Keepsake

Keepsake

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The Ultimate Keepsake Walkthrough
By webfischi
Play the game as fast as possible, or just look for a puzzle hint
   
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Introduction
This guide is really complex, so here are the basics:

Steps are numbered, additional information has dashes
Puzzles and important things are bold, key items are underlined
is the step in (round brackets) it is optional
is the step in <angle brackets> it's a special step, that either requires the unofficial patch or the knowladge on how to solve the puzzle without hints
is the step italic you can skip this step only, if you did it earlier or if you should do it later, dependinh on your playstyle

As of May 13 2025 all puzzles marked with # are copied from my Discord, but some have been shortened a bit.

If you have the unofficial patch and want to skip the intro, start the game in Window Mode. When the introduction video starts, close the window, the game automatically creates a save after the video and will ask you directly, if you want to skip the tutorial.

For everyone else, enjoy the vid and finish the tutorial, this guide starts after that.
Arrival
1. Go to the fountain and solve the #minotaur-doorbell puzzle
2. Enter school and walk right out of the Grand Hall to the Store room
3. Free Zak from the locker
4. Go back to the locker, open the left door and take the keys
- The keychain opens all doors except the door of the Caretaker Office
5. Walk back to the Grand Hall and up the stairs until reaching the Enchanted Crossway
6. Then take down the stairs and walk towards the Garden Watch
7. On the way, you'll find a notebook on the floor, take it with you
- It contains the spell for the potion
8. From Garden Watch ascend to the Dinner Hall and pick up the notes on the table
- Without you won't be able to pick up the Yewlock at the Waterway
9. Go back and enter the Garden area, Zak and Lydia start talking and move to the corner with the puppet and you will see the first Vision

Power for the Gate
After the first vision you wake up in front of the gate to the Whispering Stairway
1. Walk all the way back to the Garden Watch
1.5. Walk up the stairs to the Dinner hall and pick up the notes if you haven't done that yet
2. Go to the basement and look for Mustavios Crates
2.5. <Open the #secret-door to the Wine Cave and look for Mustavios Wine Barrels>
3. Search the gap in the wall and jump down to the Academy's Waterway
4. After the tragic scene walk towards exit and pick up the Yewlocks from the ground
5. Continue until reaching the panel on the outer wall and solve the #mill-weight
6. To restore full power to the school, walk back and remove the tools from the door to the machine room
7. Enter the #machine-room and connect all machines with the pedestals
8. Exit through the Store Room and wak across the Grand Hall to the lever and pull it
9. Ascend the large stairs until the game takes over - second vision

Where's the caretaker?
1. Look at the door on the lefthand side
- Without you can walk up to the Guardians again to get the info on how to open the Trial Gates
2. Walk all the way to the top of the staircase and knock on the door
3. Talk to the Guardians and ask how to open the trial doors
4. Descend all the way, until you notice a key on the floor
5. Pick up the key
- This key opens the Caretaker Office's door and it also has the code for the safe in his room
6. You can now enter the Caretaker's Office
7. Here you first open the #caretakers-safe and take the tiara
8. Then walk to the left and take your staff
9. Last but not least, take the rolled up note from the table
9.2. (You can take the hint for the secret door in the basement as well, if you want to solve it on your own, and haven't already opened it previously)
9.4. <Solve the #trial-of-allegiance if you dare>
9.6. Go back to the basement and open the #secret-door
9.8. Search for Mustavios Wine Barrels
10. Walk towards Elvandar's Galde, at the sign post the game will take over again - Third Vision

Exploration
1. Look at the tree's face, until Lydia says she needs spare parts and tools to fix the amulet
2. Go back to the sign post and click it, to create a bridge
3. Cross the bridge and talk to Mustavio about the caretaker, barrels and crates, he will hand you the figures for the maze
3.5. <Walk back across the bridge to the Machine Room and upstairs to the Store Room, take the Tools from behind the door>
- This is only available if you have installed the Unofficial Patch, because it was cut from the final game, but the audio track and part of the logic was left. You will notice Lydia saying a different sentence
4. Walk to the Grand Hall and up the stairs until you reach the walkway around the Academy's Facade
5. Walk along and take the first door and pick up the Notes from the floor
- Without you can't grow the Nigilis Tree
6. Open the door to the Second Trial and explore it
- Without you can't brew the potion

The First Trial (optional)
Everything in this part you either did earlier, if you knew all the answers, or you do later for time saving reasons. For first time players, it is recommended.

