Welcome to the Fairy Godmother Stories: Cinderella WalkthroughCan you prove your innocence after a string of magical burglaries?Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here.This document contains a complete Fairy Godmother Stories: Cinderella game walkthrough featuring annotated screenshots from actual gameplay!We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.This walkthrough was created by Laurie Murphy, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
Walkthrough Menu
- General Tips
- Chapter 1: Arrest
- Chapter 2: Campus
- Chapter 3: Cinderella's House
- Chapter 4: The King
- Chapter 5: The Party
- Chapter 6: The Ball
General Tips
- This is the official guide for Fairy Godmother Stories: Cinderella.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Arrest
- Speak to character; select door knob (A).
- Open envelope; take note, WEIGHT (B); take hummingbird Hint (C).
- Take BIRD AMULET, posters, WIRE (D).
- Place WEIGHT (E) for HOP (F); receive FAIRY GODMOTHER FIGURINE.
- Take BROOM, article, picture (G), CHOPSTICKS (H).
- Take Tasks; place FAIRY GODMOTHER FIGURINE (I); take BIRD AMULET (J).
- Place 2 BIRD AMULETS (K); take DOOR KEY (L).
- Use DOOR KEY (M).
- Take, use umbrella (N) for METAL COMB (O); take, select phone (P).
- Easy solution (Q). 1-8.
- Hard solution (R). 1-12.
- Take GOODWIN'S MEDAL (S).
- Take compass Map (T).
- Take note, photo, BROOM, WIRE, CHOPSTICKS (U).
- Use GOODWIN'S MEDAL (V); take ELECTRICAL TAPE, NEWSPAPER and poster (W).
- Place WIRE; use ELECTRICAL TAPE (X).
- Solution. 1-8.
- Select (Y).
- Take ACCESS CARD.
- Use ACCESS CARD (Z).
- Solution. When guards are in position (A), select 3.
- Use BROOM (B); take SOLVENT, BROKEN KNIFE (C).
- Use CHOPSTICKS for SWITCH BUTTON (D).
- Take note; place, select SWITCH BUTTON (E).
- Take note, FAN BLADE (F).
- Use FAN BLADE (G).
- Go (H).
- Take note; use METAL COMB (I); take 1/3 SWITCHES, CORK (J).
- Use SOLVENT and NEWSPAPER (K).
- Solution (L). B-Cx4-B-Dx4-Bx4-Ax6-Dx4-Cx2-Bx2.
- Take HARP.
- Place HARP; take GLUE, 2/3 SWITCHES (M).
- Go down 2x.
- Use CORK (N); take BALL (O).
- Go forward.
- Give BALL (P); take BONE, NAIL CLIPPERS (Q).
- Go forward.
- Use NAIL CLIPPERS (R); take 3/3 SWITCHES, SCREW (S).
- Go down 2x.
- Place 3/3 SWITCHES (T); take HEX KEY, KNIFE PART (U).
- Go forward.
- SCREW and KNIFE PART on BROKEN KNIFE for BOX CUTTER.
- Use BOX CUTTER (V) for HOP (W); receive CAR KEY.
- Go forward.
- Take note; use CAR KEY (X).
Chapter 2: Campus
- Take VIAL WITH RECIPE (Y).
- Take note and FIBULA (Z); place BONE; take POWER CABLE, LATENT FINGERPRINT SPRAY (A).
- Use LATENT FINGERPRINT SPRAY (B).
- Go forward.
- Use HEX KEY (C); take LAVENDER OIL (D).
- Use GLUE (E).
- Easy solution (F). 1-5.
- Hard solution (G). 1-7.
- Take MILL WHEEL.
- Take UNLOADED SLINGSHOT (H); place MILL WHEEL; take DRIED MINT, BRUSH (I).
- Go down.
- LAVENDER OIL and DRIED MINT on VIAL WITH RECIPE for SEDATIVE.
