Flights of Fancy: Two Doves Walkthrough, Guide, & Tips
Flights of Fancy: Two Doves Walkthrough
Welcome to the Flights of Fancy: Two Doves Walkthrough
Someone has stolen two powerful magic doves from your kingdom, and the consequences could be disastrous. Embark on an extraordinary journey to stop the thief.
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 Flights of Fancy: Two Doves 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 SeverineSnape, 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 Flights of Fancy: Two Doves.
- This guide will not mention each time you need to zoom into a scene; the screenshots will show each zoom scene.
- You can create a custom play mode using your preferred settings. The mode can be changed during the game.
- We will use the acronym HOP for Hidden-object puzzles. Interactive items will be color-coded.
- HOP lists may be random; our lists may vary from yours.
Chapter 1: The Stolen Dove
- Talk to William (A).
- Talk to the fairy (B) and take the BOX KEY (C).
- Name your fairy.
- Take the BRACELET (D); put the BOX KEY on the box and pick it up (E).
- Put the BRACELET on the lion cub’s chain (F).
- Release the elf, talk to him and name him (G).
- Take the LION CUB (H) and DRAGONFLY (I).
- Have the LION CUB retrieve the puzzle piece (J); pick up DOVE PUZZLE PIECE 1/2 (K).
- Put the DRAGONFLY on the door (L) and go in.
- Talk to Gregory; pick up Charmed Kingdom Inhabitant 1/15 (M).
- Take the GLOVE (N).
- Take the WING (O).
- Take BUTTON 1/2 (P).
- Walk down.
- Take the AMULET MOUNT with the GLOVE (Q).
- Put the WING on the flask; take the ANTI-MAGIC POTION and Charmed Kingdom Inhabitant 2/15 (R).
- Walk forward.
- Use the ANTI-MAGIC POTION on the phoenix (S); go to the Parlor.
- Talk to Krastian.
- Take the PUZZLE PIECE (T).
- Turn the pages of the book and take the AMULET (U).
- Walk right to the Fountain.
- Take the PENCIL (V).
- Take the SHARP LETTER (W).
- Play the HOP (X, Y).
- You receive the TWEEZERS.
- Walk down.
- Take GEM 1/2 with the TWEEZERS (Z).
- Walk down.
- Rip the cushion with the SHARP LETTER; take DOVE PUZZLE PIECE 2/2 (A).
- Put the DOVE PUZZLE PIECES on the cage (B) for a mini-game.
- Put the puzzle pieces in the correct place (C).
- Take the WATERING CAN (D).
- Walk down.
- Talk to the Artist and give him the PENCIL; take the WOLF (E).
- Cut the cobwebs with the SHARP LETTER; open the lantern with the WOLF and take the Wolf Spell (F).
- Use the WATERING CAN on the plant; take GEM 2/2 and the WATER (G).
- Go to the Parlor.
- Put the AMULET MOUNT and GEMS on the box (H); take the LIGHT CATCHER (I).
- Go to the Fountain.
- Pick up Charmed Kingdom Inhabitant 3/15 (J); use the WATER on the mushrooms and take the MECHANICAL WOODPECKER (K).
- Use your fairy on the wolf (L).
- Walk forward.
- Take the CHEESE (M).
- Put the AMULET on the fox statue (N); zoom into the floor for a mini-game (O).
- Slide the heads into groups of the same color (P).
- Go into the Goblin’s House.
- Talk to the Goblin.
- Take the CANE (Q).
- Take the SHELL (R).
- Give the CHEESE to the bird and take the LETTER OPENER (S); put the note back together and pick it up (T).
- Take BUTTON 2/2; take some THREAD with your SHARP LETTER (U).
- Walk down.
- Use the THREAD on the feathers and take the BRUSH (V).
- Take Charmed Kingdom Inhabitant 4/15; use the CANE to get the HANDLE (W).
- Walk down.
- Play the HOP (X, Y).
- You receive the ROPE WITH HOOK.