1. Go back to the Facade and walk through the open entrance at the back to enter the 1st Study Hall
2. Read the plaque on the floor to learn more about Nightingale and Winterowl
3. Solve the #study-hall-door to get to the 2nd Study Hall
4. Click on the Loose Pages on the table to get to the edge of the room and trigger a scene
5. Pick up the Notes from the table
- Without you won't be able to get the Hayden Flower from Elvandar
6. Read the second plaque to learn more about Nightingale and Winterowl
7. Return to the Great Hall and read the plaque on the fountain
8. Walk up the first staircase to the Whispering Stairway and examine the right
9. If you did everything right, Lydia will open the door to the first trial now
10. Click on the statue to start the #trial-of-allegiance and answer all 3 questions correct

The Nigilis Fruit
1. Walk down the stairs to the Aqueduct and solve the #water-pump puzzle
- Don't forget to pull the lever on the lower floor!
2. Go to Garden Watch and solve the #minotaur-maze
3. Continue to the Garden and walk up to the small platform to start growing the #nigilis-tree
4. Activate the light from the control panel
5. Walk down the other side and pull the big lever to let the waters flow
6. Cross the bridge and put the seed into the ground, the game will take over from here



7. Because the tree is too high, you need to walk all the way back to the Academy's Facade
8. Enter the Study Hall through the open gate
8.5. Solve the puzzle at the #study-hall-door
9. Walk until you reach the tree and take a Nigils Fruit

Brewing the Potion
0.5. Enter the second Study Hall to get the Notes for the Flower
1. On the way back to the Enchanted Crossway you should see Mustavio walking through school
2. Go and find Mustavio next to the stairs to the Aqueduct and to to him about the pendant
- Without patch you will now be able to pick up the tools in the Store Room
3. Let Mustavio fix the pendant and take all the way back to Elvandar
4. Ask Elvandar about the Hayden Flower
5. Walk to the basement, then into the wine cave and take the elevator up to the kitchen
6. Look at the fire place to trigger the search for the cauldron
7. Use the Elevator to get back to the Wine Cave and move the Heavy Cauldron into the elevator



8. Walk through the Basement to the Garden and up the stairs into the Dinner Hall to reach the Kitchen's elevator to pull up the cauldron
9. Click on the cauldron to start brewing a scene will be triggered and Zak will die
- Or you'll see the fourth vision

Second and Third Trial
1. You wake up in front of the Second Trial's Door, go back ALL the way to the kitchen
2. Examine the window to get Zak out and enjoy the scene
3. Solve the #trial-of-wisdom

IMPORTANT NOTICE:
The Steam version likes to crash at the bridge part, save often!



4. Leave the trial room and walk back to the Grand Hall
5. Ascend the Whispering Stairway all the way up to the trial door you examined all the way back after the second vision
6. Open the door and solve the #trial-of-triumph
7. Now you just need to go up the two remaining stairs to the Guardians Lair and use the teleporter

Teleporter Chaos
1. Go straight to Celests Room and trigger the fifth vision
2. You wake up near a disabled red teleporter, move to the Laboratory to meet Zak
2.5. (Read the plaque at the wall)
3. Use the yellow and black teleporters to reach the teleporter control room
4. Fix the #teleport to enable all teleporters
5. Leave the West Tower and walk across the Courtyard to the Main Tower and use the red teleporter at the right exit to reach the North Tower
6. Use the yellow teleporter to reach the east tower
7. Walk over the bridge to Nathaniel's Office and examine everything
- It's important to take the Notes from the table
7.5. (Go to the observatory and activate the rune)
8. Go back to the North Tower and try to cross the West Tower Skyway
9. A scene will trigger leading you to the Mountain Entrance
10. Pick up the tiara and talk to the ghost
- You need the info on how to activate the puzzles