- Give SEDATIVE (J); speak to character; take COUPON FOR GUM (K).
- Go (L).
- Use COUPON FOR GUM take GUM (M).
- GUM on UNLOADED SLINGSHOT for SLINGSHOT WITH GUM.
- Use SLINGSHOT WITH GUM (N).
- Go forward.
- Select 1-4.
- Use FIBULA (O) for 1/3 MOSAIC TILES.
- Take note, INCOMPLETE PALETTE; replace POWER CABLE (P) for HOP (Q); receive SATURN'S RING.
- Place SATURN'S RING; take CHAIN, FLOWER and MAGNET (R).
- Use MAGNET (S); take 2/3 MOSAIC TILES, CAT BOWL (T).
- Go down.
- Give FLOWER (U); take BROKEN HACKSAW, MAGIC PAINTS (V).
- Go (W).
- BRUSH and MAGIC PAINTS on INCOMPLETE PALETTE for MAGIC PALETTE.
- Place MAGIC PALETTE (X); take 3/3 MOSAIC TILES, CARABINER (Y).
- Go down 2x.
- Uncover, place 3/3 MOSAIC TILES (Z).
- Solution (A). 1-13.
- Take MAGNIFIER.
- Go forward 2x.
- Select, open folder; use MAGNIFIER (B); take BICYCLE CODE (C).
- Go down 2x.
- Place BICYCLE CODE (D).
- Solution (E): Ax2-Bx5-Dx2.
Chapter 3: Cinderella's House
- Use CAT BOWL (F); take ELECTRICAL TAPE, HACKSAW BLADE (G).
- Use CHAIN and CARABINER (H); take PLUG, WINGNUT (I).
- HACKSAW BLADE and WINGNUT on BROKEN HACKSAW for HACKSAW.
- Take HOOK; use HACKSAW (J) for HOP (K); receive BOOMERANG.
- Use BOOMERANG (L); receive SICKLE.
- Use SICKLE (M); take DOOR HANDLE, RUBBER GLOVE (N).
- Place DOOR HANDLE (O).
- Solution (P). D-Ax2-D-Cx3-D-C-D-A-B-A-D.
- Go forward.
- Use PLUG, ELECTRICAL TAPE; take FAN, MIRROR (Q).
- Take REMOTE CONTROL, DARTS (R).
- Use RUBBER GLOVE (S); take MAGNET, WIRE (T).
- Place DARTS (U).
- Solution (V). A-B-C.
- Take YOYO, 1/2 BATTERIES.
- HOOK on WIRE for HOOK AND WIRE.
- Place MIRROR; use HOOK ON WIRE (W).
- Go forward.
- Take note, 2/2 BATTERIES; use YOYO (X); take BLOWTORCH (Y).
- 2/2 BATTERIES on REMOTE CONTROL.
- Use REMOTE CONTROL (Z); select 2-5-8-4-3; take SPATULA, CLOCK PHOTO (A).
- Use SPATULA (B) for HOP (C); receive DOOR KEY.
- Use DOOR KEY (D).
- Go forward.
- Use MAGNET (E); take BOX AMULET (F).
- Use FAN (G); take PINK SHOE (H).
- Go down.
- Place BOX AMULET (I); take FISHING ROD, UNLIT LAMP (J).
- Place PINK SHOE; take BELLOWS, SHOEHORN (K).
- Go forward.
- Use FISHING ROD; take FISH (L).
- Give FISH (M); take 1/2 LOCKPICKS (N).
- Go down 2x.
- Use BLOWTORCH (O); take 2/2 LOCKPICKS (P).
- Use 2/2 LOCKPICKS (Q).
- Solution (R). (A-2)-(B-2)-(A-2)-(D-2)-(E-2)-(G-6)-(F-6)-(D-4)-(D-6)-(D-2)-(G-2).
- Take ANTIDOTE, BULB.
- Place CLOCK PHOTO (S); take DISK (T).
