Walkthrough Menu
- General Tips
- Chapter 1: Student Academy
- Chapter 2: City on Wheels
- Chapter 3: The Train
- Chapter 4: City
- Chapter 5: Medical Academy
- Chapter 6: Clifftown
General Tips
- This is the official guide for Spirit Legends: Time for Change.
- 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 to fast travel to a location.
Chapter 1: Student Academy
- Speak to character (A); select suitcase (B) for HOP (C); receive Bestiary.
- Take LIGHTER, BEADS, Hint (D).
- Take Map, SEALED SCROLL (E).
- LIGHTER on SEALED SCROLL for GLOVE, HARMONICA and note.
- Use GLOVE (F); take FISHING ROD, Tasks (G), note and SEA URCHIN (H).
- Use FISHING ROD (I); open coat; take, open book (J); take 1/2 QUILL, POTION MAKING TEXTBOOK (K); take SULFUR ESSENCE, SHAVING BRUSH (L).
- Open Bestiary; place HARMONICA, SEA URCHIN and SULFUR ESSENCE (M).
- Place Bestiary (N).
- Easy solution (O). C-B-Cx2-B-Ax4-B-Cx2-B.
- Hard solution (P). A-B-Cx4-B-Ax4-B-Ax2-B-Cx4-B-Ax4-B.
- Speak to character.
- Go forward.
- Use BEADS (Q); take REWARD CUP (R).
- Take SHAWL, MAGNET (S).
- Place REWARD CUP; take KNIFE HANDLE, PACKAGE (T); take, open, select book (U).
- POTION MAKING TEXTBOOK on PACKAGE; take MEDICINE.
- Give MEDICINE; speak to character; receive CRYSTAL (V).
- Open globe, take note; use SHAWL to remove crystal (W); place CRYSTAL (X).
- Go (Y).
- Select chair; use 1-3.
- Take envelope, note; BOOKSTAND, SCROLL (Z).
- Use SHAVING BRUSH; take book (A); take HAMMER; use MAGNET (B); take 2/2 INKWELL AND QUILL (C).
- Take book; place INKWELL AND QUILL, SCROLL; take BAG COMBINATION (D).
- Place BAG COMBINATION (E).
- Easy solution (F). A-Bx5-A-Bx5-A-Bx3-A-Bx7-A.
- Hard solution. (G) Bx7-A-Bx2-A-Bx5-A-Bx5-A-Bx3-A-Bx7-A-Bx6-A.
- Take SAND, MAP.
- Go down 2x.
- Place MAP (H); select 1-3; take DECORATIVE POMMEL, TWEEZERS (I).
- Replace KNIFE HANDLE; place DECORATIVE POMMEL; take KNIFE (J).
- Go forward 2x.
- Select coat, use KNIFE (K); take MAN FIGURINE, photo (L).
- Place MAN FIGURINE (M); take COOKIES (N); use TWEEZERS; receive 1/3 CABINET INLAY (O).
- Go down 2x.
- Give COOKIES (P); take note, SAMUEL TESLA PORTRAIT (Q).
- Go forward.
- Place SAMUEL TESLA PORTRAIT (R) for HOP (S); receive MIRROR.
- Replace MIRROR (T).
- Climb stairs.
- Take 1/3 LENSES, NIGHT VISION DEVICE (U); use BOOK STAND, HAMMER on lock; take BROKEN MECHANICAL HORSE, CANE (V).
- Use SAND (W); take 2/3 LENSES, SET OF TOOLS (X); use CANE (Y); open bag, take 2/3 CABINET INLAY, GIANT FEATHERS (Z).
- Take 3/3 CABINET INLAY (A).
- Return to Spirits History Classroom.
- Place 3/3 CABINET INLAYS (B); take WOLF'S BONE (C).
- Place WOLF'S BONE; take HAT, 3/3 LENSES (D).
- Return to Take-off Site.
- Replace 3/3 LENSES (E).
- Solution (F1). Rotate A one and a half-turn clockwise; place D as shown; press C.
- Solution (F2). Rotate A one-turn clockwise; position D as shown.
- Take COMB, VALVE.
- Use VALVE; take STRONG ROPE (G).
- Use STRONG ROPE (H); speak to character; receive MUSIC ROLL.
- Go down.
- Place MUSIC ROLL; read notes; take TOY HORSE DETAILS, CLOTH (I).
- Return to Spirits History Classroom.
