Home » Walkthrough » Fairy Godmother Stories 5: Miraculous Dream in Taleville – Walkthrough
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Fairy Godmother Stories 5: Miraculous Dream in Taleville – The walkthrough of the game begins with the fact that Princess Sofia was bewitched right on her wedding day and only the fairy godmother can help her. You have to use your magical skills and excellent detective skills to find the culprits. But when magic is involved, the task of finding the culprit becomes much more difficult. Become the hero of this exciting adventure.
Fairy Godmother Stories 5: Miraculous Dream in Taleville – Walkthrough
Here you can watch the complete walkthrough of Fairy Godmother Stories 5: Miraculous Dream in Taleville, namely all chapters, including the bonus one.
- Open, take map, hint flask and note.
- Move bag, take TREE INSERT (A).
- Take note, place TREE INSERT.
- Take MONEY 1/3 and TOWEL (B).
- Take BATTERY (C).
- Replace BATTERY in KEY FOB.
- Use KEY FOB (D).
- Open door and bag, take note and HEAVY FIGURINE (E).
- Move bag, take task book and FIRST AID KIT (F).
- Offer FIRST AID KIT (G).
- Play puzzle (H), receive HAIRPIN.
- Receive PERFUME SAMPLE.
- Use HAIRPIN (I), take PEN (J).
- Open, take note and magic wand (K).
- Use wand (L).
- Take MONEY 2/3 and note (M).
- Open tap, take CORK and MONEY 3/3 (N).
- Use MONEY, take NEWSPAPER (O).
- Use NEWSPAPER and PEN, move key (P).
- Go (Q).
- Take note, BROKEN RACKET and CARPET TACKS (R).
- Place CORK and TOWEL, take CARPET, NET and SCREWS (S).
- Place CARPET, CARPET TACKS and HEAVY FIGURINE (T).
- Go (U).
- Remove drape, take magic energy and EMPTY FLASK (V).
- Open bag, take WHEEL, TEA HERBS, magic energy and note (W).
- Place WHEEL and SCREWS, move (X).
- Take magic energy, CHARGER and CUP (Y).
- Open recipe book, place TEA HERBS, EMPTY FLASK and CUP (Z).
- Easy solution: 1-2-3-A-B, 1-4-A-B, D-E-5-A-B, E-2-A-B, F-G-A-B.
- Hard solution: 1-2-3-A-B, 1-4-A-B, D-E-5-A-B, E-2-A-B, D-1-A-B, F-G-C-A-B.
- Use wand (H).
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- Take HEALING TEA (I).
- Walk down.
- Offer HEALING TEA (J).
- Offer PERFUME SAMPLE (J).
- Receive SAFE CODE.
- Place SAFE CODE (K), enter 2-1-0-3 (L).
- Take PHONE and ACID (M).
- Go (N).
- Use ACID (O), take magic energy and CLIPPERS (P).
- Use CLIPPERS, take magic energy and RIBBON (Q).
- Walk down twice.
- NET and RIBBON on BROKEN RACKET, receive SCOOP NET.
- Take NUTS with SCOOP NET (R).
- Go (S).
- Offer NUTS (T), take BATTERIES 1/2 and THERMOSTAT DIAL (U).
- Take note, place THERMOSTAT DIAL (V).
- Play puzzle (W), receive DRAWER INSERT.
- SIM CARD from PHONE.
- Place DRAWER INSERT, take HOOK, note and SCOOP (X).
- Move tablet, place SIM CARD and CHARGER (Y).
- Receive RUBY.
- Go (Z).
- Place RUBY, take MAGIC ENERGY and HANDSAW (A).
- Use HANDSAW, take FLASHLIGHT and PAPER BOAT (B).
- Walk down twice.
- Place PAPER BOAT (C), use wand (D).
- Easy and hard solution (E).
- Use SCOOP, take SWITCH and CHAIN AND CARABINER 1/2 (F).
- Take MAGNET and CHAIN AND CARABINER 2/2 (G).
- Place CHAIN AND CARABINER, pull lever (H).
- Go (I).
- Talk (J).
- Take GEARS 1/4 and SHARP BLADE (K).
- Use HOOK, take BATTERIES 2/2 (L).
- Take note, NUT AND BOLT and FLASHLIGHT BULB (M).
- SWITCH, BATTERIES and FLASHLIGHT BULB on FLASHLIGHT.
- Use FLASHLIGHT (N).
- Play puzzle (O), receive MARQUISE.
- Offer MARQUISE, receive PENDANT WITH MAGIC BEANS.
- Go (P).
- Take GEARS 2/4 with SHARP BLADE (Q).
- Take FIGURE PART and GEARS 3/4 (R).
- Use MAGNET (S), take BRUSH and GEARS 4/4 (T).
- Walk down twice.
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- Place GEARS (U).
- Easy solution (V): 5-6-W-8-9-W-2-3-10-W-1-Wx2-4-7.
- Hard solution (Y): 10-9-2-1-3-7-5-4-6-8.
- Take FIGURINE PIECE, WHEEL and BUCKLE (Z).
- Place NUT AND BOLT and WHEEL, take GNOME FIGURINE (A).
- Go (B).
- Place BUCKLE, take magic energy, FIGURE PART and WITCH FIGURINE (C).
- Go (D).
- Place WITCH FIGURINE and GNOME FIGURINE (E).
- Easy and hard solution (F): (1-6)-(2-3)-(3-6)-(4-5)-(5-6).
- Take BOOKS and magic energy (G).
- MAGIC BEANS and HEX WRENCH from PENDANT WITH MAGIC BEANS.
- Place BOOKS, take TONGS (H).
- Use HEX WRENCH, take TAPE and GLUE (I).
- Walk down.
- BRUSH, FIGURINE PIECE, FIGURE PART and GLUE on FIGURE PART, receive BLACKSMITH FIGURINE.
- Place BLACKSMITH FIGURINE (J).
- Easy solution (K): 1-2-3-3-3-4-4.
- Hard solution (K): 2-3-3-3-4-4-4-2-1-1-1.
- Take HAMMER and GLOVES (L).
- Walk down.
- Use GLOVES, take note, magic energy, KNIFE and FERTILIZER (M).
- Use MAGIC BEANS and FERTILIZER (N).
- Use wand (O).
- Play puzzle (P).
- Take paper and BENT METAL.
- Open, take magic energy (Q).
- Place BENT METAL, TONGS and HAMMER, take WELL HANDLE (R).
- Use WELL HANDLE, take magic energy, SCREW HOOK and WATER (S).
- Use WATER and tongs (T).
- Open, take BRUSH and magic energy (U).
- Use wand (V), take GATE PIECE (W).
- Place GATE PIECE (X).
- Easy solution (Y): (2-11)-(4-7)-(6-9).
- Hard solution (Y): (1-11)-(2-12)-(4-7)-(5-8)-(6-9).
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