- Go forward.
- Use ANTIDOTE (U); speak to character; receive DVD BUTTON.
- Place DVD BUTTON, DISK (V); take NAIL CLIPPERS, HOSE, POWDER and BROOM (W).
- Go forward.
- Use BROOM (X); take TAPE, ANCHOR ON ROPE (Y).
- Use SHOEHORN (Z); receive WIRES.
- WIRES and BULB on UNLIT LAMP for LIT LAMP.
- Take note; place LIT LAMP (A) for HOP (B); receive REPAIR KIT.
- HOSE on BELLOWS for IMPROVISED PUMP.
- Place IMPROVISED PUMP and REPAIR KIT (C).
- Go forward.
Chapter 4: The King
- Use ANCHOR ON ROPE (D).
- Take TIN SNIPS, NUT (E).
- Use NAIL CLIPPERS (F); take note, GLASS CUTTER (G).
- Use GLASS CUTTER; select handle (H).
- Go left.
- Take CHISEL (I).
- Take CROWBAR (J); use POWDER, TAPE (K); take SHIP'S WHEEL (L).
- Use NUT, SHIP'S WHEEL; take 3-D GLASSES, HAMMER (M).
- Use 3-D GLASSES (N).
- Solution (O). Ax7-Bx6-Cx5-Ex7-Fx2-G-Hx3-Ix2.
- Take photo; receive HANDKERCHIEF.
- Use CHISEL, HAMMER; take LADDER (P).
- Place LADDER (Q).
- Go to Pier.
- Take SLINGSHOT FRAME (R).
- Take note, DIRTY CRYPTEX (S).
- Use TIN SNIPS for MEDICAL SYMBOL (T).
- Use CROWBAR (U); take SAFE KEY (V).
- Use SAFE KEY (W); take SCREWDRIVER, BOWL (X).
- Use BOWL (Y); take EMPTY ATOMIZER (Z).
- Return to Wheelhouse.
- Place MEDICAL SYMBOL (A); take ALCOHOL, TOURNIQUET (B).
- HANDKERCHIEF and ALCOHOL on DIRTY CRYPTEX for CRYPTEX.
- Use CRYPTEX (C).
- Easy solution (D). (A to IV)-(C)-(B to III)-(C)-(B to V)-(C)-(A to VIII).
- Hard solution (E). (A to IV)-(C)-(B to III)-(C)-(B to V)-(C)-(A to VIII)-(C)-(B to X)-(C)-(A to V).
- Take MERMAID, NOISEMAKER.
- Go down.
- Place MERMAID (F) for HOP (G); receive SET OF LOCKPICKS.
- Use SET OF LOCKPICKS (H); take KNIFE (I).
- Return to Wheelhouse.
- Use KNIFE (J); take STETHOSCOPE PART (K).
- Return to Pier.
- Use NOISEMAKER (L); take NUT (M).
- TOURNIQUET and NUT on SLINGSHOT FRAME for SLINGSHOT.
- Use SLINGSHOT (N).
- Go (O).
- Take PUMP, STEPLADDER (P).
- Place STEPLADDER (Q); take DUSTER, BROKEN STETHOSCOPE (R).
- STETHOSCOPE PART on BROKEN STETHOSCOPE for STETHOSCOPE.
- Use STETHOSCOPE (S).
- Easy solution (T). C-B-A-B-A-B-C-Bx2-A-Bx2-C-B-C-Bx2-C-Bx2-C-B-C-B-A-B.
- Hard Solution (T). C-B-A-B-A-B-C-B-C-B-A-B-A-B-C-B-C-B-A-B-C-B.
- C-B-C-B-A-Bx2-C-B-A-Bx2-C-Bx2-C-B-C-B-A-B.
- Take ACCESS CARD.
- Use ACCESS CARD (U).
- Go forward.
- Place PUMP, EMPTY ATOMIZER (V); receive WATER.