- Walk down twice.
- Use the BRUSH on the painting to reveal a code (Z).
- Walk down.
- Use the MECHANICAL WOODPECKER on the tree to get BUG 1/7 (A).
- Go to the Parlor.
- Use the LETTER OPENER on the painting; take the SYMBOL (B).
- Put the SYMBOL on the clock and find the last symbol according to the code; take the PUMP (C).
- Go to the Goblin House.
- Put the BUTTONS on the painting; take Charmed Kingdom Inhabitant 5/15, put the PUMP on the bottle and take the POTION OF VISIBILITY (D).
- Turn the pages of the book and use the POTION OF VISIBILITY on the last one (E).
- Use the HANDLE on the step and enter the code from the book (F).
- Take the RHOMBUS (G).
- Put the RHOMBUS on the turtle (H); put the PUZZLE PIECE on the puzzle for a mini-game.
- Rotate the discs and select button I or J to highlight 4 tiles you can swap; swap any two of these tiles.
- Solution: swap O-P, turn K, swap K-O, turn Kx2, turn Ox3, swap K-O.
- Turn Mx3, turn Nx3, turn Lx2, swap N-L, turn L, swap L-M, turn Lx2.
- Turn O, swap O-P, turn N, turn O, swap N-O, turn Px2, swap M-P, turn P, turn O, swap O-P, turn Px3.
- Swap M-O, turn Nx2, turn O, swap N-O, turn O, turn Mx2, swap M-O, turn M, turn Ox3, swap M-O, turn Mx2, turn Ox2, swap M-O, turn M.
- Turn N, swap N-O, turn Nx2, turn Ox2, swap N-O, turn N.
- Take the BEE (Q).
- Go to the Fountain.
- Use the BEE on the castle and take the GOBLET OF HONEY (R).
- Walk forward.
- Give the GOBLET OF HONEY to the bear (S).
- Walk forward to the Stream.
Chapter 2: The Suspicious Note
- Take Charmed Kingdom Inhabitant 6/15 (T); put the ROPE WITH HOOK on the stick and take the STICK ON A ROPE (U).
- Walk forward to the Castle.
- Talk to Elonna and Krastian.
- Play the HOP (V).
- You receive a RING.
- Alternatively, you can play a mini-game (W).
- Slide the tiles to create the configuration shown on the right; for each correct configuration one HOP item will be removed from your list.
- Walk to the Tower Doors.
- Try to enter.
- Give the SHELL to the crab and take the HERMIT CRAB (X).
- Retrieve the CROWN with the STICK ON A ROPE (Y).
- Go to the Stream.
- Put the HERMIT CRAB in the water (Z), take the MIRROR PART (A) and move the weeds for a mini-game.
- Drag the pieces onto the board to fill in the mosaic (B); correctly placed pieces will stay in place.
- Put the CROWN on the pelican and take the HEART (C).
- Cut the glass with the RING and take the Lion Spell (D).
- Walk forward.
- Take the MOSAIC PIECE (E).
- Take figurine 7/15; put the HEART on the lion and use your fairy on the lion (F).
- Walk to the Tower Doors.
- Put the MIRROR PART on the mirror and take the MIRROR (G).
- Walk down.
- Melt the ice in the crown with your MIRROR and take BUG 2/7 (H).
- Fly to the Tower Room on the lion.
- Put the MOSAIC PIECE on the table for a mini-game.
- Push all buttons once to create a mosaic (I).
- Take the SUN MOSAIC.
- Put the SUN MOSAIC on the painting (J).
- Use your LIGHT CATCHER to collect 10 colored sparks (K).
- You receive a FULL LIGHT CATCHER.
- Select the LEVER (L), then pick it up (M).
- Put the LEVER in the slot and pull it (N).
- Take the PENCIL and the NOTE (O).
- Walk down twice.
- Talk to the artist and give him the PENCIL.
- Use the FULL LIGHT CATCHER on the hollow tree (P) and take the CRYSTAL (Q).
