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Adventure Escape Mysteries: The Squire’s Tale – Chapter 5 Walkthrough

Hasn Bg by Hasn Bg
July 21, 2023
in A, Game Walkthrough
0
ADventure Escape Mysteries The Squird Tale

Introduction

AEM: The Squire’s Tale – Chapter 5 takes place in a snowy environment where three buildings are available, along with a Frozen Lake. You aim to start finding hidden objects from outside areas, then enter the homes and other buildings to solve the mysteries. Along with Snowman, Snow Yetis are also there. The first Snow Yeti is in the first scene, the second is in the General Store, and the third Yeti is in the Frozen Lake. The Squire’s Tale comes with simple puzzles to solve; however, it requires you to use your puzzle-solving and detective skills to overcome all challenges if you are new to this game or have any confusion when it comes to finding hidden objects, as well as play mini-games, read Adventure Escape Mysteries – All Chapters Walkthrough Guide at walkthroughs.net.

There’s a series of puzzles to solve, and your goal is to unfreeze Yetis using the potion. Although the task I mentioned isn’t as easy as it seems, you can read our guide to find all solutions quickly. You can easily access the two buildings next to each other; however, to visit the home, you must find a shovel and then use it to clear the snow from the door. Once the snow clears, you can go through the door and find hidden items. We have completed 5 Chapters of The Squire’s Tale to help those players searching for clues. The in-game hint system isn’t free-to-use; therefore, we jump in to help you. Follow our step-by-step Adventure Escape Mysteries: The Squire’s Tale Chapter 5 Walkthrough Guide to find all solutions.

AE Mysteries: The Squire’s Tale – Chapter 5 Walkthrough

The snowy environment has three houses and a frozen lake as a fourth location to explore. It challenges your detective skills by offering tricky objectives to complete. Items will be added to your inventory as you click on them and can be used with four options: Examine, Dismantle, Combine, or Use. Read our AEM Walkthrough Guide to find solutions.

This time, you are in a snowy environment fully featured with three houses and a beautiful snowman. As usual, your objective is to find hidden objects and utilize them to find clues to solve the mystery.

  • Head to the left side, pick up an ice scraper from the snow and move on to this Snow Yeti with two buttons available to collect.
  • Go to the General Store and grab a letter from its door. Before leaving the area, don’t forget to notice the parcel pin for the parcel system.
  • Using an ice scraper, you can clear the ice off the box on the right side and then try to open it to see what’s hidden inside it.
  • To open the box, you must solve two wire puzzles where you must connect all the nodes based on numbers. If you are out of ideas or don’t know how to solve these puzzles follow the images below.
  • When you solve these two puzzles, the power will be restored to the town, and then you have to tap the Snow Bank Box on the left side and place two buttons you picked up from the Snow Yeti.
  • Head to the General Store on the right side and see through the window to discover some tags and symbols on products. Now, you must examine the letter and find the same symbol on the product in the general store.
  • The first symbol is available on the mittens’ tag under the number 3; similarly, you can find the next tag on the boots, the third tag on the mittens, and the last one available on the hat. So, the numbers we get are 3854.
  • Afterward, head to the mailbox on the right side under the snow bank board and enter the passcode 3584. Collect the General Store Key as the mailbox opens and hit the back button to close the zoom view.
  • Go to the General Store, use the key to unlock the door, and get into it. Examine in the store to get a Shovel and leave the store.
  • Now, choose the shovel from your panel and use it to dig out the snow from the front of the house, and surely Cedric will help you.
  • Get into the house and start your investigation to find the hidden object.

Enter the House

  • First, you have to find the jar opener, 3 field guide pages, and a candle as shown in the image below.
  • Before doing anything else, you must notice the glued on the wall, three clocks in the Rank, a cloud mobile, Brewer, and a puzzle blackboard on the left.
  • Now, we suggest you select all three pages and place them into the field guide binder to analyze and find a clue; meanwhile, don’t forget to collect a fish key from under the guide and use it to unlock the treasure chest hidden on the right side to collect a fishing rod and ice drill from inside it.
  • After that, you must tap the blackboard to open the zoom view and try to solve the chalkboard close-up puzzle where you must figure out the Potion Recipe by adding or removing white ingredients and red ingredients.
  • To solve the puzzle, you have to get help from the field guide and go through the rows that can’t be included in the recipe. First, you must find ingredients on each page, including Flora, Fruits, Vegetables, and Aquatic Life.
  • Together, they may bring all the necessary ingredients for your recipe; however, you may end up with Shimmer Fish, Crosen Berry, and Hutch Flower; meanwhile, you need to discover a Lightning Bolt from the Note glued on the wall.
  • Select and enter all ingredients on the chalkboard and interact with Martin, who may inform you that the chemical you are looking for is pink, but you are not allowed to grab it yet.
  • So, you need to go back to find all ingredients listed in the list from the general store. First, you must open the jar using the Jar Opener to collect some Jerky. Select a candle from your panel and make it light by putting it into the fireplace.
  • As you leave the store, you may discover a dog outside, and you must give it that jerky. Soon the dog will start running toward the signboard behind the house, and you must follow him until you reach the lake.

Explore the lake

  • Soon, you will find yourself at a frozen lake with a beautiful scene, and your first goal is to place the fishing rod down along with the ice drill to make a hole in the ice.
  • Afterward, it would help if you used a candle to hatch flower blossom, and once it is done, pick it up from there.
  • Discover an ornament from the tree and grab it from there, and don’t forget to tap the basket full of berries. Soon a snowman starts interacting with you, and your job is to pass the test to get all berries.
  • The snowman presents you with a mini-game to play where you aim to move the snowmen using arrows and slide them either in a row or a column to bring them to Cedric and Nira’s attack zone. You have limited moves to complete these puzzles; therefore, the first puzzle needs to be completed within three turns; for more information, please see the images below.
  • The second round comes with five moves, and the last challenge has five moves again, but here you need to remember that a giant snowman needs a massive attack.
  • Upon examining, you know that shimmer fish are like shiny objects; therefore, we suggest you use the shiny ornament as bait, and you will get some shimmer scales.

Enter the house

  • Return to the house and get ready to make a potion, but first, get a Pink Chemical and pour it into the pot; start adding three ingredients.
  • This section will teach you how to complete the alchemy pot puzzle. You must figure out the correct setting and find the Security Lock, Temperature, and Moisture. A map was placed above the treasure box that you must examine to see if it follows a grid as a button.
  • Copy the path onto the button as it may start from the right corner, then goes up, then turn left twice, and before ending, it goes up.
  • After that, you must examine the clocks and notice their times and shapes. Interact with the pot to see lines on its first row, which may bring you a number 2; the exact number is on the first clock named Cornette; similarly, the second has squares, and it may get you a number 3, and the last one has circles so it has number 8.
  • In short, the numbers we get are 238. Set everything as I said and pull the power button down. Wait for a few minutes, and your potion is ready to collect. Leave the house and go out to save some yetis.
  • The first Yeti is right outside the house, the second Yeti is on the lake, and the third Yeti is in the General Store. After unfreezing all the yetis using the portion, you should return to the Scholar, who may take you to the altar.
  • Here you will discover a backpack you must open to collect the rope and a bag. Before leaving the location, don’t forget to pick up Ice Pick and Ox Statue.
  • Head to your inventory to select the Ice Peak and use it to break the ice again for the Frog Statue. There are two statues in your inventory: a frog statue and Ox Statue.
  • Using the rope may help you reach the Pigeon Statue that you must obtain and keep in your inventory.
  • Now, you must select all three statues from your panel and put them on the scale along with the Ice Pick, Rope, and Backpack.

Now, go to the altar and enjoy the ending of Adventure Escape Mysteries – The Squire’s Tale Chapter 5.

Read More: |Chapter 1| |Chapter 2| |Chapter 3| |Chapter 4| |Chapter 5| |Chapter 6| |Chapter 7| |Chapter 8|

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