Zak the Dragon
1. Go to the north tower, disable the lock and solve #watch-tower puzzle
- You'll get the numbers for the most complicated puzzle in the universe
2. Use the red teleporter back to the Main Tower
3. Take the yellow teleporter to enter the #dragons-lair to get roots for the dragon potion
- If you are willing to solve it, get pen, paper and a big mug of tea or coffee, if you skip it, you don't need pen and paper, or do a toilet brake
4. Go back to the main floor and follow the path all the way to the Solarium
4.5. (Activate the second rune)
4.9. [Descend and go to the bowls to[b] grew a purple plant[/b]]
- It's cheating, but it saves a lot of walking later

5. Enter the Atrium and walk through the middle gate to reach the Oracle
6. Follow the leads of the #floating-islands to reach the dragon's skeleton and get moss
6.3. (Enter the forge and activate the third rune)
- You can now remove the ball from socket in the secret library
6.6. <solve all three puzzles for #lighting-the-forge>
7. Take the red teleporter to the Laboratoy
8. Create a new potion for Zak and make him a dragon
9. Use the yellow and red teleporter to get to the Art Classroom
10. Walk past the Classroom to the North Tower to skip the next section

The Secret Library (Optional)
1. Enter the Art Classroom
2. Activate the rune in the back of the classroom
- only needed if you want the hints from the Secret Library
2.5. <You can already paint the picture>
- If you know how
3. Follow the stairs to get to portal 1 and reach the north tower
4. Cross the West Tower Skyway and enter the secret Library from the back side of the tower
5. Explore the whole #library and get the hints from the 4 tapestry
6. Return to the North Tower



Full Library:
Secrets of Nathaniels Office
1. Use the yellow teleporter to get back top the east tower
2. Go to Nathaniel's Office and unlock the puzzle
3. Enter the bottle ship and solve the #mountain-bottle puzzle

IMPORTANT NOTICE:
The Steam version likes to crash at this puzzle, save often!

4. In the alt dimension open the drawer and return to your reality
5. Open the drawer, and take the picture
6. Click the drawer again and push the button
7. Enter the secret office and check the note on table and try to unlock the puzzle

The Classroom Containers (Part 1)
1. Leave the Office and go back to the East Tower
2. Below the teleporter you can unlock the season controller
3. Use it, and set it to winter
4. Use the blue teleporter to get to the observcatory
5. If you are really eager to solve the #telescope you'll need the poem on the tapestry, the order of the signs shown in the upper part of the observatory and the connection between the numbers from the watch tower puzzle. Every quatrain of the tapestry is one sign and the according star to click in view finder (some langauges will need to install the unofficial patch thanks to mistranslation not hinting which star to click). The wheels of the telescope work in fixed patterns. The solution is 28 clicks if you know how it works, 23 if you broke the code.

6. Leave the Observatory and walk back to #art-classroom, the picture of celestes mother will disappear from your inventory on its own
6.5 Paint the picture with help of the color tapestry
7. Solve the picture combination puzzle, with the ? you will get hints from the game which pictures can be combined
8. Leave the Art Classroom to trigger the last vision

The Classroom Containers (Part 2)
1. You wake up in front of the sanctuary
2. Leave it, walk to the North Tower, and use thered teleporter to get to the Main Tower
3. A scene with master Nightingale will be triggered, talk to him about the bookshelf
4. Go to the Solarium and grew the white and blue flower
- The hints for the Solarium are on the flower tapestry
4.5. If you already grew all flowers, you can now take the Container with you



