Queen's Tales: The Beast and the Nightingale Walkthrough, Guide, & Tips
Queen’s Tales: The Beast and the Nightingale Walkthrough
Welcome to the Queen’s Tales: The Beast and the Nightingale Walkthrough
To save your father from a hideous monster, you’ve decided to sacrifice your own freedom. Now you must journey through a strange and magical land before time runs out!
Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
This document contains a complete Queen’s Tales: The Beast and the Nightingale game walkthrough featuring annotated screenshots from actual gameplay!
We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!
This walkthrough was created by prpldva, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
General Tips
- This is the official guide for Queen’s Tales; The Beast and the Nightingale.
- This guide will not mention each time you have to zoom into a location; the screenshots will identify each location.
- Hidden-object puzzles are referred to as HOPs in this guide. Items listed in green are hidden or they require additional actions to locate. Interactive items in HOPs are color-coded.
- Mini-games and HOPs are sometimes randomized; your solution may vary.
- Refer to your Journal for notes and clues (A).
- Use the Nightingale to grow plants (B).
- Prevent your inventory from auto-hiding by selecting the lock (C).
- Use your map to see where actions are available and quickly travel (D).
- Select the Sun for a hint (E).
Chapter 1: The Nightingale
- You have the option of an interactive tutorial.
- Talk to your father; take the CAGE WITH NIGHTINGALE (A).
- Take the 1/4 PETAL (B).
- Hang the CAGE WITH NIGHTINGALE on the hook and take the CLOTH cover (C).
- Take the 2/4 PETAL and read the love note (D).
- Look through the keyhole (E).
- Take the KEY (F).
- Use the KEY in the lock, turn the handle, and walk forward.
- Talk to Dorian (G).
- Take the SHOES and look in the doggie-door (H).
- Take the ANCHOR (I).
- Take the SUNFLOWER SEEDS (J) and use the CLOTH on the spill to get the WET CLOTH (K).
- Walk down.
- Touch the hat and give the SHOES to the puppy (L); take the HATPIN and the SHIP (M).
- 1 SHOE will remain in your inventory.
- Open the cage and give the SUNFLOWER SEEDS to the Nightingale (N).
- The NIGHTINGALE is now in your bottom panel (O).
- Use the NIGHTINGALE on the flower; take the FLOWER (P), and take the 1/2 BEETLE (Q).
- Walk forward.
- Take the 3/4 PETAL (R).
- Place the SHIP on the map (S).
- Use the compass to steer the boat to port in seven moves or less.
- Press U, V, V, T, V, V, and W.
- You earn the WIND ROSE.
- Place the WIND ROSE on the door to earn the WIND ROSE HALF (A).
- Use the HATPIN on the lock (B).
- Take the MOON (C).
- Walk down.
- Place the WIND ROSE HALF on the box and open it (D).
- Take the CANDY (E).
- Walk forward.
- Give the CANDY to the Goblin (F).
- Walk left.
- Use the NIGHTINGALE on the flowers (G).
- Select the cup (H).
- Play the HOP to earn the SUN (I).
- Select the tab to play a match three game instead of the HOP (@).
- Take the 4/4 PETAL (J).
- Give the SHOE to the dog and take the 2/2 BEETLE (K).
- Read the letter and place the FLOWER in the vase (L).
- Take the PLANT SEEDS (M).
- Place the 2 BEETLES in the indentations (N).
- Take the GLASS SWAN (O).
- Use the WET CLOTH on the mirror (P).
- Place the 4 PETALS into the indentations (Q).
- Take the SPOON (R).
- Walk down.
- Hang the GLASS SWAN on the hook (S).
- Use the SPOON to take the GREEN SOIL and place it in the swan (T).
- Place the PLANT SEEDS in the swan (U).
- Use the NIGHTINGALE on the swan, and then take the 1/2 FLOWER (V).
- Walk down.
- Place the MOON and SUN on the lid (A).
- Open the box; move items to find the SKIRT (B).
- Walk forward.
- Place the SKIRT on it and take the FOX (C).
- Walk left.
- Place the FOX on the bedpost (D).
- Take the SEALED SCROLL (E).
- Select the cup on the nightstand (F).
- Play the HOP to earn the 2/2 FLOWER (G).
- Walk down.
- Use the SEALED SCROLL on the candle to get the CODE (H).
- Walk left.
