Fairy Godmother Stories 1: Cinderella (Bonus Chapter) – A fairy’s work is never done. The fairy receives an urgent phone call from Charlotte. One of the students she met in college believes that something terrible happened to her grandmother Amanda. This is a rather long chapter that has many locations.
Bonus Chapter Walkthrough
- Speak to character.
- Take CORKSCREW (A).
- Take TONGS, BATTERIES, note (B) and BASKET (C).
- Take GLOVE, KNITTING NEEDLE and KEY FOB, use CORKSCREW (D).
- Take BRUSH (E).
- BATTERIES on KEY FOB.
- Use KEY FOB (F) for puzzle (G): receive SEDATIVE.
- Give SEDATIVE, speak to character, take UMBRELLA (H).
- Use UMBRELLA (I).
- Climb ladder.
- Take TABLESPOON (J).
- Use GLOVE (K), take DOORMAT (L).
- Place DOORMAT, use KNITTING NEEDLE (M).
- Take, use key (N).
- Go forward.
- Use TONGS for SHARP RING, take CUSHION (O).
- Use SHARP RING, take photo, KNITTING PATTERN (P).
- Take 1/2 GRAY TILES (Q).
- Go down.
- Place KNITTING PATTERN (R).
- Solution (S). (C-4)-(D-3)-(B-1)-(A-2).
- Take BLANKET.
- Select photo (T).
- Place BASKET, CUSHION and BLANKET (U).
- Take LIGHTER, VINEGAR (V).
- Go down.
- Use TABLESPOON (W).
- Take SCREWDRIVER (X).
- Climb ladder.
- Use SCREWDRIVER (Y), take GNOME, 2/2 GRAY TILES (Z).
- Place 2/2 GRAY TILES (A).
- Solution (B). (C-B)-(G-D)-(D-A)-(I-H)-(E-H)-(G-H)-(D-G)-(G-H)-(H-I).
- Take ROOM KEY.
- Go down.
- Place GNOME, take TWEEZERS, WIRE (C).
- Return to Hall.
- Use ROOM KEY (D).
- Go forward.
- Use VINEGAR, BRUSH (E) for puzzle (F), receive GLOVE.
- Use GLOVE (J).
- Take note, GAS (K).
- Take HEAVY BOOT (L).
- Return to Yard.
- GAS in LIGHTER.
- Use LIGHTER (M).
- Take GEAR (N).
- Return to Bedroom.
- Place GEAR, take ELECTRICAL TAPE (O).
- Place WIRE, use ELECTRICAL TAPE (P).
- Solution (Q).
- Take HAT, FANG.
- Go down.
- Use FANG, HEAVY BOOT (R).
- Take HUNTER AMULET (S).
- Place HUNTER AMULET (T).
- Solution (U). (F-J)-(M-K)-(L-I)-(O-M)-(Q-O)-(N-Q)-(J-L)-(L-N)-(H-J)-(G-H)-(J-L).
- (H-J)-(K-H)-(H-G)-(M-K)-(K-H)-(P-M)-(M-K)-(O-M)-(Q-O)-(R-P)-(S-R)-(N-Q-(Q-S).
- (L-N)-(J-L)-(N-Q)-(L-N)-(E-F)-(D-E)-(G-D)-(H-G)-(K-H)-M-K)-(F-J)-(J-L)-(E-F)-(H-E)-(K-H).
- (O-M)-(M-K)-(L-O)-(P-M)-(R-P)-(O-R)-(F-J)-(J-L)-(L-O)-(C-F)-(B-C)-(A-B)-(F-J)-(J-L)-(C-F).
- (B-C)-(F-J)-(C-F)-(D-A)-(A-B)-(B-C)-(E-B)-(H-E)-(G-D)-(D-A)-(K-H)-(H-G-)-(G-D)-(M-K)-(P-M).
- (K-H)-(H-G)-(M-K)-(K-H)-(J-M)-(M-P)-(F-J)-(J-M)-(I-F).
- Take CAT EMBLEM.
- Go forward.
- Move carpet, place CAT EMBLEM (M).
- Take KNIFE, ACID (N).
- Use ACID (O), take HAIRPIN, WAND (P).
- Take note, use WAND (Q).
- Take PIKE POLE, use TWEEZERS for MAP PIECE (R).
- Use HAT, take TORN MAP (S1).
- Take 1/2 BOARDS (S2).
- Use HAIRPIN (S3).
- Go forward.
- Use KNIFE (@).
- Speak to character, receive ROPE LADDER.
