Walkthrough Menu
- General Tips
- Chapter 1: Shore of Liliputia
- Chapter 2: Liliputian City
- Chapter 3: Gulliver's House
- Chapter 4: The Governor's Residence
- Chapter 5: The Mountains
General Tips
- This is the official guide for Bridge to Another World: Gulliver Syndrome.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the map for fast travel to a location.
Chapter 1: Shore of Liliputia
- Check sign; take HANDKERCHIEF and MINIATURE MESSAGE (A).
- Take GLASSES (B).
- HANDLE from GLASSES. Use HANDKERCHIEF and MINIATURE MESSAGE. Take map.
- Place HANDLE; take SHOVEL (C).
- Use SHOVEL (D).
- Go (E).
- Touch donkey; take SHIP FIGURINE (F).
- Select 1-7 (G).
- Receive LILIPUTIAN DONKEY.
- Scroll left.
- Take SHOE (H).
- Touch bird; take FIN KEY (I).
- Go (J).
- Remove tarp (K).
- Use FIN KEY (L); take DRIED FISH (M).
- Take WATER with SHOE (N).
- Access LILIPUTIAN DONKEY for HOP; receive METAL BUTTON 1/3.
- Take METAL BUTTON 2/3; place SHIP FIGURINE (O).
- Use WATER; take OIL (P).
- Go (Q).
- Offer DRIED FISH. Take FEATHER and BOX (R).
- Use FEATHER. Use keys (S).
- Move reservoir (T), drape, note, wheel (U), and top (V); use OIL. Take LIGHTER and METAL BUTTONS 3/3.
- METAL BUTTONS on BOX; spell GULLIVER. Take THIMBLE and CLIPPERS.
- Use CLIPPERS (W).
- Move (X).
- Use LIGHTER (Y).
- Take WICK (Z).
- Take FLAG (A); place WICK and LIGHTER (B).
- Use GLASSES (C).
- Play HOP; receive THROWING STAR 1/3.
- Place FLAG (D).
- Take SHOELACE (E).
- Move items; take TEAPOT (F).
- KEY from TEAPOT.
- Use KEY; take CHEESE (G).
- Offer CHEESE (H).
- Use LIGHTER; take CODE (I).
- Take COIN (J).
- Place SHOELACE and THIMBLE; turn handle and take WATER (K).
- Use COIN; take IMPROVISED GEARS 2/3 (L).
- CODE on TEAPOT (M).
- Solution: Tx3-Ox3-Nx3-Q-S-U-W-X.
- Take CYLINDER (Y).
- Talk; take WARMING TEA RECIPE (Z).
- GLASSES on WARMING TEA RECIPE; take BARREL ORGAN HANDLE.
- Place BARREL ORGAN HANDLE; take organ (A).
- Place and play CYLINDER; take IMPROVISED GEARS 3/3 (B).
- Move rocks; find 6x BERRIES (C).
- Place IMPROVISED GEARS; solution (D).
- Take 3x DRIED HERBS from book (E).
- WATER, BERRIES and DRIED HERBS on WARMING TEA RECIPE. Use LIGHTER. Take WARMING TEA.
- WARMING TEA on TEAPOT. Talk. Take SHRINKING POTION (F).
- Use SHRINKING POTION.
- Talk. Take MATCH (G).
- Take PAPER CLIP (H).
- Find items; take BUTTON (I).
- Turn PAPER CLIP into HARPOON.
- Use HARPOON 3x (J).
- Take HAZELNUTS (K).
- Place BUTTON and HAZELNUTS (L). Turn, and use MATCH.
- Talk; take ACID (M).
- Use ACID (N); take GLOVE (O).
- Move items; use HARPOON. Take STEERING WHEEL (P).
- Take KNIFE with GLOVE (Q).
- Use spoon and KNIFE (R); take NEEDLE AND THREAD and SPYGLASS (S).
- Place STEERING WHEEL (T) and SPYGLASS (U).
- Take note (V).
