Living Legends 10: The Blue Chamber (Bonus Chapter) – Events unfold around Katrina, who faces a new danger at Bird’s Nest Castle. Her son, Christian, accidentally uses magical colors that bring his deepest fears to life. Now the curse once again threatens to destroy the family’s lives. In the role of Katrina, you will have to embark on a dangerous journey to protect your son. Explore the dark corners of the castle, collect Christian’s frightening drawings and redraw them so they no longer inspire fear in him. You will have to cope with the revived fears, solve riddles and use the magic amulet to overcome the obstacles associated with the blue smoke. If the fears are not conquered before the first star appears, they may consume Christian completely.
Bonus Chapter Walkthrough
- Find evidence (A).
- Find Christian (B).
- Examine (C).
- Take GOLDEN CAGE.
- Examine, take DIRTY KNIFE.
- Take EMPTY KETTLE (D).
- Add GOLDEN CAGE, take SILVER KEY, GOLDEN KEY and BLANK LETTER.
- Add GOLDEN KEY (E), take FARMER’S LETTER and PEACOCK EYE.
- Take COAL (F).
- Add PEACOCK EYE.
- Add EMPTY KETTLE, receive KETTLE WITH WATER.
- Add DIRTY KNIFE, receive TABLE KNIFE.
- Use TABLE KNIFE (G), take TREAT 1/2.
- Add COAL, then KETTLE WITH WATER.
- Move Spoon from pot to tea cup, pour Kettle, take TREAT 2/2.
- Offer TREAT (H).
- Take COLORED CRAYONS (I).
- COLORED CRAYONS on BLANK LETTER, take LETTER.
- Give LETTER (J).
- Find items (K).
- Receive INACTIVE AMULET.
- Examine INACTIVE AMULET.
- Solution: (L) Ax2-Bx2-Ax8-Bx3-Ax5-Bx5-Ax5-B-A-Bx10.
- Take AMULET.
- Use AMULET (M).
- Enter Castle Hall.
- Offer FARMER’S LETTER (N).
- Take EMBROIDERY (O).
- Take SCISSORS (P).
- Add EMBROIDERY.
- Examine.
- Solution: (Q) Bx5.
- Position strings as shown.
- Receive SATIN RIBBON.
- Use SCISSORS (R), receive METAL STAR 1/3.
- Insert SILVER KEY.
- Play puzzle (S), receive CORRESPONDENCE.
- Give CORRESPONDENCE (T).
- Take BIRD (U).
- Take PALETTE (V).
- Use SATIN RIBBON.
- Insert BIRD (W), take STARS 2/3, DOORKNOB PART 1/2 and RAPIER.
- Use RAPIER (X), receive DRAWING OF FEAR.
- Play puzzle (Y), receive WHITEWASH.
- WHITEWASH, then COLORED CRAYONS on DRAWING OF FEAR, select crayons, take DRAWING OF FEAR.
- Use DRAWING OF FEAR (Z).
- Move forward.
- Talk (A).
- Take STARS 3/3 (B).
- Read (C).
- Take CIGAR CASE.
- Add STARS, take TRINKET and CLOCK WATCH PART.
- Take DIAL RING (D), read.
- Add DIAL RING (E).
- Solution (F).
- Add CLOCK WATCH PART.
- Read, take GEAR and DOORKNOB 2/2.
- Add DOORKNOB (G).
- Move forward.
- Take CANDLE (H).
- Take DIARY KEY (I) and EMBROIDERED NAPKIN.
- Add CANDLE and CIGAR CASE.
- Take BRUSHES (J).
- Add BRUSHES (K), read, take CODE.
- Add PALETTE (L), open, take RECONSTRUCTION FLUID.
- Add EMBROIDERED NAPKIN (M) and RECONSTRUCTION FLUID.
- Take PAINTINGS.
- Read (N).
- Add TRINKET and PAINTINGS.
- Solution (O).
- Add CODE (P).
- Press symbols A-B-C, take CANVAS and ARMOR PAULDRON 1/3.
- Add DIARY KEY.
- Read, take PARTIAL PATTERN.
- Add PARTIAL PATTERN (Q).
- Play puzzle (R), take KATRINA’S OLD DRAWINGS.
- Offer KATRINA’S OLD DRAWINGS (S).