- SET OF TOOLS, TOY HORSE DETAILS on BROKEN MECHANICAL HORSE for MECHANICAL HORSE.
- Place MECHANICAL HORSE; take 1/2 GEARS, 1/3 COIN and BELT (J).
- Return to Take-off Site.
- Take note; place GIANT FEATHERS, CLOTH and BELT (K).
Chapter 2: City on Wheels
- Select (L).
- Take note, use COMB (M); take WHISTLE; select handle (N); use NIGHT VISION DEVICE; select (O) for HOP (P); receive POCKET FAN.
- Take ROPE, 2/3 COIN and BIRD SKULL (Q).
- Replace, select POCKET FAN; take SEA SHELL, 3/3 COIN (R); use HAT for FROG (S).
- Speak to character; place 3/3 COINS (T); take document, BRUSH (U); take TAMING COLLAR (V).
- WHISTLE, FROG and TAMING COLLAR on Bestiary.
- Bestiary on creature.
- Easy solution (W). F-Dx2-A-E-B-Cx2-Dx2-Fx3-D-Fx2-Ax2.
- Hard solution (X). F-Dx2-A-E-B-Fx2-Ax3-E-Ax2-F-C-Fx2-B-E-D-C-Fx2-Ax2.
- Go forward.
- Speak to character; use ROPE (Y).
- Solution (Z). Position A-B-C as shown.
- Speak to character.
- Take EMPTY FLASK, 1/2 PANTHER'S EYES; use SEA SHELL (A); take 2/2 GEARS; use BIRD SKULL; receive WING (B).
- Place WING (C); take CROSSBOW; place 2/2 GEARS (D); take NUT (E).
- Use CROSSBOW (F).
- Easy solution (G). A-D-B-C-B E-G- H-I-G-F-J.
- Hard solution (H1-H2). B-A-C-A-D-E-F-I-G-H-G-J-L-M-N-L-K-O.
- Take MATCHES (I).
- Take note; place EMPTY FLASK; use MATCHES; use spoon on green powder (J); take ACID, STONE BESTIARY (K).
- Use BRUSH; receive GLUE ON BRUSH; use ACID (L); open box, take MUSKET, 1/2 THREAD (M).
- Go down 2x.
- Use MUSKET (N); take 1/2 PAPER AND PENCIL, 2/2 PANTHER'S EYES (O).
- Place 2/2 PANTHER'S EYES; take STONE SCROLL (P).
- Go forward.
- Take notes; place STONE BESTIARY, STONE SCROLL (Q) for HOP (R); receive LETTER.
- Place LETTER (S); take TOWER FIGURINE (T).
- Go forward.
- Use GLUE ON BRUSH; place TOWER FIGURINE; take 2/2 PAPER AND PENCIL, SCREWDRIVER (U).
- Use SCREWDRIVER (V); take photo, HANDLE (W).
- Go down.
- Place NUT, HANDLE; take 2/2 NEEDLE AND THREAD, SCOOP and TOY WINDMILL (X).
- Go down.
- Use SCOOP (Y); take AIR PUMP, SCREW and CAPTURED LIGHTNING (Z).
- Return to Tower.
- Use 2/2 NEEDLE AND THREAD; place AIR PUMP (A); take AIRSHIP MODEL (B).
- TOY WINDMILL, CAPTURED LIGHTNING and AIRSHIP MODEL in Bestiary.
- Bestiary on creature.
- Easy solution (C1-C2).
- Hard solution (D1-D2).
- Go forward.
- Select (E).
- Take PROPELLER, MEDALLION (F).
- Place 2/2 PAPER AND PENCIL (G); receive MEDALLION CLUE.
- MEDALLION CLUE on MEDALLION.
- Solution (H). 1-5.
- Take CLOCK PART.
- Open, place CLOCK PART (I); take LITTLE BELL, NEWSPAPER and 1/2 SPRINGS (J).
- Replace PROPELLER; use SCREW, SCREWDRIVER; take CORK, 2/2 SPRINGS (K).
- Place 2/2 SPRINGS (L) for HOP (M); receive ZIP LINE WHEEL.
- Place ZIP LINE WHEEL (N).
- Speak to character; receive GLASSES; take HANDLE (O).
- Take SEALED BOTTLE (P); place HANDLE; take HEAVY GOBLET (Q).
- Use HEAVY GOBLET (R); take NEEDLE, BLADE (S).
- BLADE on NEWSPAPER for FAIR TICKET.
- Place FAIR TICKET (T).