5. Go back to the main Tower and use the red teleporter to the north Tower and the yellow teleporter to the East Tower
6. Walk into nathaniel's Office and use the teleporter to the secret room
7. Solve the #bookshelf and get Nightingales Spellbook
7.5. If you haven't solved the Solarium, yet, you need to set the season wheel back to Summer
8. Go back to Master Nightingale and give him the book to get the info about the potion ingredients

The Classroom Containers (Part 3)
You can skip this part, if you already solved all classroom puzzles with future knowedge. For everyone else:

1. Go to the #solarium and grow the last flower
2. Take the Container
3. Continue with #lighting-the-forge to get the last Container, the solution for the pedestal is on the last tapestry, but the puzzle logic is broken without the unofficial patch
4. Use the blue teleporter back to the Atrium

Finale
If you skipped Part 3 you walk directly to the Atrium.

1. Use the red teleporter to the Laboratory and trigger a scene
2. (Talk with the owl)
3. Mix potions until Zak is human again
4. Go to the Sanctuary, the game now switches control to Zak
5. Solve the #sanctuary-portal puzzle, the hint is above the niches
6. Connect the ring and open the portal, to enter the Sanctuary
7. Go to Nathaniel for the #sanctuary puzzle
8. When the puzzle is solved you will see a short scene with Zak and Lydia and then the credits roll
- Without unofficial patch, the game will crash near the end, except the french version

#minotaur-doorbell
This is the first puzzle to solve, click on the symbol to open it


All you have to do, is memorize the order of the bells
#mill-weight
What you see are 7 interactions, the goal is to position the weights between the lights

1 moves down the left weight to the bottom
2 raises the left weight to max height
3 moves down the left weight and pulls up the right until either one can't be moved anymore
4 moves down the right weight and pulls up the left until either one can't be moved anymore
5 raises the right weight to max height
6 moves down the right weight to the bottom
7 resets the puzzle

The fastest solution is: 5, 4, 1, 4, 5, 4 and click the switch between the lights
#machine-room
In a normal play-through this will be the first complicated puzzle, because it is split into 8 pedestals to power 5 machines with a solid flow of energy. This puzzle can be solved before doing ⁠mill-weight but it's a lot tougher, because there is no visual feedback of the machines.

These are all the pedestals
And where they are
There are multiple solutions and the roman numbers connect the two lines they are in between.

One more hint: The energy flow starts at the top left gear, therefore setting A to III would make no sense because the energy would not get transferred into the system.

The fastest solution is: A=II B=III C=II D=II E=I F=II G=I H=II
#caretakers-safe
The lock seems to be easy, but every number wheel rotates another twice, so be careful.

The 1st wheel moves the 4th wheel 2 steps
The 2nd wheel moves the 3rd wheel 2 steps
The 3rd wheel moves the 5th wheel 2 steps
The 4th wheel moves the 2nd wheel 2 steps
The 5th wheel moves the 1st wheel 2 steps

Fast solution press number wheels: 4 4 4 2 2 3 3 3 5 5 5
#secret-door
Every pressed letter spawns 3 new letters, but they are not random, they are fixed


The whole puzzle consists of only 9 letters:
B -> X T R
F -> R T C
X -> M S K
M -> C S B
T -> F M K
C -> X M S
R -> T F X
S -> B R K
K -> F C B

To be able to select F as the fourth letter only T and R will show it, and to be able to select X as the last letter only C and R are valuable options. Now we're down to just 4 possible combinations.
And with thinking around more than two corners, there is R on both sides of the equation and they get cancelled out.
#study-hall-door
This puzzle is nothing special, pieces can only move in one direction either to an adjacent free tile or skip 1 piece of the other color.


You can either start with green or white
With green you play this order: G3, W1, W2, G3, G2, G1, W1, W2, W3, G3, G2, G1, W2, W3, G1
With white you play the opposite: W1, G3, G2, W1, W2, W3, G3, G2, G1, W1, W2, W3, G2, G1, W3
#trial-of-allegiance
The first trial door looks like this:

Most answers are written on the plates
The first answer is: Wisdom, Power and Balance
The second anser is: Time
The third answer is: He learned that absolute power without proper wisdom has no true value.
#water-pump
Open the lid and arrange the cogs:

#minotaur-maze
In the minotaur game, the minotaur tries to catch the goblin, for each single square the player moves the minotaur moves two squares towards the goblin, but there's a catch, the minotaur will ALWAYS move on the x-axis until he either hits a wall or is in the same column than the goblin.

