINGUISHER (M).
- Use EXTINGUISHER (N).
- Take PEG, place FRAME PART (O).
- Play puzzle (P), receive GARGOYLE.
- Place GARGOYLE, take CLAMP.
- Take CODE with ENVELOPE and LIPSTICK (Q).
- Place CODE (R).
- Enter 8-4-6-0-arrow (S).
- Take CAR KEY and AWL (T).
- Use NEWSPAPER and AWL, move key (U).
- Go (V) and walk down.
- Use CAR KEY (W).
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