Introduction
Adventure Escape Mysteries is a long-running series with several adventures to complete. The Squire’s Tale is a new addition to the series, with almost 8 chapters to achieve. Every chapter has a new environment to explore, mini-games, and puzzles to solve. There are a variety of hidden objects to discover and achievements to unlock. When you are playing the game to complete the Squire’s Tale – All Chapters, you must keep your eye on glowing stars as they are used to highlight objects you feel are difficult to find using the hint system; furthermore, you can read our AEM: The Squire’s Tale Walkthrough Guide to find all solutions and answers.
In Squire’s Tale Chapter 4, the game takes you back to a historical setting where you may interact with Snake Charmer and many other characters because a vicious monster has landed in just your land to spread chaos. Therefore, you must work your way to examine all areas, interact with objects, and reach the end to find the way out. Solving puzzles requires you to find objects you need to reveal the truth; sometimes, it requires you to play mini-games. The hidden objects could be anything, including keys, pots, regular objects, and more. If you need help, read AE Mysteries: The Squire’s Tale Chapter 4 Walkthrough.
AE Mysteries: The Squire’s Tale Chapter 4 Walkthrough
The Squire’s Tale Chapter 4 takes place in a historical-themed setting, letting you move around different places to find hidden items. All items you discover will be added to your panel, where you can use, examine, dismantle, or combine. You should move between multiple locations to play mini-games and find the way out. Keep reading The Squire’s Tale Chapter 4 Walkthrough Guide.
- First, you need to find a Key available under the Pillow and go through the doorway to enter the next door.
- Examine the room to find scissors from the table and read the book to find a clue, and don’t forget to discover banners on the right side.
- Head to your inventory to select scissors and use it to cut the Gray-colored cloth available on a treasure box.
- Afterward, select the key from your panel and use it to unlock the chest for a folding stool and a fabric pattern.
- After collecting a folding Stool, you should leave the room and select and place the stool on the ground; meanwhile, use the scissor to cut decorations.
- Return to the tent and head to the table where you must keep the fabric and decoration along with the shield fabric. Using the items, you have collected, you need to prepare an invitation and don’t forget to use the clue you got from the book.
- When you complete the task, it shows you a particular number on a shield and your goal is to find the number on the fabric.
- After figuring out the numbers you get are the following, such as 3, 1, 6, and 4.
- Now, go and meet the Cedric to give it the invitation you made, in return he will give you a coin.
Leave the Tent and Enter the Market
- Leave the room and head to the shopping market to check what you can buy with a coin Cedric given you.
- Here you have to tap the bucket on the right side to collect it and put the coin into the beggar’s cup.
- After that, the beggar gets away from his spot and lets you collect a tassel. Interact with Cornelius and Nira, who may give you some tea leaves. Before leaving the spot, you must interact with the beggar and ask him about his missing snake.
- Now, you have to choose the bucket from your panel and give it to the bagger.
- Get into the tent, head to your inventory to choose the tassel and use it to tie up a curtain for a bucket hidden behind it.
- Tap the teapot to open the zoom view and put some tea leaves into it. After that, you need to put the teapot on a fire and then put it in a cup.
- Hit the back button to leave the tent and go to the beggar. Interact with your inventory to select the basket and give it to the snake charmer, and now he has all three buckets.
- You should wait for a few seconds until the beggar leaves his spot to have some snacks. Once the beggar moves away you must use his flute and try to charm snakes. In short, it is a tricky snake puzzle that you must solve by paying attention to the little glowing diamonds on each lamp. Every line pairs has its unique direction such as up, down, left, or right; meanwhile, you have to make this next point in its relative direction.
- When trying to solve the puzzle, don’t forget to use the height of the lamp at it’s does matter.
- You will get some honey as the snake charmer returns, and after that you need to get into your tent and add some honey into the tea.
- Pick up that cup of tea and give it to Ambrose to get a pear.
- Leave the tent again and head to the donkey. Choose a pear and gives it to the donkey so she can kick the cart to get the attention of the snake charmer.
- Once you tap the cart, the rocks puzzles will appear on the spot and you need to solve it at any cost to proceed through the gameplay.
- To solve the puzzle, you need to slide the rugs around and try to match their edges close. Once you complete the puzzle, you will get a fancy rug.
- Get into the tent, interact with your inventory to choose the rug and gives it to Ambrose. After that, the next round of the tournament will unlock for you to participate in.
- Welcome to a new challenge where your objective is to retrieve two banners, but first you need to use the fountains below and then use the stars above in the sky as a clue.
- To let you kick off the challenge, you have to use the Star Chart that Ambrose gave you.
- There are five fountains on the spot and you must utilize this star chart to discover the matching constellation. To solve the puzzle, you have to count only the growing stars and the numbers you get are the following 3, 4, 6, 2, and 5.
- 3 Stars make a frog
- 4 Stars represent duck
- 6 Stars represent seal
- 2 Stars represent Giraffe
- 5 Stars represent Turtles
- After that, you must interact with each fountain and click on it until the same number of fireflies appears as the glowing stars in their constellations.
- Now, go upstairs to the arena, hang the banner you have in your inventory, and return to your oasis.
- Before getting back, you must tap the Cedric to task him to find a circular object to open the locked box.
- Soon, you will find yourself in an underwater environment where you must discover a sword and reveal a clamshell.
- Here, you can use your sword to open the clamshell for a pearl.
- Now, you need to use this sword again to move the stone slab as it may reveal a chest.
- Discover an octopus on the right side holding a key and use the sword to get it from the octopus. As you tried to move out of the water, you’ll discover a shark blocking your way back.
- As the octopus leave its place, it may leave some ink that you must clean it by tapping a few times and struggle to find an underwater key. Now, you must use the underwater key to unlock the treasure chest and get a horn from inside.
- Use the Horn to scare the shark and get out from the water.
- Before leaving the water, you must count the number of octopus, clams, fish, and starfish as they may help you unlock a box.
- Interact with a treasure chest out of the water and set the images according to your number as octopus has one number while clams have two number, fish has three, and starfish has four respectively.
- As the box opens, you may get a banner from inside it; now, you must go to the arena and put your banner on the pole. Take the banner, examine the place to discover a banner stand from the barrel, and search the chest to get a boomerang.
- Return to the water and interact with snake charmer as he has a net to offer you but he will ask for some bananas in return.
- You can use the boomerang to get some bananas out of the tree and give it to the snake charmer to get a net.
- After that, you need to use the net and get a fish banner out of the water. Go back to arena and set up the banner stand before putting a banner on it.
- Once, you place all the banners, a puzzle will start where your goal is to place the gems in a way that all monsters get destroyed. To do so, you have to drag the gems onto the board and must use the horn to detonate the gems. Once the explosion starts, it will move in a row or a column until it hits a block or a monster.
That’s the end of AEM: The Squire’s Tale Chapter 4.
Read More: |Chapter 1| |Chapter 2| |Chapter 3| |Chapter 4| |Chapter 5| |Chapter 6| |Chapter 7| |Chapter 8|