- Walk forward.
- Put the CRYSTAL on the door (R).
- Go to the Castle Garden.
- Give the NOTE to Elonna.
- Take the PAW PRINT (S).
- Go to the Tower Room.
- Open the chest with the PAW PRINT; take the GOBLET and the MOON (T).
- Walk down.
- Play the HOP (U) or mini-game.
- You receive a CORKSCREW.
- Walk down.
- Open the bottle with the CORKSCREW and take the BIG FLOWER (V).
- Go to the Tower Room.
- Put the BIG FLOWER on the tree and take the PENCIL and CLASP (W).
- Go to the Castle Garden.
- Talk to the Artist and give him the PENCIL.
- Put the MOON on the petal for a mini-game (X).
- Slide the moons to the holes (Y).
- Solution: 1, 2, 3, 4, 5 up, 6, 5 down.
- Take the WEDGE (Z).
- Put the CLASP on the cloak and take the CLOAK (A); take the FLOWER (B).
- Put the CLOAK on the suit of armor; take the HAMMER (C).
- Take figurine 9/15 and catch the ANT with the GOBLET (D); move the grass and take the FLOWER (E).
- Go to the Tower Doors.
- Take APPLE 1/3 with the WEDGE and HAMMER (F).
- Go to the Tower Room.
- Put the two FLOWERS on the tree and take the SNAKE and APPLE 2/3 (G).
- Take the SUN (H).
- Go to the Castle Garden.
- Put the SUN on the petal for a mini-game.
- Play as before (I).
- Take APPLE 3/3 (J).
- Put the APPLES on the door and go in.
Chapter 3: Inside the Castle
- Take Charmed Kingdom Inhabitant 9/15 and the HORN (K).
- Take the HELMET (L).
- Walk forward to the Sewers.
- Take the PIPE (M).
- Put the HORN in the water (N) to get a HORN WITH WATER.
- Put the SNAKE on the puzzle for a mini-game.
- Use the snakes to rotate the rings and restore the image.
- Solution: O, Px3, Qx2, Rx2.
- Take the FANG (S).
- Walk down.
- Put the FANG on the bear and take the Plant Spell (T).
- Put the PIPE on the puzzle for a mini-game (U).
- Connect the pipes from bottom left to top right.
- Casual (V) and hard (W) solutions are shown.
- You receive GROWTH STIMULATOR.
- Walk forward.
- Put the HORN WITH WATER and GROWTH STIMULATOR on the seedling; take the SYMBOL (X), put the HELMET on the flower and take BUG 3/7 (Y).
- Release your fairy on the reeds (Z).
- Walk forward to the Catacombs.
- Look through the door (A).
- Take the FISH (B).
- Open the hatch with the HAMMER (C).
- Play the HOP (D) or mini-game.
- You receive the SWORD.
- Walk down.
- Open the cage with the SWORD (E); take the SATCHEL KEY (F).
- Walk down.
- Put the FISH on the drawer (G); take the FIRE SYMBOL (H).
- Put the SATCHEL KEY on the satchel, open it and take the FISHERMAN and SYMBOL (I).
- Go to the Catacombs.
- Put the FIRE SYMBOL on the dragon and take the SYMBOL and HANDLE (J).
- Walk down.
- Put the HANDLE on the box and take the DRAGON (K).
- Walk down.
- Take figurine 10/15 (L); put the three SYMBOLS on the dragon egg and take another DRAGON (M).
- Go to the Catacombs.
- Put the DRAGONS in the alcoves (N, O).
- Go through the door; walk forward to the Throne Room.
- Take Charmed Kingdom Inhabitant 11/15 and a STRAWBERRY (P).
- Take the PLANK (Q).
- Take the SEA HORSE (R).
- Play the HOP (S) or mini-game.
- You receive the INK.
- Walk down.
- Open the drawer with the CORKSCREW and take the PAINTING PIECE (T).
- Put the SEA HORSE on the door (U).