The goal is to trap the minotaur in the red marked corner, after that all you have to do, is to stay in the top 3 lines and move to the exit.

#nigilis-tree
To grow the Nigilis tree, you need three things:
- the seed (it's the price of the #⁠minotaur-maze)
- water (the ⁠#water-pump needs to be fixed)
- the correct light (created by the dragon statue)

Check the Ripped pages, part two for more information about it


Go to the island and put the seed in and then walk to the dragon to access the levers to create the light.


Every lever shows a different part of symbol, but only one combination actually shows the symbol of light



Only three levers have to be moved for the solution



If you haven't fixed the #⁠water-pump yet, you should do it now and come back later. To find the mechanism go back until you come to the tapestry with the two dragons, instead of going up the stairs to the main hall, go down the stairs on the left side of it.
Else just pull the this lever and enjoy the dialogue:
#trial-of-wisdom
The second trial consists of three parts:
1. Finish the potion
2. Align the bridge
3. The actual trial
1. is easy, collect the ingredients, get the cauldron and make the potion in the kitchen

2. The Bridge Puzzle is one of the more complicated ones, and very frustrating in the Steam version because it tends to crash after a few tries due to a memory leak.


It is divided into 4 sides A, B, C and D, I also marked the starting platforms for Lydia and Zak because it can be a bit confusing with all the camera changes
Every lever has a fixed movement for every position of the bridge:

Lever A will do the following:
sideBtoSideC -> sideBtoSideA
sideDtoSideA -> sideDtoSideC
sideBtoSideA -> sideBtoSideC

Lever B will do the following:
sideBtoSideA -> sideDtoSideA
sideDtoSideA -> sideBtoSideA
sideDtoSideC -> sideDtoSideA

Lever C will do the following:
sideBtoSideC -> sideDtoSideC
sideDtoSideC -> sideDtoSideA
sideDtoSideA -> sideDtoSideC
sideBtoSideA -> sideDtoSideA

Lever D will do the following:
sideBtoSideC -> sideBtoSideA
sideDtoSideC -> sideBtoSideC
sideDtoSideA -> sideBtoSideA

If I'm correct the fastest way would be:
Zak pulls A
Zak moves to B
Zak pulls B
Lydia moves to A
Zak pulls B
Lydia pulls A
Zak moves C
Zak pulls C twice
Lydia moves to D
Zak pulls C
Lydia moves to C


In the actual trial you have to match the books on the top with the inscriptions on the bottom. The right lever spins the books and the left one the inscriptions.


The books in the order as they are on the shelf and the first time we here about their names:
Slund, the Spiritual Rune.
Undar, the Water Rune.
Aetern, the Celestial Rune.
Dria, the Nature Rune.
Gradion, the Energy Rune.
Kyros, the Fire Rune.
Nexan, the Movement Rune.
Orlos, the Earth Rune.

All you have to do now, is match one of the books to the inscription, none is used twice, translations can be a bit to vague, like the German one which is changed in the unofficial patch.
Here's the solution if you REALLY need the solution:
#trial-of-triumph
The solution is just to not give up, there's nothing special about it. But just so this part is not too empty, you can check out the scene without the animations:
#teleport
If you thought the first half was tough, I have to disappoint you, the second half is much harder, with a lot of complex puzzles, the first is actually one of the easier ones


In the teleport room you'll find 4 obelisks A, B, C and D, every obelisk lights up up to 3 lights and has for states with one of them being off