- Place the CODE in the center and select the symbols in order (1-6).
- Select the box (I).
- Place the 2 FLOWERS on the box.
- Rotate the flowers to move the petals to complete the design in the center.
- Select Jx4 and Kx2.
- Take the BRACELET and take the ring to travel (L).
Chapter 2: Lost
- Take the MAP and the OCTOPUS (A).
- The MAP is now available in your menu bar (B).
- Take the PUZZLE PART (C).
- Select the bubble for a message, and then take the clock (D).
- The clock will now appear in the upper right corner (E).
- Walk forward.
- Take the SKATE (F).
- Take the 1/2 DRAGONFLY HALF (G).
- Talk to the Weepie (H).
- Walk to the right.
- Place the ANCHOR on the crab’s hat; take the 2/3 PUZZLE PART and the LIZARD (I).
- Take the 3/3 PUZZLE PART (J).
- Walk down.
- Place the 3 PUZZLE PARTS on the sign (K).
- Swap the pieces to restore the picture; take the SEAHORSE (L).
- Walk to the right.
- Place the SKATE, OCTOPUS, and the SEAHORSE in the indentations (M).
- Select the opening (N).
- Play the HOP to earn the BIRD (O).
- Walk down twice.
- Talk to Little Johnny (P).
- Place the BIRD in the indentation (Q).
- Take the RUBY (R).
- Return to the shipwreck.
- Place the BRACELET on the figurehead, and then place the RUBY on the bracelet (S).
- Take the HOOK (T).
- Walk down.
- Use the HOOK to take the CLAW (U).
- Walk to the right.
- Place the CLAW on the figurehead (V).
- Take the MAGIC FAN (W).
- Walk down twice.
- Place the MAGIC FAN on the flower (A).
- Take LITTLE JOHNNY and the FEATHER (B).
- Walk forward.
- Use LITTLE JOHNNY on the tree (C).
- Take the POT (D).
- Use the FEATHER on the WEEPIE; take the HANDKERCHIEF and the WEEPIE (E).
- Walk right.
- Use the POT to take the GLOWING JELLYFISH (F).
- Walk down.
- Place the GLOWING JELLYFISH near the log (G).
- Take the note and the RIBBON (H).
- Walk down.
- Use the RIBBON on the vines and take the ANCHOR (I).
- Return to the shipwreck.
- Place the ANCHOR on the crab’s hat; take the TREE (J).
- Use the HANDKERCHIEF on the lamp and release the butterfly (K).
- Select the opening (L).
- Play the HOP to receive the 2/2 DRAGONFLY HALF (M).
- Walk down.
- Take the BUTTERFLY (N).
- Walk down.
- Use the BUTTERFLY on the sphere (O).
- Place the 2 DRAGONFLY HALVES on the box; take the DIRTY VIAL (P).
- Place the TREE on the orb; open it and take the SHOVEL (Q).
- Use the SHOVEL to take the SAPLING (R).
- Travel to the shipwreck.
- Clean the DIRTY VIAL in the water to get the VIAL (S).
- Walk down.
- Use the VIAL on the tree to get the BIRCH JUICE (T).
- Pour the BIRCH JUICE on the weeds (U).
- Select the weeds.
- Move the locust through all the flowers, hitting each once.
- Select the path shown here (V).
- Use the SHOVEL to dig a hole; place the SAPLING in the hole (W).
- Use the NIGHTINGALE on the sapling (X).
- Walk across the bridge.
Chapter 3: The Forest Edge
- Take the CHILI (A).
- Use the NIGHTINGALE on the mushrooms, and then take the GIANT MUSHROOMS (B).
- Place the LIZARD on the rock and take the 1/2 SPIRAL (C).
- Look at the forest entrance, and then try to walk forward (D).
- Walk down.
- Talk to the Fairy and take the WAKING POLLEN (E).
- Walk up the stairs on the right (F).
- Use the WAKING POLLEN on the mermaid (G).
- Take the ROPE (H).
- Try to take the snowflake (I).
- Place the GIANT MUSHROOMS in the water (J).
- Use the water lily buttons (red) to move the mushrooms into a diagonal line (K).
- Press the buttons Lx2, Mx2, Nx1, and Ox1.
- Use the NIGHTINGALE on the plant and take the BERRY (A).
- Use the WEEPIE on the ice, and then give the CHILI to the Weepie (B).