- Use WATER; take METAL RIM (W).
- Go down.
- Use SCREWDRIVER; take PICKAXE, NET (X).
- Go down.
- METAL RIM and NET on DUSTER for SCOOP NET.
- Use SCOOP NET for ACID; use PICKAXE (Y); take OILCAN (Z).
- Use ACID (A) for HOP (B); receive STARS.
- Place STARS; take RED BUTTON (C).
- Go forward.
- Place RED BUTTON; take PLIERS, BUSINESS CARD (D).
- Use PLIERS (E); take RUSTY DAGGER, 1/4 COVER AMULETS (F).
- Go forward.
- Give BUSINESS CARD (G); speak to character.
- Take SAFETY PIN (H).
- Go forward.
- Take 2/4 COVER AMULETS, NOTEBOOK, invitation (I).
- Use OILCAN (J); take KING'S RING; use SAFETY PIN (K); take 3/4 COVER AMULETS (L).
- Use KING'S RING (M); take 4/4 COVER AMULETS, POISON VIAL LID (N).
- Place 4/4 COVER AMULETS (O); take GLOBE, BATON and SEDATIVE (P).
- Place GLOBE; take PEN (Q).
- Go down.
- Place POISON VIAL LID (R).
- Solution (S). (1-A)-(2-K)-(3-C)-(4-L)-(5-I)-(6-F)-(7-B)-(8-G)-(9-J)-(10-E)-(11-H)-(12-D).
- Take EMPTY VIAL.
- Give EMPTY VIAL (T); speak to character.
- Place NOTEBOOK, PEN (U); receive PASSWORD.
- Place PASSWORD; take DECORATED FROG, BEADS (V).
- Go forward.
- Place DECORATED FROG (W) for HOP (X); receive ROPE SWING.
- Place ROPE SWING (Y).
- Go forward.
Chapter 5: The Party
- Take JACKSCREW, BURNER (Z).
- Take poster, BROKEN HYDRANT; place RUSTY DAGGER on grindstone (A) for SHARP DAGGER.
- Take EMPTY GLASS (B); use JACKSCREW; take GLUE (C).
- Use SHARP DAGGER, BATON (D); take ICE CUBES (E).
- SEDATIVE, BURNER and ICE CUBES on EMPTY GLASS for SLEEPING POTION.
- Give SLEEPING POTION (F).
- Go left.
- Speak to character.
- Take HYDRANT LEVER, MAGNET (G).
- MAGNET on BEADS for STRUNG MAGNET.
- Take DECORATED COMB; use STRUNG MAGNET (H); take CINDERELLA'S CRIMINAL PHOTO, HYDRANT BASE (I).
- Give CINDERELLA'S CRIMINAL PHOTO (J).
- Open purse; take THINNER, TOKEN (K).
- Go down.
- Place TOKEN (L).
- Easy solution (M). (Dx3)-(A-1)-(Dx3)-(A-2)-(D)-(A-3)-(D)-(C)-(B-4).
- Hard solution (N). (Dx3)-(A-1)-(D)-(B-3)-(A-4)-(B-2)-(A-7)-(B-5)-(A-6)-(C)-(B-8).
- (Dx2)-(A-9)-(D)-(C)-(A-11)-(C)-(B-12)-(A-13).
- Take HOSE, CLOTH.
- Go left.
- HYDRANT BASE, HYDRANT LEVER on BROKEN HYDRANT for HYDRANT.
- Select handle; place HYDRANT, HOSE (O).
- Go forward.
- Take GINGERBREAD MAN, use THINNER, CLOTH (P); take CHAIN, HAIRPIN (Q).
- Take SWORD, use GLUE, DECORATED COMB (R); take CLOSED TUBE, LUTE and MAGIC INKWELL (S).
- HAIRPIN on CLOSED TUBE for BRUSH.
- Take book; place MAGIC INKWELL, BRUSH (T) for HOP (U); receive GOLD DRAGON.