Obelisk A will light up the following:
a b c -> off -> d e f -> g h i

Obelisk B will light up the following:
off -> a b e -> a d g -> a c h

Obelisk C will light up the following:
off -> b e f -> b c -> c d h

Obelisk D will light up the following:
off -> f g i -> c h -> b i

Knowing that lights are only on if an odd number obelisks are set to that light, it can be solved by simply combining the possibilities
The fastest solution is: Bx2, Cx3, Dx3, Ax2
#watch-tower
This puzzle is pretty simple and can not be solved until you have talked to the ghost at the sanctuary.
Just fill every square vertical, horizontal and diagonal with 4 different symbols
#dragons-lair
This puzzle is rather time consuming than complicated. To start the puzzle you first have to meet master Nightingale by the sanctuary.


All you have to do, is switch the plates by the rules written on the bottom. Plates can only be swapped vertically and horizontally. First thing you have to do is get the cavalry out of the way.
The shortest solution known to date is around 60 steps:
#floating-islands
This is one of the easier puzzles, but you have to do a lot of walking and be careful to net get confused when getting back to the start in the third sequence. To start the puzzle you first have to meet master Nightingale by the sanctuary.


The whole puzzle consists out of 7 Islands labelled A, B, C, D, E, F, G with A being the start and G being the goal. On 4 menhirs you see vertical lines looking like roman numerals but they actually show the sequence of which dragons have to glow to make it to the next island with a new sequence.

When stepping on an island the bridge that lead to it will disappear instantly and the path to the next island appears, this bridge can be changed by setting a different combination, but the combination to every island beyond C is locked and C will just lead back to A.

After looking deep into the code, this is how the islands are connected, blue are the fixed bridges and yellow depend on the sequence entered:
No correct sequence -> A
Sequence from menhir1 correct -> D
Sequence from menhir2 correct -> E
Sequence from menhir3 correct -> F
Sequence from menhir1 correct -> G


Solution for each island:
1. turn off dragon (already should be off)
2. light dragon
3. light dragon
4. light dragon (you'll see new coding on this one)
5. don't touch dragon
6. turn off dragon
7. light dragon (you'll see new coding on this one)
8. light dragon (back at start: ignore the old code shown and continuing to use the one from island above)
9. turn off dragon
10. don't touch dragon
11. light dragon (you'll see new coding on this one)
12. turn off dragon (ignore code on this one as well)
13. light dragon
14. don't touch dragon
#library
Before you can do that puzzle you have to activate all runes scattered across the academy.

You are not forced to activate all runes, because you never need 4 balls to get all 4 hints in the library, the runes are located here


The solarium rune will unlock the ball in the entrance
The art room rune will unlock the ball in the aqua room
The observatory rune will unlock the ball in the pink room
The forge rune will unlock the ball in the brown room


The next image contains information about the location of all objects, the order in which you should visit the rooms and how many balls are needed to enter the rooms


The locations are named the following in the file structure:
1 = aqua
2 = pink
3 = artRoom
4 = blue
5 = solarium
6 = forge
7 = grey
8 = brown
9 = observatory
#mountain-bottle
This puzzle crashes the steam version after visiting a few screens, it crashes faster after retry, for the in game solution open the map
This is the complete maze red=start position, yellow=all paths that have to be walked through, green=goal and directions on the sides



The code for the maze looks like this, which helped me create the map
#telescope
Now we come to the most complex puzzle, to finish the puzzle you have to finish it you need the numbers from the ⁠#watch-tower and the observatory tapestry from the #⁠library it's also a good idea to watch all the constellations to be able to know what to set up


Because there is no lore within the game about the constellations, it makes it near impossible to solve without thinking outside the box, here are some hints to make it easier:
The CENTAUR is a fast creature
The CERBERUS is a creature with a lot of heads
The DRAGON is a creature of fire
The GRIFFON is a flying creature
MEDUSA turns everyone into stone
The MANTICORE is a combination of multiple creatures with a sharp tail
The MERMAID is the virgin in this circle
The MINOTAUR is a strong creature

Now we can go upstairs to the telescope, at first glance it looks really complicated, but it's just time consuming (again), the numbers are also not as random as you might have thought, the order of the constellations on the lower floor are connected to the numbers. The rows represent the first 4 constellations from top to bottom and the columns represent the last 4 constellations from left to right.