- Walk left.
- Talk to Elonna.
- Take the KEY (V).
- Take the OIL (W).
- Take the STRAW (X).
- Take the TREE (X2).
- Put the PAINTING PIECE on the frame for a mini-game.
- Put the scraps of paper in the holes of the painting (Y).
- Take the SHELL.
- Go to the Throne Room.
- Put the STRAW in the glass and take the CRYSTAL PETAL (Z).
- Put the TREE on the door (A).
- Walk right.
Chapter 4: The Portal
- Take the PENCIL; put the SHELL on the snail and take the Squirrel Spell (B).
- Take Charmed Kingdom Inhabitant 12/15 and the PHOENIX (C).
- Put the ANT on the ant hill for a mini-game.
- Guide the ant to the hole (D).
- Take the LEAF (E).
- Walk down.
- Talk to the Artist and give him the PENCIL (F).
- Walk down.
- Open the box with the KEY and take the MAGIC QUILL (G).
- Take Charmed Kingdom Inhabitant 13/15 and use the fairy on the squirrel (H); take the NUT (I).
- Go left.
- Put the PHOENIX on the lantern and take the AIR SYMBOL (J).
- Put the CRYSTAL PETAL on the flower and take BUG 4/7 (K).
- Go to the Catacombs.
- Put the AIR SYMBOL on the dragon and take the PARCHMENT and FISHING ROD (L).
- Go to the Throne Room.
- Put the FISHERMAN and FISHING ROD on the fountain to get a SNOWFLAKE (M).
- Go right.
- Put the INK, QUILL and PARCHMENT on the toadstool (N); put the quill in the ink, draw and take the SUN (O).
- Put the SUN, SNOWFLAKE, LEAF and NUT on the gate (P).
- Walk forward to the Bridge.
- Take the DOOR (Q).
- Give the STRAWBERRY to the ant and pick up the ANT (R).
- Walk down.
- Put the ANT on the ant hill for a new mini-game.
- Play as before (S).
- Take the ELF HEAD (T).
- Walk down twice.
- Put the DOOR on the troll in the tree (U) for a mini-game.
- Find pairs of identical creatures (V).
- Take the CROSS (W).
- Walk right.
- Play the HOP (X) or mini-game.
- You receive another PLANK.
- Walk down.
- Put the OIL and the CROSS on the lock; take the OWLET (Y).
- Walk forward and right.
- Give the OWLET to his mother; take the ELF (Z).
- Go left.
- Put the ELF and ELF HEAD on the box (A); take the HANDKERCHIEF (B).
- Go to the Throne Room.
- Play the HOP (C) or mini-game.
- You receive the FROG TONGS.
- Go to the Bridge.
- Take a STICKY FLOWER with the HANDKERCHIEF (D).
- Take BUG 5/7 with the TONGS; glue the bridge with the STICKY FOWER and put the two PLANKS on it (E).
- Take the SHIELD (F).
- Go to the Bedroom.
- Put the SHIELD on the bag and take the WING (G).
- Go to the Bridge.
- Put the WING on the butterfly and take the Portal Spell (H).
- Use your fairy on the portal (I).
- Walk forward twice to the Library.
Chapter 5: Breaking the Curse
- Take the TORCH (J).
- Take BIRD 1/2 (K).
- Take the ROCK (L).
- Take the WING (M).
- Take the BOWL WITH BRUSH (N).
- Go up the stairs.
- Take the STAR HALF and the note (O).
- Take the NET (P).
- Walk down twice.
- Take Enchanted Kingdom Inhabitant 14/15; put the STAR HALF on the STAR and pick it up (Q).
- Burn the vines with the TORCH and take the CRYSTAL (R); use the BOWL WITH BRUSH to get some POLLEN (S).
- Put the WING on the WINGED WOLF and take it (T).
- Walk forward.
- Put the WINGED WOLF on the cabinet (U).
- Play the HOP (V) or mini-game.
- You receive a ROPE LADDER.