- Solution 1 (W).
- Solution 2 (X).
- Solution 3 (Y).
- Solution 4 (Z).
Chapter 2: Liliputian City
- Inspect (A).
- Take IMPROVISED TONGS (B).
- Take NAMEPLATE with IMPROVISED TONGS (C).
- Replace NAMEPLATE; take ELASTIC (D).
- Place ELASTIC; select rock (E).
- Move net; take METAL SHIP and TORN FISHING NET (F).
- NEEDLE AND THREAD on TORN FISHING NET; take FISHING NET.
- Inspect. Use FISHING NET; take HAMMER (G).
- Take METAL LETTER (H).
- Use HAMMER; take NEWSPAPER TOKEN (I).
- Use NEWSPAPER TOKEN; take GULLIVER'S PORTRAIT and MECHANISM HANDLE (J).
- Move gears; use MECHANISM HANDLE (K). Go (L).
- Take TORCH (M).
- Place METAL LETTER and METAL SHIP (N).
- Solution (O): (9-4)-(4-1)-(8-2)-(1-4).
- Go (P).
- Inspect (Q).
- Use TORCH (R).
- Take BAG (S).
- Use KNIFE; take LOCK BUTTON 1/3 (T).
- Use BAG; take CAT IN BAG (U).
- Take WING (V); inspect (W).
- Go (X).
- TOOL SHOP TICKET and CAT from CAT IN BAG.
- Use TOOL SHOP TICKET (Y). Take MAGNET (Z).
- Use WING; take statuette and LOCK BUTTONS 2/3 (A).
- Go (B).
- Place MAGNET for HOP (C); receive METAL HANDLE.
- Use METAL HANDLE (D).
- Show GULLIVER'S PORTRAIT; take LOCK BUTTONS 3/3 (E).
- Move buttons and place LOCK BUTTONS (F); solution (G).
- Go (H).
- Take STATUETTE 1/3 (I).
- Take STATUETTES 2/3 (J).
- Go (K).
- Take LIFT MECHANISM PLATE (L).
- Solution (M).
- Receive STATUETTES 3/3.
- Go (N).
- Place LIFT MECHANISM PLATE (O).
- Take CANDY CANE (P).
- Go (Q).
- Take CYLINDER with CANDY CANE (R).
- Play CYLINDER; take TOOL SHOP TICKET (S).
- Walk down and scroll left.
- Use TOOL SHOP TICKET; take BUG SPRAY (T).
- Place STATUETTES. Swap (1-2) and (1-3); take MONUMENT LETTER (U).
- Move letters (V).
- Place MONUMENT LETTER; take BIRD FIGURINE 1/2 (W).
- Go (X).
- Use BUG SPRAY; take BIRD FIGURINES 2/2 (Y).
- Place BIRD FIGURINES (Z).
- Solution (A): 1-3-8, 2-5-8-10, 3-4-5-7-9-11. Take LIFT MECHANISM PLATE.
- Place LIFT MECHANISM PLATE (B).
- Release CAT (C). Move coin; view (D).
- Take PITCHFORK and BUCKET (E).
- Take SHOVEL. Take WATER with BUCKET (F).
- Use WATER; take CLOTH, PICKAX and HAMMER (G).
- Take RAKE (H). Use CLOTH and remove items. Take SCYTHE (I).
- Open lock; place PITCHFORK, SCYTHE, RAKE, SHOVEL, HAMMER and PICKAX (J).
- Solution (K).
- Take DOOR EMBLEM and note (L).
- Place DOOR EMBLEM (M); take SHEERS (N).
- Use SHEERS; take SHRINKING POTION (O).
- Drink SHRINKING POTION.
- Take ROPE, TOOL SHOP TICKET and LEAF (P).
- Use TOOL SHOP TICKET; take LEAF (Q).
- Go (R).
- Play HOP (S); receive FLOWER BADGE.
- Place LEAF x2 and FLOWER BADGE (T).
- Go (U).