The disks also have a fixed pattern:
1 moves the numbers on the first disks clockwise
2 moves the vertical numbers from top to bottom
3 moves the numbers on the third disk counter clockwise
4 moves the horizontal numbers from left to right

Here's the explanation to the hints in the riddle:
The first hint is "the gift of life", in the constellations there is only one complete woman portrait, the Mermaid. With the gift of live the riddle means the womb of a woman, enter 86, 59, 73, 68, look through the telescope and click on the naval to light up 73.
The hint in the second riddle is "strength" and only the Minotaur is strong enough for a match. Enter 11, 47, 32, 95, look through the telescope and select the biceps to light up 47.
The third riddle speaks about poison and only one constellation shows a poisonous creature, the Manticore. Enter 62, 33, 46, 25, look through the telescope and click on thorn and 33 will light up.
The last riddles hint is "feathery" and with only one creature having feathers the solution is of course the Griffon. Enter 87, 25, 68, 95, look through the telescope and select the tip of the wing to light up 33.

When everything is correct you should get the meteorite
A faster solution would be to do the Cerberus first or second (never last because it does not call the function that checks if the puzzle has been completed) to activate 33 and 47 and then do the Griffin and the Mermaid for 87 and 73

The fastest normal solution (includes movement of outer ball, but not the star selection) will be:
First goal is the Mermaid press 3, 3, 2, 2, 1, 4, move the yellow ball west, look through and click on the bottom left star to light up 73
Second goal is the Griffon press 4, 3, 2, 2, 1, move the yellow ball east, look through and click on the top right star to light up 87
Third goal is the Minotaur press 3, move the yellow ball north, look through and click on the bottom left star to light up 47
And last but not least the Manticore press 4, 4, 1, 4, 2, 3, 2, look through and click on the top left star to light up 33

And the even faster cheat solution:
Start like in original solution with first goal: 3, 3, 2, 2, 1, 4, East, South, West -> Click bottom left star to light 73
Use shortcut with Cerberus 4, 4, 4, 2, 2, 2, 2, 1 -> Click right and center-left star to light 47 and 33
Finish with Griffon 2, 4, 1, 1, 1, North -> Click top right star to light 87
#art-classroom
To do this puzzle you first have to finish ⁠#mountain-bottle to get the painting from Nathaniels locked office drawer, when entering the art classroom, it will be removed from your inventory.
The hint for the first puzzle can be found on the tapestry from the #⁠library


The goal is to cover the empty canvas in paint in the order the spirit rune (hint on the bottom) is coloured from top to bottom on the tapestry. Red, yellow, blue, green.


Then the game switches to the wall with paintings, you can admire all pictures but only the red marked can be taken.


Your goal is to combine them on the second screen shown in the top right, do not click on the back button on one of the main screens else you have to restart again.

There are 15 pictures in total, 13 part of the puzzle, one hidden and one frame

The hard part is to combine the matching pictures here's the step by step guide:
1 + 5 -> 2 + 4
8 + 4 -> 7 + 6
7 + 13 -> 9 + 11
14 + 11 -> 12 + 10

Optional combinations:
6 + 11 -> 5 + 12
9 + 2 -> 8 + 3
3 + 12 -> 1 + 13


If you just want the in game hints, check this spoiler:
"Celeste misses her mother."
"Celeste's mother was once a mage, a healer."
"Celeste's mother looks like Celeste."
"The Dragonvale Academy teaches people how to become mages."
"Civilization is a threat to wildlife."
"The vale was once full of dragons."
"Dragons are fire related creatures."
#solarium
Welcome to the solarium, the only puzzle you have to walk so much distance you'll hit the skip button voluntarily, Be sure you have the tapestry from the ⁠#library