- Go upstairs.
- Put the ROPE LADDER on the right chimera and open it with the STAR (W); take the Enchanted Kingdom Inhabitant and the CABBAGE (X).
- Walk down.
- Give the CABBAGE to the hares (Y).
- Go down the stairs to the Basement.
- Light the lamp with your TORCH (Z).
- Give the ROCK to the bird and take the CRYSTAL (A).
- Walk down.
- Play the HOP (B) or mini-game.
- You receive a BUTTERFLY NET.
- Catch the MAGIC BOOK with the BUTTERFLY NET (C).
- Go upstairs.
- Put the blue CRYSTAL on the chimera and take BIRD 2/2 (D).
- Put the green CRYSTAL on the chimera (E).
- Put the MAGIC BOOK on the reader (F).
- Walk down twice.
- Put the BIRDS on the game for a mini-game.
- Keep stroking the green birds until all other birds are green, too (G).
- Take the PEACOCK (H).
- Go to the Basement.
- Put the PEACOCK on the alcove (I); take the SWORD and the Chimera Spell (J).
- Walk down.
- Put the SWORD on the book, move the book and take the CLOSET-KEY PART (K).
- Walk forward.
- Put the CLOSET-KEY PART on the cupboard and take the SOLUTION and SALT (L).
- Walk down.
- Put the SOLUTION, SALT and POLLEN on the table.
- Grate the salt, put the salt and pollen in the bottle and stir with the stick (M); close the mold (N), pour the solution in and take the CRYSTAL.
- Go upstairs.
- Put the pink CRYSTAL on the middle chimera and take the green CRYSTAL (O).
- Go to the Basement.
- Put the CRYSTAL on the window for a mini-game.
- Casual (P): Ax2, Bx2, Cx2, Dx2.
- Hard (Q): Ax4, Bx4, Cx4, Dx4, Ex4, Fx4.
- Take the STAR (R).
- Walk down.
- Put the STAR on the book (S); take BUG 6/7 (T).
- Go upstairs.
- Use your fairy (U).
- Play the three mini-games.
- Slide all creatures to their shadows (V, W, X).
- Take the SEAL (Y).
- Walk down twice.
- Put the SEAL on the statue (Z).
- Walk right to the Waterfall.
- Take the CLOVER; catch a FISH with the NET (A).
- Go to the Basement.
- Feed the FISH to the bird; take PETAL 1/2 and the RAVENOSAUR (B).
- Go to the Waterfall.
- Release the RAVENOSAUR on the shell (C).
- Play the HOP (D) or mini-game.
- You receive a MOON.
- Go to the Chimeras.
- Put the MOON on the chimera and take the STARFISH CHAIN and SHELL (E).
- Go to the Waterfall.
- Hang the STARFISH CHAIN from the mechanical fish (F).
- Play the HOP (G) or mini-game.
- You receive a PILLOW.
- Go into the Mechanical Fish.
- Take the COBRA (H).
- Go to the Basement.
- Put the COBRA on the box; take the SHELL (I).
- Go back to the Mechanical Fish.
- Put the two SHELLS with the others.
- Create groups of three identical shells to remove them (J).
Chapter 6: Saving King Eridan
- Take the GIRAFFE (K).
- Take the KITE TAIL (L).
- Put the CLOVER on the door (M).
- Go in.
- Take the GRIFFIN (N).
- Take the PENCIL (O).
- Put the PILLOW on the door (P).
- Go through to the Gnome Bedroom.
- Take the GIRAFFE (Q); put the GRIFFIN on the box and take the BIRD (R).
- Take the CUPCAKE HALF (S).
- Walk down.
- Put the two GIRAFFES on the box and take the FLOWER HALF (T).
- Put the CUPCAKE HALF on the cabinet (U); take the GRAIN (V).
- Go left.
- Put the FLOWER HALF with the flower; take the WOODEN FLOWER and PIGGY BANK (W).
- Walk down twice.