- Take the 1/2 FISH and the WEEPIE (C).
- Walk down.
- Give the BERRY to the animal (F).
- Take the POCKET WATCH (G).
- Use the ROPE on the hook to make the GRAPPLING HOOK (H).
- Walk up the stairs.
- Use the GRAPPLING HOOK to take the CRYSTAL (I).
- Take the SCALES (J).
- Use the POCKET WATCH on the snake; take the 2/2 SPIRAL (K).
- Place the 2 SPIRALS on the eyes (L).
- Walk forward (M).
- Take the NET HANDLE (O).
- Place the CRYSTAL in the hole (P).
- Swap the panels to recreate the 3 animals on each tower (1-3).
- Select 2 panels located in the same level to swap.
- Use the arrows to rotate the towers (red).
- Take the SPOON and remove the broken lens (A).
- Select the boat (B).
- Play the HOP (C); find the items to use in the scene (1-8).
- Move the lures to the matching indentations (D).
- Rotate the dials to match the cards (E).
- Take the MAGIC FEATHER (F).
- Use the MAGIC FEATHER on the nose (J).
- Walk forward (K).
- Talk to the Gnome (L).
- Take the WING (M).
- Place the SCALES on the fish (N).
- Take the BIRD CLAW (O).
- Walk down 3 times.
- Place the BIRD CLAW in the band (P).
- Take the 2/2 FISH (Q).
- Use the NET HANDLE on the scoop to make the NET (R).
- Walk up the stairs.
- Use the NET to take the BLUE SHOWFLAKE (S).
- Return to the Gnome’s home.
- Place the 2 FISH in the lid (T).
- Take the SHELL (U).
- Remove the cover and use the SPOON to take the STICKY BALL (V).
- Walk down.
- Wash the STICKY BALL to get the BALL (A).
- The SPOON WITH HONEY will return to your inventory.
- Walk forward.
- Place the BALL in the tube (B).
- Take the EYE (C).
- Place the EYE in the socket; take the lens (D).
- Walk down.
- Place the LENS in the frame (E).
- Use the SHELL on the water to get the MOONLIGHT WATER (F).
- Walk forward.
- Give the MOONLIGHT WATER to Little Johnny (G).
- Talk to the Gnome (H).
- Talk to Little Johnny.
- Walk down and select the boat.
- Play the HOP (J).
- Use the items in numerical order (1-9).
- Take the RED SNOWFLAKE (K).
- Walk down twice and go forward to the forest.
- Place the RED SNOWFLAKE on the left stone (A) and the BLUE SNOWFLAKE on the right stone (B).
- Take the 2 METAL HANDS from the stones (yellow).
- Walk down, go up the stairs, and walk forward twice.
- Place the 2 METAL HANDS into the indentations (C).
- Take the MAGIC SIEVE (D).
- Walk down twice.
- Use the MAGIC SIEVE to capture the MAGICAL NOTES (E).
- Walk forward twice.
- Select the harp (F).
- Place the MAGICAL NOTES on the harp.
- Slide the notes to the correct positions (G).
- Select the mermaids to check your choices; green indicates a correct location, red is incorrect.
- Take the MAGIC HARP.
- Walk down twice.
- Give the MAGIC HARP to the Mermaid (H).
- Take the STAR (I).
- Place the STAR on the lid and open the chest (J).
- Take the MAGIC COMB (K).
- Walk forward twice.
- Use the MAGIC COMB on Little Johnny to get the MAGIC CORAL (L).
- Walk down twice.
- Use the MAGIC CORAL on the mirror; take the MAGIC MIRROR (M).
- Walk down.
- Give the MAGIC MIRROR to the Fairy (N).
- Take the IMMUNITY POTION (O).
- Walk forward.
- Use the IMMUNITY POTION anywhere on the screen (P).
- Talk to the Gnome (Q).
- Take the OAR (R).
- Walk down.
- Use the OAR on the boat (S).
- Go to the left.
Chapter 4: The Oracle
- Use the NIGHTINGALE on the tree; take the PISTACHIOS and the SKULL (A).
- Place the MAGIC FEATHER on the dreamcatcher (B).
- Select the pond (C).
- Play the HOP to earn the LEATHER BELT (D).
- Enter the Oracle’s Hut.
- Talk to the Oracle (E); after the cut-scene, talk to her again.