Chapter 3: Gulliver's House
- Take METAL ROD 1/3 (V).
- Take METAL RODS 2/3 (W).
- Take METAL RODS 3/3 (X).
- Take PLIERS (Y).
- Use PLIERS; place METAL RODS. Take LADDER and CUP (Z).
- Place LADDER (A).
- Take COIN (B).
- Use COIN; take STATUE EMBLEM (C).
- Place STATUE EMBLEM (D).
- Play HOP (E); receive HOUSE EMBLEM.
- Place HOUSE EMBLEM; take HOUSE PASS (F).
- Place HOUSE PASS (G).
- Go (H).
- Take note and DIARY EMBLEM (I).
- Take MATCH (J).
- Open lighter; place ROPE. Use MATCH. Receive LIT MATCH (K).
- Use LIT MATCH. Move glove; take DIARY EMBLEM (L).
- Place DIARY EMBLEM x2. Move pieces (M).
- Solution 1 (N).
- Solution 2 (O).
- Take COIN and PICTURE PIECE (P).
- Walk down.
- Use COIN; take TWEEZERS (Q).
- Use TWEEZERS (R).
- Play HOP (S); receive PICTURE PIECE.
- Go (T).
- Place PICTURE PIECE x2; take WOODEN PEG and CYLINDER (U).
- Play CYLINDER; take KEY TO THE CITY (V).
- Walk down.
- Use KEY TO THE CITY (W).
- Go (X).
- Talk (Y).
- Play HOP (Z); receive WAGON KEY.
- Take BROKEN VALVE (A).
- Place WOODEN PEG. Take CHISEL (B).
- Take note. Take METAL STRIPS with CHISEL; take OIL with CUP (C).
- Touch seal. Use OIL; take METAL RING (D).
- Place BROKEN VALVE, METAL STRIPS and METAL RING; use tongs and take VALVE (E).
- Place and turn VALVE (F).
- Go (G).
- Talk; take POUCH (H).
- Take POLE and WHETSTONE (I).
- Take HOOKS (J).
- Take HOOKS 1-2/2 (K).
- Walk down.
- Use WHETSTONE; take KNIFE (L).
- Go (M).
- Take ROPE and FEATHERS with KNIFE (N).
- Walk down.
- POUCH, ROPE and HOOKS x2 on POLE; assemble. Take FISHING ROD.
- Use FISHING ROD (O).
- Solution 1 (P): Sx4-Tx3-Qx3-R.
- Solution 2 (P): Q-Rx2-Q-R-T-R-Q-S-Q-Sx3-R.
- Receive SEAL.
- Go (U).
- Offer SEAL; take OFFICER'S PERMIT (V).
- Place OFFICER'S PERMIT and WAGON KEY (W).
- Take and move LIPSTICK (X); take ACCOUNTING BOOK (Y).
- Walk down.
- Offer ACCOUNTING BOOK (Z).
- Play HOP (A); receive FENCE EMBLEM.
- Go (B).
- Place FENCE EMBLEM and LIPSTICK; move fence (C).
- Go (D).
Chapter 4: The Governor's Residence
- Take CUP (E).
- Take DRAWER EMBLEM (F).
- Take TEA SET and HOURGLASS EMBLEM (G).
- Place DRAWER EMBLEM; take KEYS (H).
- Match KEYS; take BEDROOM KEY (I).
- Place BEDROOM KEY (J).
- Go (K).
- Open (L).
- Take BROKEN LETTER (M).
- Take SILK RIBBON (N).
- Place BROKEN LETTER (O).
- Solution: 5-10-3-7-5-11.
- Take note. Place FEATHERS and move feathers; take DUSTER (P).
- Walk down.
- Place HOURGLASS EMBLEM; use DUSTER (Q). Take GEM SHARDS (R).
- Play HOP (S); receive SLEEPING DRUG.
- CUP and SLEEPING DRUG on TEA SET. Add tea, drugs and sugar. Take SLEEPY TEA.