- Put the PIGGY BANK on the chopping block and take the BIRD (X).
- Go into the Gnome House.
- Put the BIRD on the fire grate (Y).
- Play the HOP (Z) or mini-game.
- You receive the ACID.
- Walk down twice.
- Use the ACID on the sea horse and take the GNOME (A).
- Go to the Gnome Bedroom.
- Put the GNOME on the chess board for a mini-game (B).
- Move the piece across the board using knight move until all pieces are lit up (C); in Hard mode each square may only be crossed once.
- Take the LADYBUG HALF (D).
- Walk down twice.
- Put the LADYBUG HALF on the gate (E).
- Walk forward.
- Give the GRAIN to the RAVENOSAUR and pick it up (F).
- Put the WOODEN FLOWER on the tree (G); take the MUSHROOM (H).
- Take the MEDAL HALF (I).
- Go left into the Mine.
- Take the HAND (J).
- Remove the tarp (K).
- Play the HOP (L) or mini-game.
- You receive the SPADE.
- Walk down.
- Talk to the Artist and give him the PENCIL.
- Dig up the RAIL with the SPADE (M).
- Walk down.
- Give the HAND to the puppet and take the ARM WRENCH (N).
- Go into the Gnome House.
- Have the RAVENOSAUR open the jar and take BUG 7/7 (O).
- Go left.
- Put the MUSHROOM on the grate; take the KEY and the Bird Spell (P).
- Go into the Mine.
- Move the cloth and open the box with the KEY (Q); take the GOLD (R).
- Go to the Gnome House.
- Put the GOLD on the box; take the BIRD (S).
- Play the HOP (T) or mini-game.
- You receive a PICKAXE.
- Go to the Mine.
- Remove the rocks with the PICKAXE and put the MEDAL HALF on the shield (U); take the BIRD (V).
- Walk down.
- Put the three BIRDS on the perch and revive them with your fairy (W).
- Walk forward to the Canyon.
- Take the PENCIL; remove the BOLTS with the ARM WRENCH (X).
- Talk to the Artist and give him the PENCIL.
- Go to the Mine.
- Put the RAIL on the rails, followed by the SCREWS; tighten the screws with the ARM WRENCH (Y).
- Move the cart.
- Take the PLANK (Z).
- Go to the Canyon and go into the Tomb.
- Remove the spider with the PLANK and take the EAR (A); remove the cobwebs with the PLANK.
- Walk down.
- Put the EAR on the skull (B).
- Take PETAL 2/2 and the JACK (C).
- Walk forward.
- Put the JACK on the skull, raise it and take GRIP 1/2 (C2).
- Walk down three times.
- Put the PETALS on the flower and play the mini-game (D).
- Move the crystals along the rails to catch and guide the light to the other side (E).
- You receive a CROWN.
- Go to the Mine.
- Play the HOP (F) or mini-game.
- You receive the THREAD.
- Walk down.
- Put the CROWN on the frog and take the CHEST PIECE (G).
- Go to the Gnome Bedroom.
- Put the KITE TAIL and THREAD on the kite and take the KITE (H); take the SYMBOL (I).
- Go to the Canyon.
- Put the SYMBOL on the statue (J) and take GRIP 1/2 (K).
- Use the KITE on the statue and take the STAR (L).
- Put the CHEST PIECE on the chest; take the LENS (M) and the TOUCAN (N).
- Walk down twice.
- Put the JACK on the skull, raise it and take GRIP 2/2 (N).
- Walk down three times.
- Put the TOUCAN on the bag and take another LENS (O).
- Go to the Mine.
- Put the TOUCAN on the bag and take another LENS (O).
- Go to the Mine.
- Put the GRIPS on the chest (P); take the PRISM (Q).
- Go to the Tomb.
- Put the PRISM, two LENSES and STAR on the platform (R).
- Put the BUGS on the door and organize them like a rainbow (S).
- Go through the door.
- Congratulations, you have completed Flights of Fancy: Two Doves.