- Use the LEATHER BELT on the shard to get the WRAPPED GLASS and take the FROG’S LEG (F).
- Take the FLASK (G).
- Walk down and forward to the trees.
- Use the WRAPPED GLASS to get the LETTER A (H).
- Use the WRAPPED GLASS on the vine, and then use the FLASK to collect the LIANA SAP (I).
- Use the SPOON WITH HONEY on the hive to get the SPOON WITH BEE (J).
- Move the leaf (K).
- Place the FROG’S LEG on the frog; take the ONION and the METAL PAW (L).
- Walk down and select the pond.
- Play the HOP to earn the GLOWING SPHERE (M).
- Walk forward.
- Use the GLOWING SPHERE on the Locust, and then take the LOCUST (N).
- Use the NIGHTINGALE on the plants (O).
- Move the buds from the upper right (P) to the matching location on the lower right (Q).
- Select a square to rotate the buds around it.
- Select these squares for the casual solution: Bx5, Lx3, Px2, Ax2, Cx4, Kx1, Ox2, Ex4, Nx3, Bx2, Dx4, Lx2, Bx5, and Kx4.
- The hard solution is: Fx3, Px3, Ax2, Gx4, Ox2, Bx3, Jx2, Nx1, Hx4, Lx1, Hx3, Fx1, Kx4, and Jx1.
- You earn the FLOWERS.
- Walk down.
- Use the LIANA SAP on the weeds (A).
- Place the LOCUST on the weeds (B).
- Move the locust through all the flowers, hitting each once.
- Select the path shown here (C).
- Use the NIGHTINGALE on the bud (D).
- Use the SPOON WITH BEE on the lily (E).
- You receive the BEE WITH POLLEN.
- Enter the Oracle’s Hut.
- Place the LETTER A on the book (F).
- Open the book, take the 1st PUFFBALL, and read the potion recipe (G).
- Place the METAL PAW on the squirrel (H).
- Use the PISTACHIOS on the squirrel and pull the tail to earn the PISTACHIO KERNELS (I).
- Place the WEEPIE in the corner and give her the ONION (J).
- Place the WING, the FLOWERS, the BEE WITH POLLEN, and PISTACHIO KERNELS in the kettle (K).
- You receive the STRENGTH POTION.
- Give the STRENGTH POTION to the Oracle (L).
Chapter 5: Varga’s Den
- Use the NIGHTINGALE on the vine stump (A).
- Pull the vine and take the LEAF (B).
- Place the SKULL on the stick and pull the lever (C).
- Take the IRON ROD (D).
- Select the tree hollow (E).
- Return the items to the scene to receive the NUTSHELL (F).
- Walk left into Varga’s den.
- Place the LEAF on the table and use the NIGHTINGALE on the flower (G).
- Read the recipe; take the CANDLE and the CRYSTAL TEAR (H).
- Take the EMPTY VIAL from the vials mini-game (I).
- Take the FIREPLACE BRUSH (J).
- Note the puffball mini-game on the door (@).
- Walk down.
- Use the CANDLE on the spider; take the 2nd PUFFBALL (K).
- Use the FIREPLACE BRUSH on the leaves (L).
- Use the EMPTY VIAL on the anthill to get the FORMIC ACID (M).
- Walk left and select the vials mini-game.
- Place the FORMIC ACID in the holder.
- Use the green arrows to move the fluid around so each vial is filled to the red line.
- Press the buttons: S, P, R, N, Z, T, Z, T, X, Q, and Y.
- Take the MAGIC SAUCE (@).
- Place the 2 PUFFBALLS on the door.
- Move puffballs over strings of the same color to untangle the pairs.
- Move the puffballs to match the screenshot (1-6).
- Enter the doorway.
- Remove the panel; touch the 2 items (A).
- Use the NUTSHELL on the sand to get the SHELL WITH SAND (B).
- Take the FORK and the CLOTH (C).
- Use the IRON ROD to pull out the COBBLESTONE (D).
- Walk down.
- Pour the MAGIC SAUCE into the cauldron; Use the FORK to take the ENCHANTED MEAT (E).
- Walk down.
- Give the ENCHANTED MEAT to the wolf (F).
- Take the FAN (G).
- Walk left and forward.
- Use the SHELL WITH SAND on the left candle (H).
- Use the FAN on the center candle (I).