- Go forward.
- Place LITTLE BELL; take FEATHERS, LEATHER GLOVE (U).
- Take BROKEN DART, MIRROR (V).
- NEEDLE, CORK and FEATHERS on BROKEN DART for DART.
- Use DART (W); take BAG OF COINS (X).
- Give BAG OF COINS; take MEDICAL BAG (Y).
- Go down.
- Place MEDICAL BAG (Z).
- Solution (A). Ax2-Bx5-C.
- Speak to character; receive VICTOR'S NOTEBOOK.
- VICTOR'S NOTEBOOK for 1/3 MAGIC SEEDS ESSENCES, HOOKED NECKLACE and BULLET.
- Place MIRROR; use HOOKED NECKLACE (B).
- Enter Wheeltown Railway Station.
- Take WHEEL; BOTTLE OPENER (C).
- BOTTLE OPENER on SEALED BOTTLE for OPENED WINE.
- Use OPENED WINE (D); take DAMAGED SCOOP NET (E); use LEATHER GLOVE (F); take WRENCH (G).
- Place WHEEL, WRENCH (H) for HOP (I); receive CONDUCTOR'S BADGE.
- Place CONDUCTOR'S BADGE (J); take 2/3 MAGIC SEEDS ESSENCES, RAMROD (K).
- Return to Device Fair.
- Place RAMROD, BULLET (L); take TEDDY BEAR (M).
- TEDDY BEAR for 1/2 RUBIES, WIRE, TOP HAT and 3/3 MAGIC SEEDS ESSENCES.
- Place 3/3 MAGIC SEEDS ESSENCES (N); take FLOWER (O).
- Go down.
- FLOWER for MAGIC FLOWER, LIANA and FLUFFY STEM.
- TOP HAT, LIANA on DAMAGED SCOOP NET for SCOOP NET.
- Use MAGIC FLOWER, SCOOP NET for BUTTERFLY (P).
- Place BUTTERFLY (Q).
- Easy and hard solutions (R).
- Take COLORED PIGMENT, CUTTERS.
- Return to Wheeltown Railway Station.
- Use CUTTERS (S); take SCALE use WIRE for mini-HOP (T); take STONE FLOWER.
- Place STONE FLOWER; take 2/2 RUBIES (U).
- Return to Device Fair.
- Give 2/2 RUBIES (V).
- Easy solution (W). (1-A)-(2-B)-(3-D)-(4-E)-(5-H)-(6-F)-(7-J)-(8-I)-(9-G).
- Hard solution (X). (1-A)-(2-B)-(3-D)-(4-E)-(5-H)-(6-F)-(7-J)-(8-I)-(9-G)-(10-C).
- Take FORTUNE COOKIE.
- Give FORTUNE COOKIE (Y) take PIPE (Z).
- Return to Wheeltown Railway Station.
- Use PIPE (A); take COMB, TRAIN TICKET (B).
- Give TRAIN TICKET (C); speak to character.
Chapter 3: The Train
- Select (D); open drawer; take 1/2 SCORPIONS, STRONG MAN (E).
- Remove cloth (F), take note; use COLORED PIGMENT; use FLUFFY STEM (G); select 1-3 for HOP (H); receive HEAVY ENCYCLOPEDIA.
- Use SCALE; take 2/2 SCORPIONS, SHOE HEEL (I).
- Place 2/2 SCORPIONS; take SNOW GLOBE, NAILS (J).
- Place NAILS; use HEAVY ENCYCLOPEDIA (K).
- Climb ladder.
- Take HELMET, 1/2 SNOWFLAKES (L).
- Use COMB (M); take CLAMP (N).
- Place CLAMP, SHOE HEEL; take 2/2 SNOWFLAKES, ROUND KNIFE (O).
- 2/2 SNOWFLAKES on SNOW GLOBE for OPEN SNOW GLOBE.
- Use OPEN SNOW GLOBE (P); take PLIERS, SHORT ROPE (Q).
- Go down.
- PLIERS on STRONG MAN for WIND-UP STRONG MAN.
- Use WIND-UP STRONG MAN; take WINE ENCYCLOPEDIA (R).
- Place WINE ENCYCLOPEDIA (S).
- Easy solution (T).
- Hard solution (U).
- Take PEN KEY.
- Use PEN KEY (V); receive INKWELL AND PEN.
- Enter Passenger Car.
- Take PILLOWCASE, MOLD (W).