- Take PALETTE KNIFE (T).
- Add CANVAS (U), examine.
- Examine (V), take CLOCK WATCH PART 1/2 and DRAWING PIECE.
- Add PALETTE KNIFE, take FOLDING RULER.
- Use FOLDING RULER (W).
- Take ARMOR DRAWING (X).
- Play puzzle (Y), take COLORED INK.
- Take PAULDRON 2/3 (Z).
- COLORED INK on ARMOR DRAWING, select each bottle, take DRAWING OF FEAR.
- Use DRAWING OF FEAR (A).
- Take CLOCK WATCH 2/2 (B).
- Move down.
- Add CLOCK WATCH (C).
- Solution: B-Cx2.
- Take BOWL and PAULDRON 3/3.
- Add GEAR (D), take DRAWING PIECE.
- Connect DRAWING PIECES, take COMPLETE DRAWING.
- Add PAULDRON (E) and COMPLETE DRAWING.
- Solution (F).
- Enter Gallery Winter Garden.
- Talk (G).
- Take BIRD 1/3 (H).
- Use BOWL, receive BOWL OF WATER.
- Take RAKE (I).
- Pour BOWL OF WATER (J), use RAKE.
- Take BEETLE KEY and RING.
- Use BEETLE KEY (K), take BIRDS 2/3.
- Add RING (L), take METAL STICK.
- Take GOLDEN SUN (M).
- Enter Astronomy Tower.
- Take FISHING LINE (N).
- Add GOLDEN SUN, take SCHEME and BIRDS 3/3.
- Move down.
- Add BIRDS (O).
- Read, take BOOK and CRYSTALS.
- Enter Astronomy Tower.
- Add SCHEME (P) and CRYSTALS.
- Solution: (Q) A-A-D-B-B-C-B-B-D-A-C-A-D-A-D.
- Open, read, take WINDING KEY.
- Take WOODEN CASTLE.
- Add BOOK (R).
- Solution (S).
- Take BUTTERFLY SCHEMATIC, open, take STAINED-GLASS WINDOW.
- Move down.
- Open (T).
- Add STAINED-GLASS WINDOW (U).
- Solution: (V) F-F-E-E-C-C-D-D-B-B-A-A.
- Take PIN (W).
- FISHING LINE and PIN on METAL STICK, bend Pin, attach, take FISHING ROD.
- Use FISHING ROD (X), receive DRAWING OF FEAR.
- BUTTERFLY SCHEMATIC on DRAWING OF FEAR, fold scheme, take BUTTERFLY.
- Use BUTTERFLY (Y).
- Enter Children’s Room (Z).
- Take SHEET (A).
- Use KEY (B).
- Play puzzle, receive FLAG.
- Use FLAG (C).
- Take PENCIL (D).
- Lift (E).
- Add SHEET and PENCIL.
- Take CODE.
- Add CODE (F), adjust symbols.
- Take NEEDLE AND THREAD, read, take MONOGRAM.
- Lift (G), examine, add MONOGRAM, take HEART PATCH.
- Play puzzle (H), take TORN TOY BUNNY.
- HEART PATCH and NEEDLE AND THREAD on TORN TOY BUNNY, take TOY BUNNY.
- Give TOY BUNNY (I).
- Read, take CONSTELLATIONS.
- Talk (J).
- Take KNIGHT TOKEN (K).
- Add WOODEN CASTLE (L) and KNIGHT TOKEN.
- Solution (M).
- Take FAMILY PORTRAIT (N) and LADDER STEPS.
- Add LADDER STEPS (O).
- Take LADDER.
- Return to Astronomy Tower.
- Add LADDER (P).
- Use (Q).
- Insert WINDING KEY (R).
- Find items (S), receive MIRROR STARS.
- Take EYEPIECE LENS (T).
- Read.
- Add MIRROR STARS.
- Read, open, add FAMILY PORTRAIT.
- Take PENDANT WITH PORTRAIT.
- Add EYEPIECE LENS (U) and CONSTELLATIONS.
- Solution: (V) Cx12, Bx17-Ax12, Cx12, Ax12-Dx16.
- Add PENDANT WITH PORTRAIT (W), receive TALISMAN.
- Move down.
- Offer TALISMAN (X).
Congratulations! You have completed the game Living Legends 10: The Blue Chamber.