- Use the CRYSTAL TEAR on the right candle (J).
- Take the MAGIC MIRROR (K).
- Walk down twice and select the tree hollow.
- Return the items to the scene to earn the 1/2 SPHERE PART (L).
- Walk forward.
- Take the STAKE (A).
- Take the IRONBOX (B).
- Walk forward.
- Use the CLOTH on the water to get the WET CLOTH (C).
- Use the NIGHTINGALE on the unripe berries (D).
- Take the WHEEL and the MISTLETOE BERRIES (E).
- Select the picnic basket.
- Locate items on the right half of the scene that are not on the left (F).
- You receive the CHERRY.
- Take the CHESTNUT and the BOOK PAGE (G).
- Fold the paper to make a PAPER AIRPLANE (H).
- Place the IRON BOX in the crack and use the COBBLESTONE on the iron box (I).
- Take the 1/6 SYMBOL TILE (J).
- Walk down.
- Use the WET CLOTH on the lens (K).
- Place the WHEEL on the control (L).
- Note the stars (M).
- Give the CHESTNUT to the squirrel to receive the 2/2 SPHERE PART (N).
- Use the PAPER AIRPLANE to take the 1/2 PICTURE PART (O).
- Walk down.
- Use the IRON BOX to collect the ANTS (P).
- Walk forward.
- Place the ANTS on the tree to get the SHOVEL (Q).
- Walk forward.
- Place the 2 SPHERE PARTS on the sphere (R).
- Take the BELL and note the mini-game (S).
- Walk down.
- Use the SHOVEL to take the MANDRAKE ROOK (T).
- Use the BELL on the hedgehog and take the GINGER (U).
- Look at the telescope to find the door solution (V).
- Walk forward and select the door mini-game.
- Select the overlay in the lower right corner to roll it up.
- Use the pieces to prevent the lights from changing when you select the PUSH button.
- Form the pattern shown by the overlay.
- For each image, place the tiles as shown, press the button, remove the tiles, and press the button again (1-8).
- Enter the Castle.
Chapter 6: The Castle
- Take the STRING (A).
- Note the portrait mini-game (B).
- Walk to the right.
- Take the BRONZE CROSS (C).
- Use the SHOVEL on the dirt and take the 2/2 PICTURE PART (D).
- Take the PICK PART and use the STRING to make the BROOM (E).
- Walk down and select the door mini-game.
- Place the 2 PICTURE PARTS on the door.
- Move the pieces to the 2 outer spaces (green) and use the buttons (red) to rotate the piece under it.
- Restore the portrait (F); the portrait is the same for the Hard level.
- Take the KEY (G).
- Use the BROOM on the cobwebs and take the CUP SYMBOL (H).
- Walk to the left.
- Take the KNIGHT FIGURINE (I).
- Walk down and right.
- Place the KEY in the lock (K).
- Take the MOUSE HEAD (L).
- Walk down.
- Use the MOUSE HEAD to open the door (M).
- Take the KITCHEN KNIFE (N).
- Walk right.
- Place the CUP SYMBOL in the indentation, and then push the teapot (O).
- Take the KEY (P).
- Use the KITCHEN KNIFE to take the WAX (Q).
- Place the WAX in the bowl, and then take the BOWL WITH WAX (R).
- Walk down.
- Use the BOWL WITH WAX on the mold (S).
- Close and open the mold; take the CANDLE (T).
- Use the CANDLE on the TORCH to get the LIT CANDLE (U).
- Walk left.
- Use the LIT CANDLE on the wood (A).
- Use the KEY to open the cabinet (B).
- Take the 2/6 SYMBOL TILE (C).
- Use the PICK PART on the blade to make the PICK (D).
- Take the TREBLE CLEF (E).
- Walk down 3 times.
- Place the TREBLE CLEF in the indentation; take the BOTTLE INSIGNIA (F).
- Walk forward.
- Select the picnic basket (G).
- Locate the black items on the left half of the scene (H).
- You receive the BELLADONNA.
- Walk forward and left.
- Place the BOTTLE INSIGNIA on the container (I).
- Open the container and take the CORKSCREW (J).
- Walk down and right.
- Use the CORKSCREW on the jar and take the METAL CHEESE (K).
- Walk down.
- Place the METAL CHEESE on the floor and take the METAL MOUSE (L).