- Take CARVING TOOLS; use HELMET (X); receive WATER; use INKWELL AND PEN (Y); receive CORK.
- Use CORK (Z); take NAPKIN; use ROUND KNIFE (A); take FILTER TUBE, PAINT THINNER (B).
- Go down.
- Use WATER; take UNFINISHED EMBLEM (C).
- Return to Passenger Car.
- CARVING TOOLS, UNFINISHED EMBLEM on MOLD for TRAIN EMBLEM.
- Move carpet; place TRAIN EMBLEM (D); take TOY TRAIN CAR, BRACELET (E).
- Return to Train Roof.
- Use PAINT THINNER; take SCARF (F).
- PILLOWCASE, SCARF on SHORT ROPE for LONG ROPE.
- Place LONG ROPE (G) for HOP (H); receive LITTLE BIRD.
- Place LITTLE BIRD (I); take CLOSED CIGAR CASE, PENCIL (J).
- Return to Passenger Car.
- Place TOY TRAIN CAR, PENCIL (K).
- Easy solution (L).
- Hard solution (M).
- Take CART.
- Use CART (N).
- Go forward.
- Take CRATE (O).
- Take DRINK UMBRELLA; use NAPKIN (P); take 1/2 CIGAR CASE AMULET; use BRACELET (Q); receive BROOM; place CRATE (R); take RING KNOB, CLOSED WALLET and GEAR (S).
- Use BROOM (T); take VIAL, 2/2 CIGAR CASE AMULET; replace FILTER TUBE (U); solution (V); take POISONOUS FISH (W).
- Return to Train Roof.
- 2/2 CIGAR CASE AMULETS on CLOSED CIGAR CASE; take SEEDS, LIGHTER.
- Give SEEDS; take BUNCH OF FEATHERS (X), FLOAT (Y).
- Use LIGHTER, VIAL; receive TAR (Z).
- Return to Animal Car.
- POISONOUS FISH, FLOAT and TAR on Bestiary.
- Bestiary on creature.
- Easy solution (A). (D-J)-(H-J)-(C-J)-(A-J)-(G-J)-(B-J)-(E-J)-(K).
- Hard solution (B). (E-K)-(D-K)-(F-K)-(B-K)-(C-K)-(J-K)-(L).
- Take DANCER (C).
- Go down.
- Place GEAR, DANCER (D); take SCRAPER, CANDLE (E).
- Go forward.
- CANDLE on CLOSED WALLET for GARDEN GLOVES, BROCHURE.
- Place BROCHURE; use DRINK UMBRELLA (F); select BROCHURE; take, use key (G).
Chapter 4: City
- Take 1/2 DOG HEAD ON SPRING, POT (H).
- Take WHEEL, note (I); place POT; use GARDEN GLOVES (J); take PLANT STICKS, 1/2 ALLIANCE AMULET (K).
- Place RING KNOB (L); use BUNCH OF FEATHERS (M); take 2/2 ALLIANCE AMULET, FLINT AND STEEL. (N).
- Place 2/2 ALLIANCE AMULET (O); take JACK (P).
- Place WHEEL, JACK (Q).
- Go forward.
- Use SCRAPER (R); take CLOSED CANS; use PLANT STICKS (S) for SHARP SPUR.
- Take note, CHAIN; COVERALL. (T).
- SHARP SPUR on COVERALL for IMAGE PART, SCOOP and CARABINER.
- Use CHAIN, CARABINER (U); take 2/2 DOG HEAD ON SPRING, DRY BRUSH and HOOK (V).
- Go down.
- Place 2/2 DOG HEAD ON SPRING; take CANNON BALL (W).
- Place CANNON BALL; use FLINT AND STEEL (X) for HOP (Y); receive LONG SIGN.
- Place LONG SIGN (Z).
- Enter Quay.
- Use SCOOP (A); take SCREW, FISHING LINE (B).
- Take VALVE; place DRY BRUSH for WET BRUSH; place HOOK, FISHING LINE (C); take WOODEN HANDLE, BUTTON (D).
- Return to Dark Alley.
- Place WOODEN HANDLE (E); receive CAN OPENER.
- CAN OPENER on CLOSED CANS for PAINTS.
- Place IMAGE PART, PAINTS (F).
- Easy and hard solutions (G). Ax4-Bx2-Cx3-D.
- Take VICTOR'S PORTRAIT.
- Go down.
- Give VICTOR'S PORTRAIT (H); speak to character; receive COUNTER KEY.