- Take TAPE (T), open hatch, place ROPE LADDER (U) for puzzle (V), receive BELLOWS.
- Use BELLOWS (W), take MATCHES, SCRAPER (X).
- Take 2/2 BOARDS (Y).
- Take CUTTERS (Z).
- Go down.
- Use SCRAPER (A), select button, take LOCKED MEDALLION (B).
- Use CUTTERS, tale MAP PIECE, OIL (C).
- 2 MAP PIECES and TAPE on TORN MAP for SWAMP MAP.
- Place SWAMP MAP (D).
- Place 2/2 BOARDS (E).
- Take DECORATED AMULET, note (F).
- Use MATCHES (G), receive DECORATED AMULET.
- Take BROKEN PENCIL, place 2 DECORATED AMULETS (H).
- Solution (I). Ax3-D.
- Take LEVER.
- Return to Wolf’s House.
- Use LEVER, OIL, take GOLDEN KEY, AXE HANDLE (J).
- Place AXE HANDLE, take AXE (K).
- GOLDEN KEY on LOCKED MEDALLION for note, LOCKET WITH PHOTOS.
- Give LOCKET WITH PHOTOS (L), speak to character, receive HORSESHOE.
- Return to Swamp.
- Use AXE (M), take TWEEZERS, BROKEN JACKSCREW (N).
- Use HORSESHOE (O).
- Take SHARPENER, LEAD (P).
- SHARPENER on BROKEN PENCIL for PENCIL.
- Take pad (Q).
- Place PENCIL (R), receive LIST OF BERRIES.
- Use PIKE POLE for BASKET (S).
- Go down.
- Place BASKET, LIST OF BERRIES (T) for puzzle (U), receive BERRIES.
- Give BERRIES, take MOLD, 1/2 OARS (V).
- Return to Wolf’s House.
- Place MOLD, LEAD (W).
- Take DECORATIVE PART (X).
- Place DECORATIVE PART (Y).
- Solution (Z). 1-5.
- Take DRIED HERBS, JACKSCREW PART.
- Return to Swamp.
- JACKSCREW PART on BROKEN JACKSCREW for JACKSCREW.
- Use JACKSCREW, take SOLVENT, 2/2 OARS (A).
- Place 2/2 OARS (B).
- Take RAG (C).
- Use DRIED HERBS (D), take LOCK CLUE (E).
- Place LOCK CLUE (F).
- Solution (G). (A-E)-(E-F)-G.
- Go forward.
- Take BUCKET, use TWEEZERS for 1/2 BULLETS (H).
- Take TROWEL, note (I).
- Use SOLVENT (J).
- Take BRUSH (K).
- Use BRUSH (L).
- Take CHISEL (M).
- Go down.
- Use TROWEL (N), take 2/2 BULLETS (O).
- Use BUCKET, take WATER (P).
- Take HAMMER (Q), place RAG, WATER (R).
- Select 1-6, take basement key (S).
- Use basement key (T).
- Enter (U).
- Speak to character.
- Take SCISSORS, FORK (V).
- Use HAMMER, CHISEL (W), take UNLOADED REVOLVER (X).
- 2/2 BULLETS in UNLOADED REVOLVER for LOADED REVOLVER.
- Use LOADED REVOLVER (Y).
- Take 1/2 ANTLERS (Z).
- Go down.
- Use FORK (A) for puzzle (B), receive BOLT CUTTER.
- Use BOLT CUTTER, take WRENCH (C).
- Go down.
- Use SCISSORS (D).
- Take MECHANISM BUTTON (E).
- Place MECHANISM BUTTON (F), speak to character, receive FEATHERS.
- Return to Basement.
- Use FEATHERS (G), take HEART PART (H).
- Use WRENCH, receive SHIELD (I).
- Go down.
- Place HEART PART (J).
- Solution (K). (5-F)-(B)-(3-C)-(B)-(6-I)-(B)-(7-H)-(4-G)-(B)-(1-D)-(B)-(2-E).
- Take MAGNET.
- Use MAGNET (L), take DYNAMITE, 2/2 ANTLERS (M).
- Return to Basement.
- Place 2/2 ANTLERS (N), place 1-3, take FLINT AND STEEL (O).
- Place DYNAMITE, FLINT AND STEEL (P).
- Take LOCKPICKS, note (Q).
- Use LOCKPICKS (R).
- Place SHIELD (S).
- Solution (T).
Congratulations! You have completed the game Fairy Godmother Stories 1: Cinderella.