- Offer SLEEPY TEA (T).
- Go (U).
- Take PINS (V).
- Move book; take LION EMBLEM (W).
- Use PINS (X). Move battery (Y) and place SILK RIBBON; take LAMP (Z).
- Place LION EMBLEM (A); take note and LOCKET EMBLEM (B).
- Place LOCKET EMBLEM; take ROSE'S PICTURE (C).
- Walk down and left.
- Place ROSE'S PICTURE and GEM SHARDS. Select all shards (D).
- Use LAMP; move rose and take CYLINDER (E).
- Play CYLINDER; take HEART HALF (F).
- Place HEART HALF; take GLASS SHARDS and STONE PLATE (G).
- Place GLASS SHARDS; take CRESCENT (H).
- Walk down.
- Place CRESCENT; take LENS (I).
- Go (J).
- Place LENS; take WALL SAFE LOCK (K).
- Place WALL SAFE LOCK. Solution (L).
- Take ELEVATOR KEY (M).
- Walk down.
- Play HOP (N); receive STONE PLATE.
- Place ELEVATOR KEY (O).
- Go (P).
Chapter 5: The Mountains
- Take MERMAID'S TAIL (Q).
- Place MERMAID'S TAIL (R); take METAL BRUSH and OAR (S).
- Use METAL BRUSH; take SWORD (T).
- Play HOP (U); receive OAR.
- Place OAR x2; use SWORD (V).
- Go (W).
- Take GUARD'S CROSS (X); take GEM (Y).
- Place GEM and ELEVATOR KEY; take BROKEN HANDLE (Z).
- Receive CHAIN LINKS.
- Take COG with CHAIN LINKS (A).
- Walk down.
- Place BROKEN HANDLE; take LEVER (B).
- Go (C).
- Place COG; use LEVER (D).
- Move cloth; take SAFE LEVER (E).
- Place SAFE LEVER (F); take STONE PLATE (G).
- Walk down.
- Play HOP (H); receive TREE EMBLEM.
- Place STONE PLATE x3; change plates (I). Take CYLINDER (J).
- Play CYLINDER; take POWER SOURCE (K).
- Place TREE EMBLEM; move branches (L). Take CHAIN LOCK (M).
- Go (N).
- Place CHAIN LOCK (O).
- Place POWER SOURCE (P).
- Solution: Q-V-T-V-R-V-U-V-S.
- Go (W).
- Take CROWBAR (X).
- Take BOARD 1/4. Take BOARDS 2-4/4 with CROWBAR (Y).
- Place BOARDS (Z).
- Take WHISK (A).
- Take WHEEL. Take RESIN with WHISK (B).
- Place WHEEL and RESIN; touch cart (C).
- Talk (D).
- Go (E).
- Take GLASS LENS (F).
- Take BELT; place GUARD'S CROSS (G).
- Place BELT; take SPEAR (H).
- Take GUARD'S KEY with SPEAR (I).
- Place GUARD'S KEY (J).
- Play HOP (K); receive OLD MASK.
- GLASS LENS on OLD MASK. Move other lens; use RESIN. Take GAS MASK.
- Use GAS MASK (L).
- Use SPEAR; take COINS (M).
- Take ROPE (N).
- Place ROPE and pull (O). Use SPEAR; take PAPER CLIP (P).
- Walk down twice.
- Use PAPER CLIP (Q).
- Take WINDMILL BLADES and GLOVE (R).
- Go forward.
- Play HOP (S); receive HANDKERCHIEF.
- Move note. Place WINDMILL BLADES; take WINDMILL EMBLEM (T).
- Use GLOVE; take HAMMER (U).
- Go (V).
- Place WINDMILL EMBLEM and HANDKERCHIEF (W).
- Place COINS and ROPE; use HAMMER. Touch wheel (X).
- Solution (Y).
- Congratulations, you have completed Bridge to Another World: Gulliver Syndrome.
Created at: 2019-04-14