- Place GOLD DRAGON (V).
- Climb stairs.
- Speak to character.
- Use CHAIN (W); take 1/4 WITCH'S TOKENS (X).
- Take 2/4 WITCH'S TOKENS; use SWORD (Y); take 1/2 COLORFUL DECORATIONS (Z).
- Return to Party.
- Replace LUTE; take BLUE TILE (A).
- Place GINGERBREAD MAN (B); take MONOGRAM (C).
- Go left.
- Place BLUE TILE (D).
- Easy solution (E). (C-D)-(B-D).
- Hard solution (F). Dx3-Cx2-A.
- Take CROWN.
- Place CROWN; take 1/3 COLORED FEATHERS, 3/4 WITCH'S TOKENS (G).
- Return to Observatory.
- Place MONOGRAM (H); take HATCHET, 2/2 COLORFUL DECORATIONS (I).
- Go down.
- Place 2/2 COLORFUL DECORATIONS (J); take 4/4 WITCH'S TOKENS, JUPITER (K).
- Place 4/4 WITCH'S TOKENS (L); take 2/3 COLORED FEATHERS, SPRING (M).
- Go down.
- Use HATCHET (N); take TROWEL, CROWBAR (O).
- Use TROWEL (P); take GLUE, SATURN (Q).
- Return to Observatory.
- Place SATURN, JUPITER (R) for HOP (S); receive CLAIRVOYANT SPHERE.
- Give CLAIRVOYANT SPHERE (T); speak to character; tale COIN.
- Go down.
- Use COIN; take LIGHTER (U); place SPRING; take ANTENNA, PHONE PART and 3/3 COLORED FEATHERS (V).
- Place PHONE PART (W).
- Enter (X).
Chapter 6: The Ball
- Take BENT KNIFE, PINCE-NEZ (Y).
- 3/3 COLORED FEATHERS and PINCE-NEZ on GLUE.
- Speak to character (Z).
- Take HAND VACUUM; use CROWBAR (A); take MONEY; use ANTENNA to take CHESS PIECES (B).
- Give MONEY (C); receive CROWN INLAY.
- Place CROWN INLAY (D).
- Go forward.
- Take GOLDEN ARROW; use LIGHTER (E); select, place coin (F); take GOLF BALL (G).
- Take GOLF CLUB (H).
- Place GOLF BALL, GOLF CLUB (I).
- Solution (J). B; C when B is at 1; A when C is at 2.
- Take WINDUP DUCK.
- Place GOLDEN ARROW (K); take GAUNTLET; place WINDUP DUCK (L); take GEAR (M).
- Use GAUNTLET (N); take 1/3 GNOMES, EMBLEM PART (O).
- Place GEAR (P).
- Climb ladder.
- Use BENT KNIFE; take PLIERS (Q).
- Place CHESS PIECES (R); take CORKSCREW (S); use PLIERS (T); take EMBLEM PART (U).
- Use HAND VACUUM (V); take CHAMPAGNE GLASS (W).
- Go down.
- Use CORKSCREW; take note, 2/3 GNOMES (X).
- Go down.
- Give CHAMPAGNE GLASS (Y) for HOP (Z); receive CHANGE-OF-HEART POTION.
- Place 2 EMBLEM PARTS (A); take MAGIC PERFUME, 3/3 GNOMES (B).
- Give CHANGE-OF-HEART POTION (C).
- Speak to character; take BROKEN WAND (D).
- Go forward.
- Place 3/3 GNOMES (E); take VENT LEVER (F).
- Go forward.
- Place, select VENT LEVER; take WAND TOP (G).
- MAGIC PERFUME and WAND TOP on BROKEN WAND for WAND.
- Use WAND (H).
- Solution (I1-I2).
- Congratulations, you have completed playing Fairy Godmother Stories: Cinderella.
Created at: 2020-01-03