- Use COUNTER KEY (I); take SPYGLASS, KNITTING NEEDLE and BROKEN MECHANISM (J).
- Return to Quay.
- Place, select SPYGLASS (K).
- Easy solution (L). Bx10-C-E-Cx8-E-Dx10-Cx13-E.
- Hard solution (L). Cx23-B-E-Bx13-E-Ax10-E-Ax10-E.
- Select matching symbols for easy/hard solution (M); take MECHANISM DETAIL (N).
- WET BRUSH, MECHANISM DETAIL on BROKEN MECHANISM for BELL.
- Place BELL (O) for HOP (P); receive FRUIT TRAY.
- Place FRUIT TRAY (Q).
- Go forward.
Chapter 5: Medical Academy
- Place VALVE, SCREW; use BUTTON (R); take WATCH STRAP, LETTUCE (S).
- Take PEN; ring bell; speak to character (T).
- Use KNITTING NEEDLE (U); take note, FILE and EXTENDER (V).
- Take TURTLE CRATE (W).
- Return to Dark Alley.
- FILE, LETTUCE on TURTLE CRATE for CRYSTAL TURTLE.
- Place CRYSTAL TURTLE (X); take UMBRELLA CANE (Y).
- Use UMBRELLA CANE (Z); take NEEDLE, GNOME'S HAT (A).
- Return to Gardens.
- Place GNOME'S HAT; take PRUNERS, LENSES and BLANK RECORD (B).
- Use PRUNERS (C).
- Easy solution (D). D-B-A-C-D-H-E-B-A-C-D-B-A-C-G-H-D-C-G-H.
- Hard solution (E). F-D-C-A-B-C E-F-I-G-D-C-E-F-D-C-E-H-I-F-E-H-I.
- Take BERRIES.
- Go down.
- Give BERRIES; take MEDICAL ACADEMY STAMP (F).
- Go forward.
- PEN, MEDICAL ACADEMY STAMP on BLANK RECORD for PATIENT'S RECORD.
- Give PATIENT'S RECORD(G).
- Go forward.
- Use WATCH STRAP (H); take DAMAGED GAS MASK; place EXTENDER (I); take 1/2 FRAME PARTS, GLUE (J).
- Take 2/2 FRAME PARTS, HAIR SLIDE (K).
- Place 2/2 FRAME PARTS (L); take PEN AND INKWELL, CUTTER SET and THREAD (M).
- LENSES, NEEDLE and THREAD on DAMAGED GAS MASK for GAS MASK.
- Use GAS MASK (N) for HOP (O); receive COFFEE BEANS.
- Select valve; place COFFEE BEANS; select lever (P).
- Select handcuffs (Q).
- Take MUG, BROKEN EMBLEM PART and SOAP (R).
- Take CLOSED CANE-SWORD; use HAIR SLIDE (S); take EMBLEM PART; use SOAP (T); take DUSTER (U).
- Take note; use PEN AND INKWELL, CUTTER SET (V); receive EMBLEM PART; take 1/2 SNAKE EYES (W).
- BROKEN EMBLEM PART, EMBLEM PART and GLUE on EMBLEM PART for ACADEMY EMBLEM.
- Place ACADEMY EMBLEM (X).
- Go (Y).
- Take SHOELACES (Z).
- Use SHOELACES (A); take PILE OF DOCUMENTS (B).
- Place PILE OF DOCUMENTS; take CANE (C).
- Give CANE (D); receive PLIERS.
- Go down.
- Use PLIERS (E).
- Easy solution (E). Ax2-B-Cx3-D-E-F-Gx3-H-K-Jx3-Ix2.
- Hard solution (F). Ax2-B-Cx3-D-E-F-Gx3-H-L-Jx3-Ix3-Kx2.
- Take METAL WING.
- Place METAL WING (G).
- Enter Balcony.
- Take HILT (H).
- Use DUSTER (I); take INCOMPLETE BURNER; 2/2 SNAKE EYES; use MUG for WATER (J).
- Take OIL CAN, 1/3 MEDICAL SYMBOL and SCROLL WITH ACADEMY RULES (K).
- 2/2 SNAKE EYES on CLOSED CANE-SWORD for CANE-SWORD.
- Use CANE-SWORD (L); take SNAIL, 1/2 CHESS PIECES, HOOK and NAIL (M).
- WATER, SCROLL WITH ACADEMY RULES and SNAIL on Bestiary.