- Walk left.
- Give the METAL MOUSE to the cat (M).
- Touch the broken cat (N).
Chapter 7: The Dungeon
- Talk to Varga (A).
- Read the note and take the CHAIN LINK (B).
- Take the BRUSH (C).
- Note the mini-game (D).
- Take the ROPE (E).
- Use the pick twice on each pile of rocks (green).
- Take the KNITTING NEEDLE (F).
- Walk to the right (G).
- Take the RAG (H).
- Give the CHERRY to the owl; take the PEARL (I).
- Use the ROPE on the hook to make the HOOK WITH ROPE (J).
- Use the CHAIN LINK on the chain (K).
- Push the stone in the hole (L).
- Take the HACKSAW (M).
- Walk down.
- Use the PEARL on the shell and take the 3/6 SYMBOL TILE (N).
- Use the HOOK WITH ROPE on the wall (O).
- Use the HACKSAW to take the IRON ROD (P).
- Select the doorway (Q).
- Play the HOP to earn the FLINT (R).
- Walk to the right.
- Use the FLINT on the torch and take the LIT TORCH (S).
- Walk down.
- Use the LIT TORCH to melt the resin and use the RAG to take the 4/6 SYMBOL TILE (T).
- Use the IRON ROD on the resin to get the STICKY ROD (U).
- Use the STICKY ROD to take the GOLDEN SPIDER (V).
- Select the doorway.
- Play the HOP to receive the ANKH (W).
- Walk right.
- Place the ANKH into the indentation (A).
- Open the door and take the 2/3 BRONZE CROSS (B).
- Place the GOLDEN SPIDER on the web; take the 3/3 BRONZE CROSS (C).
- Walk down and select the mini-game.
- Place the 3 BRONZE CROSSES on the board.
- Connect the colored gems (D); paths can only intersect at the bronze crosses (E).
- Select a gem, and then a tile to make a path.
- There are 2 levels to complete (1-2).
- Climb up to the kitchen.
- Take the DRIED LEMON BALM (F).
- Walk down and right.
- Place the BOOK PAGE on the book (G).
- Place the GINGER, MANDRAKE ROOT, MISTLETOE BERRIES, BELLADONNA, and DRIED LEMON BALM on the plate (H).
- Take the ANTIDOTE (I).
- Walk down twice.
- Use the ANTIDOTE on the cage; you receive the DRAGON POISON (J).
- Walk forward.
- Use the DRAGON POISON on the door (K).
- Walk forward.
Chapter 8: The Upper Castle
- Note the symbols in the right painting (A).
- Use the BRUSH on the glue to get the BRUSH WITH GLUE (B).
- Place the KNIGHT FIGURINE in the left painting; select the painting (C).
- Play the HOP to receive the YIN (D).
- Use the items in numerical order (1-7).
- Walk right.
- Take the 1/2 BOOK (E).
- Use the BRUSH WITH GLUE on the fragments (F).
- Open the door and walk forward (G).
- Move the bird and take the CANE (H).
- Use the NIGHTINGALE on the bush; take the THORN (I).
- Walk down.
- Use the CANE to knock down the sphere (J).
- Take the CLOVER (K).
- Walk forward.
- Use the CLOVER on the gate (L).
- Walk forward.
- Use the NIGHTINGALE on the carnivorous flower (M).
- Take the STONE FLOWER (N).
- Use the NIGHTINGALE on the bush; take the 5/6 STONE TILE (O).
- Take the GLOVE (P).
- Select the snail (Q).
- Play the HOP to earn the CROWN SYMBOL (R).
- Walk down.
- Use the GLOVE to take the BOOK COVER (S).
- Walk down twice.
- Place the BOOK COVER on the book; take the 2/2 BOOK (T).
- Use the THORN on the painting; take the RHOMBUS (U).
- Walk to the right.
- Place the 2 BOOKS on the shelf (A).
- Rearrange the books to form a castle (B).
- Select 2 books to swap positions.
- Place the RHOMBUS in the indentation (C).
- Take the 6/6 SYMBOL TILE (D).
- Walk forward twice, and then walk left.
- Take the JAR FRAGMENTS (E).
- Use the NIGHTINGALE on the tree; take the APPLE (F).
- Place the 6 SYMBOL TILES on the base of the statue (G).
- Place the lenses over the pieces that make up the symbol in the center (H).
