Tales From The Dragon Mountain - The Strix Mac OS

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  1. Tales From The Dragon Mountain - The Strix Mac Os X
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Umberto's House

3 Stone Dragons

Tales From The Dragon Mountain: The Strix download torrent Size: 53.87 Kb Downloads: 1 Torrent name: Tales From The Dragon Mountain: The Strix Download more games for Mac OS: Dracula Origin The Path The Flame in the Flood Hairy Tales Burn The Rope. Gameplay of Tales from the Dragon Mountain: The Strix on Nintendo Switch (no commentary). Release date: July 23, 2020; Price: $9.99.Buy Tales from the Dragon. Pick up your Tales from the Dragon Mountain: The Strix PC copy from Green Man Gaming today and remember to sign in for our best price. OS: Windows XP,Windows 7,Windows Vista. Join Mina, searching Pozoj, solving dozens of puzzles, and meeting mythical creatures. Defeat the evil spirit called Strix in Tales from the Dragon Mountain: The Strix, a fun Hidden Object Puzzle Adventure game! TRY IT FREE, THEN UNLOCK THE FULL ADVENTURE FROM WITHIN THE GAME!

Pick up the red stone, then walk forward towards the house. Pick up 2 green stone pieces, 1 lever and 1 piece of lumber. Examine the pedestal and place your red stone in the top left position. Click on the top right position, then insert your 2 green stone pieces. Now you need to press the colored stones in order to close the shutters. Cross the bridge once you are done.

Pick up 2 more pieces of lumber and 2 more levers, then head to the right of the house. Find a stone dragon (1/20), as well as 1 lever, 1 piece of lumbar and a saw. Examine the pot hanging above the hearth, and take the scheme and saw handle. Back out, then look at the piece of wood on the left. Use the scheme on the scattered symbols here. Next look at the shelves along the back of this area, and collect the matches, old piece of paper and hand drill. Go back to the front of the house.

Examine the plaque on the left wall. Use your hand drill in all 4 corners, then insert your 4 levers in the holes you have created. Pull all 4 levers downwards. Now you need to switch the symbols around so that the roman numerals match up with their appropriate symbols as indicated on the scheme you found earlier. Climb up the stairs that are revealed.

Collect 2 more pieces of lumber. Examine the dying tree, and use your saw and saw handle on it - you will get the last 2 pieces of lumber. Examine the glass furnace on the left, then open it. Insert your 8 pieces of lumber in the 8 holes. Place your old piece of paper in the middle compartment, then set it on fire with your matches. There will be 8 symbols revealed on the cover once it is closed. Look at the mural in the floor now, and change the 8 doves to match the symbols shown in the furnace cover. Go down through the opening to enter the house.

Take the sun ornament from the left. Look in the shelves on the right and pick up the mailbox key. Look at the bedside table and take the star ornament. Now head downstairs. Grab the stone dragon (2/20) from on the shelves in the back of this room. Look in the fireplace and take the moon ornament and a crowbar. Look at the coffee table and solve the roman numerals puzzle (it is easiest to work backwards from X down to IX, and then go forwards through the solution). Pick up the blue block from here when you are successful. Go back upstairs and examine the mirror on the back wall. Insert your sun, star and moon symbols, then take the purple block that is revealed. Go back downstairs again. Take the cushions off the platform to the left. Pick up the large key, then use this on the front door.

Go out the front of the house again. Back out and examine the mailbox, then unlock it with the mailbox key. Take the letter and the tangram piece from inside. Go towards the house again and around to the right side. Examine the hearth, and use your crowbar to lift up a loose rock. Pick up the green block that is revealed. Go back to the front, then inside through the front door. Examine where you lifted the cushions earlier, and you will find 3 sliding block puzzles. In each case, insert your colored block, then slide the pieces around to free the colored blocks. Once you succeed, head down through the new opening.

Pick up the flask of petroleum. Approach the 3 doors on the left. Look at each torch on the wall and use a combination of your matches and petroleum to light them. Go back upstairs and examine the picture on the left wall. Solve the jigsaw (rotate and move the pieces until they lock in position), then take the small key that is revealed. Go upstairs to the bedroom and use this small key to unlock the chest on the floor. Take the stone symbol from inside the chest. Go downstairs and into the underground cave again.

Approach the glowing sphere on the right, and find a stone dragon (3/20) hidden on the left. Now examine the sphere to realise it is a gateway to Strix's lair. Examine the sphere and insert your stone symbol. Back away and now examine the doors on the left again. Look at the first door and insert your tangram pieces; arrange them to fill in the pattern displayed. Head through the doorway portal.

Portal 1: Haso's Farm

Tales

5 Stone Dragons

Pick up the ladder and a plank, then talk to Haso. Look at the garden and look at the numbers, then talk to Haso about them. Go forward along the path and find a stone dragon (4/20) on the right. Go forward again to find another plank and another stone dragon (5/20). Look down in the hole and use your ladder to get down there, then climb back up and examine the door on the right. Turn the number 9 upside down to realise it is really door number 6, and examine the keyhole. Go back twice and enter the pumpkin house.

Collect another plank, a jar of oil and some nails. Look at the board of keys on the left wall, and take key number 6. Go back outside, then along the path and use the key to open door number 6. Use your matches to light the lamp on the right, then pick it up. Also collect a wooden beam from the left, and a spade, large fabric and bucket from the right. Examine the door on the left; slide the colored discs around so they are all on their correct backgrounds, then the door will open. Place your lamp in the dark back corner of the room to light it up. Look at the mechanism above the lamp and take the gear.

Go back 3 times, then enter the pumpkin house again. Examine the stove on the right, and take a second gear, some cheese and a hammer. