Introduction
Finally, the long-awaited AEM Adventure “The Squire’s Tale” was released on 12th June 2023 by Haiku Games for Mobile Devices. It introduces a fabulous cast of characters and brings up to 8 playable chapters to your device. Being a detective in Adventure Escape Mysteries isn’t easy because it requires examining different areas, playing mini-games, and searching for clues to reach the end. Every chapter in AE Mysteries brings a new story to unfold, characters to interact with, and puzzles to solve; therefore, players worldwide are always waiting for the release of a new adventure.
All adventures introduced by AEM are fabulous and challenging to complete; each Story centers on a particular genre, offering you thrilling gameplay to experience. If you are eager to find a guide to other adventures, we suggest you follow our Adventure Escape Mysteries – All Adventures Walkthrough Guide that was released with all answers and solutions. This time, The Squire’s Tale is a newly introduced adventure in the series, and it invites you to interrogate a case wherein you must help Cedrick to attack Goblin and retrieve the Royal Ruby. A squire, Martin is Cedrick’s trusty companion, and both embark on a trail of Goblin Raiders.
If we talk about the setting where the game takes place is fantasy-themed and introduces a mighty knight who needs to fight his way to get a Royal Ruby back. The plot starts long ago when the world was invaded by a mysterious and ancient evil, Monster King. The ancient evil has dominated several kingdoms along with a force of fearsome creatures. On his way, the Monster King created a Doomsday Device capable of smashing the entire kingdom with a single strike; however, it seems the victory of the ancient evil is inevitable. As the Story proceeds from somewhere, a heroine appears to challenge the Monster King, and she not only defeats it but seals the Doomsday Device. Over time, the peace was restored, and a new generation of heroes and adventurers started to grow under the sincere command of the king.
The Story begins in the Kingdom of Cornette
The Story starts in the Kingdom of Cornette, where a knight Cedrick and his companion Squire Martin are eager to set out on an epic adventure. Next to the kingdom, there’s a new location, “Snare Mines,” where Goblin raiders are defending a Royal Ruby they have stolen, and the ultimate goal of our hero is to bring it back from Snare Mines at any cost. If you are new to this game or don’t know how to solve puzzles, keep reading Adventure Escape Mysteries: The Squire’s Tale Walkthrough Guide.
All 8 Chapters to Complete
Every title of Adventure Escape Mysteries has almost eight chapters to solve; similarly, The Squire’s Tale has eight exciting chapters; each holds a new location to explore, characters to interact with, and puzzles to solve for clues. Although finding the solution to each puzzle isn’t easy, you can get all answers by reading the AEM: The Squire’s Tale Walkthrough Guide. The available chapters and their guides are given below.
- AEM: The Squire’s Tale Chapter 1 Walkthrough
- AEM: The Squire’s Tale Chapter 2 Walkthrough
- AEM: The Squire’s Tale Chapter 3 Walkthrough
- AEM: The Squire’s Tale Chapter 4 Walkthrough
- AEM: The Squire’s Tale Chapter 5 Walkthrough
- AEM: The Squire’s Tale Chapter 6 Walkthrough
- AEM: The Squire’s Tale Chapter 7 Walkthrough
- AEM: The Squire’s Tale Chapter 8 Walkthrough
AE Mysteries: The Squire’s Tale Walkthrough – Chapter 1
- First, obtain a Statue Horn from the ground and a Statue Arm nearby. Second, head to the cave’s door and pick up a Torch from the spot.
- Discover a massive rusted shield on the left side and get a Tunic. Your inventory holds four items you collected, including Tunic, Statue Arm, Statue Horn, and Torch.
- Choose the Tunic from your panel and use it with the Water Bottle on the left side near the stairs to make it wet. Now, come to the rusted shield you must clean using the Tunic to reveal a Goblin Face.
- You must notice the face; it may help you later to solve any puzzle.
- Afterward, select the torch from your panel and burn the bushes surrounding the passageway upstairs.
Enter the Cave
- Go through the passageway to enter the Cave and examine it to obtain a Hammer and Shovel. Before leaving the spot, don’t forget to notice the geometric shapes printed on the wall above the shovel.
- Make a powerful tap on the wall to reveal cracks and use the hammer to destroy it.
- Examine the spot that reveals after taking a hit to obtain the Goblin Dictionary and Animal Statues.
Leave the Cave
- After getting a Shovel, you must leave the cave and use it to dig up the mound of dirt. It helps you discover a box.
- To unlock the box, you must figure out a four-digit code possible after analyzing the shapes you discovered in the cave.
- The code you need to unlock the box is related to shapes (Star-3, Diamonds-4, Triangles-7, and Circle-4). All these shapes are already printed on the box hidden within the image.
- Set the passcode (3574) to open the box and obtain a Goblin Glue.
- After getting all the items you need, it’s time to fix the Goblin Statue; for that, you need to tap the statue on the edge to open the zoom view.
- Select the Goblin Glue from your panel and put it on the statue to attach both pieces, such as Arm and Horn. Head to your inventory to select the animal statues and put them next to the first.
- There is something written in an unknown language under both statutes. You can get help from Goblin Dictionary to decrypt these two lines under statutes.
- Gobby Rose from the Flames to open the way.
- Aided by one with the hard shell of a warrior.
- Your goal is to set statues in a particular way as raising the hands following a signboard fixed nearby the cave door, and don’t forget to add flames on the third piece of the first statue Goblin Statue.
- Ultimately, set the face in an angry mood as you discover it on a shield after cleaning using Tunic.
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- After that, Adventure Escape Mysteries: The Squire’s Tale puts you in a new challenge to complete, wherein you must lead your hero to defeat Goblins; meanwhile, struggle to prevent Goblins from reaching the Martin.
- Blue squares are introduced, which help Cedrick move, and red squares are designed to indicate the defeated Goblins.
- When playing the game, you can use the Whirlwind Skill of Cedrick on all squares to defeat Goblin; however, the Charge attacks let you move fast on a line to attach or drive goblins out.
- Before going anywhere, you should know that selecting a red square means selecting it to attach the target; furthermore, you can press the “X” button to cancel your attack. There are three rounds to complete, and afterward, the game takes you to a new scene to let you conduct your further investigation to solve puzzles.
Enter the New Area
- You are in a new area where you must examine the room to pick up the dagger from near the rails and a crown from the floor. There’s a gear hidden under the rug, and you notice the painting near the door on the wall.
- Tap the painting to see in zoom view and notice five symbols, including the Sun on the Flag, the Crown on the Pocket, the Skull on the Goblin’s Collar, the Gem on the House’s Window, and Leaf on the right side of Goblin’s Collar.
- After figuring out all symbols, tap the door on the left side and set them in a particular order as Sun, Gem, Leaf, Skull, and Crown.
- The door reveals a closet behind it, and you must obtain a Gear.
- There’s also a book in the top section; however, you can reach it.
- Hit the back button to close the zoom view, and select the Dagger from your inventory to open the box of Catapult to get the third gear.
- Head to the ancient elevator on the left, where you must interact with a box to open its cover and put all gears to the next floor.
Examine the Next Floor
You are now a step up from the ground floor and have to obtain items like Duck Statue from the table and Pickaxe nearby the elevator.
- Afterward, we suggest you notice the clue on the door and give the Duck Statue to Cedrick, as it may knock on the door to get a box.
- Get a Flint and Tinder from the box, and keep them to your panel.
- Tap the lamp on the right side to turn it off, and use the Pickaxe to bring a Blue Gem.
- Go to the elevator, reach the second floor, and select the Pickaxe to bring a book from the closet.
- Now, read the book to get another yellow gem.
- Notice a Cauldron on the spot, select the Flint and Tinder from your panel, and use it to set a fire under the pot.
- Next, put the Crown in the Cauldron to get a Red-colored Gem and go upstairs using the elevator to put all three gems in the kaleidoscope.
- Go through the kaleidoscope and try to solve a puzzle wherein you must drag the tabs and try to line up squares following their colors under the golden ring. Once you solve the puzzle, a clue appears on the spot that you can use to open the door.
- Tap the door to open the zoom view and interact with the grip, where you must hit the particular buttons as you found them on the kaleidoscope.
- Besides, there are three more puzzles to go through and find their solutions. The second puzzle involves drawing a path from a circle to two diamonds and ending up in a circle. You can check out what I have outlined in my Adventure Escape Mysteries: The Squire’s Tale Walkthrough Chapter 1.
- In the second puzzle, you must draw a line through the diamond, including every tile nearby or surrounding the Sun, after reaching the last circle.
- The third puzzle challenges you to draw a line and cross the symbols vertically and horizontally.
Finally, you have solved all puzzles, and now it’s time to grab your Royal Ruby and see how the Adventure Escape Mysteries: The Squire’s Tale – Chapter 1 ends.
Read More on the AEM: Squire’s Tale Chapters Walkthroughs: |Chapter 1| |Chapter 2| |Chapter 3| |Chapter 4| |Chapter 5| |Chapter 6| |Chapter 7| |Chapter 8|