- There are 6 symbols for both casual (1-6) and hard (7-12).
- The symbol pieces will highlight when you are over the correct piece.
- Place the STONE FLOWER in the statue’s hand (I).
- Take the HEART SYMBOL (J).
- Walk down and select the snail.
- Play the HOP (K).
- You earn the ARROW.
- Use the APPLE on the worm to get the APPLE WITH WORM (L).
- Walk down.
- Give the APPLE WITH WORM to the bird; take the QUILL (M).
- Walk down.
- Place the JAR FRAGMENTS on the shelf (N).
- Take the JAR (O).
- Walk down.
- Note the mini-game on the left (O).
- Place the CROWN SYMBOL and the HEART SYMBOL in the door (P).
- Walk forward.
- Take the INK BOTTLE and read the note (Q).
- Try to take the coin (R).
- Take the TOY LANCE (S).
- Use the TOY LANCE to take the 1/2 FLOWER FIGURINE (T).
- Place the ARROW on it, and then take the CROSSBOW (U).
- Read the note (V).
- Walk forward.
- Take the PEACOCK and note the scales mini-game (A).
- Select the doorway (B).
- Play the HOP to earn the EMERALD (C).
- Walk down twice.
- Place the PEACOCK on the lid (D).
- Open the box and take the 1/2 STAINED GLASS PART (E).
- Select the painting (F).
- Play the HOP to earn the YANG (G).
- Walk forward twice.
- Place the YIN and YANG in the indentations (H).
- Place the MAGIC MIRROR in the indentation (I).
- Take the 2/2 STAINED GLASS PART and the code (J).
- Walk down.
- Place the 2 STAINED GLASS PARTS in the frame (K).
- Look at the code in your journal (L).
- Press the flowers (1-4).
- Take the DOVES INSIGNIA (M).
- Walk forward.
- Place the DOVES INSIGNIA on the chest (N).
- Take the 2/2 FLOWER FIGURINE (O).
- Select the alcove (P).
- Play the HOP to earn the 1/2 WEDDING RING (Q).
- Walk down twice and select the door mini-game on the left.
- Place the 2 FLOWER FIGURINES on the mechanism.
- Use the button to rotate the flowers to match up with their petal (P).
- The button does not turn the bottom row.
- Move the flowers around the board to the correct location (Q).
- The start position of the flowers is randomly generated.
- Walk to the left.
- Talk to the beast and take the SECRET INGREDIENT (A).
- Place the INK BOTTLE and QUILL on the table (B).
- Walk down 5 times, enter the hut, and select the vial mini-game.
- Place the SECRET INGREDIENT in the holder.
- Press the green arrows to move the liquid to the red levels in each vial.
- Press; L, G, H, J, H, J, F, I, F, I, F, I, C, F, D, K, and E.
- Take the ANTIMAGIC POTION (M).
- Walk down and go forward twice.
- Use the CROSSBOW on the cage (N).
- Use the ANTIMAGIC POTION on the cage (O).
- Use the KNITTING NEEDLE to take the SAPPHIRE (P).
- Talk to Dorian (Q).
- Walk forward twice, and then go left.
- Place the SAPPHIRE in the cherub’s eye (A).
- Walk down, go right, forward twice, and then go left.
- Use the JAR on the fountain to get the JAR WITH WATER (B).
- Walk down twice.
- Use the JAR WITH WATER on the flames (C).
- Take the HERON LEG (D).
- Walk forward and left.
- Place the HERON LEG on the heron and take the TWEEZERS (E).
- Walk down 4 times and go forward.
- Use the TWEEZERS to take the COIN (F).
- Walk forward and select the scales mini-game.
- Place the COIN on the scale.
- Swap the coins so each scale totals the same amount (G).
- Take the ROSE INSIGNIA (H).
- Walk down.
- Place the ROSE INSIGNIA on the box (I).
- Take the 2/2 WEDDING RING (J).
- Walk down and left.
- Place the 2 WEDDING RINGS on the pillow (K).
- Place the EMERALD in the cherub’s eye (L).
- Play this memory match game by shooting arrows at the coins.
- Matching pairs will remain up (M).
- Shoot the coins with the same colored arrow (N).
- This mini-game is randomly generated; the coin locations may vary.
- Congratulations! You have completed Queen’s Tales: The Beast and the Nightingale!