There are three flower pots in the solarium, each grows the same three plants every season


The seasons are changed with the season changer on the east tower, to use it activate with the activator near the yellow teleport


Every season grows different flowers, the flowers have no names, just colours:
In summer the pots grow red, purple and green flowers
In fall you'll get orange, white and yellow
The winter will give you white, red and blue flowers
And the spring will grow pink, blue and yellow flowers


Now we just need to know which colours you actually have to grow, the tapestry comes with all the hints you just have to cut:
All the flowers that only want to grow alone and the two colours that like each very much, because those are incompatible with the other three colours that are left.
With all the given hints you now know that:
You have to grow the purple flower in summer and the white and blue in winter.
#lighting-the-forge
The forge is split into 3 puzzles:
- the fire ring
- the floor puzzle
- the pedestal

They can be completed in whatever order you want, but the pedestal is bugged in normal version due to a coding error

This image shows how everything is connected in the fire ring puzzle, Zak has to be a dragon to solve it



And the fastest way to solve it



The second puzzle is very simple as well, there are 4 pedestals: A, B, C and D
A adds 2 red tiles
B removes 1 yellow tile
C adds 2 yellow tiles and removes 1 red
D shifts 1 red tile to a different position

The selected tiles are random

To solve the puzzle use B three times, C three times and A three times in this exact order



The alter is one of the trickier ones, because it is bugged and can't be solved correctly without the unofficial patch



With the unofficial patch it's the same amount of clicks, but the discs are different.



This whole logic was missing from the code, the check was previously coded into the events directly and into the top part instead of the bottom which is even worse and they even baked in the order which is beyond dumb. This check is instead called after every click.


Original code


The hint for the last puzzle can be found on one of the tapestries from the #library in the magnifying glass inventory
#bookshelf
To get to this puzzle you first have to talk to master Nightingale near Celest's room and then head back to Nathaniel's office and finish the ⁠#mountain-bottle to be able to push the blue button in the unlocked drawer.


Get in the room and look at everything, then return to master Nightingale so he gives you the password for the activator

After you've been back to the secret library you can access the grimoire by solving the shelf puzzle, just get the blue book to the white "exit"


Only the books left and right to the blue book can be clicked, a purple book will move the blue book 2 spots to the right, a green one 2 to the left and red switches the book to a connected row in the same position as the clicked red book stays. The rows are connected as followed:



The fastest solution to date was done by LinaFleer in her live stream in May 2024:
#sanctuary-portal
Now it's time to activate the portal, the first puzzle is upstairs, you need all 4 magic containers and Zak needs to be a human now


Now just read the riddle and place the containers in the order of the verse:
From the highest sky (meteor) to the bottom of the sea (pearl), mankind (soul dust) manages to bend the elements (fire) to its will.

In the second part you have to connect the colours. To do that rotate the stars around the circle, outer and inner connection must be activated.
Hint: Keep the bottom one untouched
#sanctuary
Now all you have to do is watch the summaries of the visions to proof Nathaniel's wrong

The visions have to be watched in the following order:
Hidden Scenes (Spoilers ahead)
LOWER PART:
Instead of opening the gate, walk down the river to meet Mustavio for the first time. If you visit him later with Zak the dialogue will be different. If you install the unofficial patch, the dialogue will also make more sense, especially on the first encounter.

After opening the main gate explore the school without Zak, if you take the notes earlier, the dialogue between Zak and Lydia will be different when you reach that spot.
You can also solve the light puzzle for the nigilis tree, examine the maze game and examine the gate that is locked with the lever.

Solving the maze and trying to plant the seed before picking up the notes, result in Lydia wanting to save the seed for her magical studies.

The first kitchen elevator dialogue will be different depending on your location (Kitchen or Wine Cave).

UPPER PART:
When you reach the upper part for the first time, walk to the Courtyard instead of Celests Room and enter the teleporter room to encounter Nightingales Ghost earlier and change the dialogue after the 5th vision and infront of the sanctuary.