- Bestiary on creature.
- Easy and hard solutions (N): (E-H)-(B-A)-(C-E)-(D-F)-(E-G)-(G-A).
- Return to Hall.
- Replace handle; use NAIL, HILT (O); take UMBRELLA HANDLE, STAPLE GUN and PINCERS (P).
- Go down.
- Use PINCERS (Q); take 2/3 MEDICAL SYMBOL, BURNER PART (R).
- OIL CAN, BURNER PART on INCOMPLETE BURNER for BURNER.
- Use BURNER (S); select handle; take SURGICAL TWEEZERS, 2/2 CHESS PIECES (T).
- Return to Balcony.
- Place 2/2 CHESS PIECES; take BANANA (U).
- Give BANANA; take 3/3 MEDICAL SYMBOL (V).
- Return to Hall.
- Place 3/3 MEDICAL SYMBOLS (W) for HOP (X); receive WING NUT.
- Use WING NUT; take MEDICAL SPATULA (Y).
- Return to Balcony.
- Use MEDICAL SPATULA (Z); take LASSO (A).
- Use LASSO (B).
Chapter 6: Clifftown
- Take CLOSED BOX (C).
- Take AKHAS IMAGE, CUTTERS (D); use UMBRELLA HANDLE, STAPLE GUN (E).
- Easy solution (F). (A-4)-(B-2)-(D-1)-(E-5)-(F-3).
- Hard solution (F). (E-5)-(A-1)-(F-3)-(B-2)-(D-1)-(A-1)-(F-3)-(A-4)-(C-1).
- Take ANIMAL SKULL.
- Take NET (G).
- Use SURGICAL TWEEZERS for FLORENA IMAGE; use ANIMAL SKULL (H); take 1/2 STATUE'S HEART (I).
- AKHAS IMAGE, FLORENA IMAGE on CLOSED BOX take 2/2 STATUE'S HEART, GLOVE and CHAIN.
- Place 2/2 STATUE'S HEART (J).
- Go forward.
- Place CHAIN, HOOK (K); select case for mini-HOP; receive SWORD POMMEL.
- Take HACKSAW (L); place SWORD POMMEL; take STONE SWORD (M).
- Use HACKSAW (N); take SCALES, CLOSED MEDALLION (O).
- Place SCALES, STONE SWORD (P).
- Go forward.
- Take 1/3 METAL PIGEONS (Q).
- Use GLOVE (R); take CAT TOY (S); use CUTTERS; take WAGON WHEEL CHANDELIER (T).
- Take PORTRAIT PART (U).
- Return to Clifftown.
- Give CAT TOY (V); take 2/3 METAL PIGEONS, HUMAN FIGURINE and ENORMOUS NUT (W).
- Place NET, WAGON WHEEL CHANDELIER and ENORMOUS NUT (X); speak to character; receive SPIRIT FIGURINE.
- Return to Brotherhood Laboratory.
- Place HUMAN FIGURINE, SPIRIT FIGURINE (Y) for HOP (Z); receive HUMAN AND SPIRIT LAWS.
- Place HUMAN AND SPIRIT LAWS (A); take YO-YO (B).
- Go down.
- Use YO-YO (C); take HEAVY CANDLESTICK (D).
- Use HEAVY CANDLESTICK (E); take 3/3 METAL PIGEONS, SCREWDRIVER (F).
- Go down.
- Place 3/3 METAL PIGEONS (G); take note (H), BRUSH (I).
- Return to Brotherhood Laboratory.
- PORTRAIT PART, SCREWDRIVER and BRUSH on CLOSED MEDALLION for note, VICTOR'S WEDDING RING.
- Place VICTOR'S WEDDING RING (J); receive VICTOR'S CANE.
- Use VICTOR'S CANE (K).
- Easy solution (L). B1x2-D2-C2x3-C3x2-D4-D5-C5x2-A4x2-G-A1-A2x2-C2-A4-A5-F.
- D1x2-E2-E3-D3x2-D2x3-C2x3-C3x3-A3x2-A2x2-H.
- Hard solution (M). B1x2-D2-I-C2x3-C3x2-I-D4-D5-I-C5x2-A4x2-G-A1-A2x2-C2-A4-A5-F.
- I-D1x2-E2-I-E3-I-D3x2-D2x3-I-C2x3-C3x3-A3x2-A2x2-H.
- Congratulations. You have completed playing Spirit Legends: Time for Change.
Created at: 2020-01-12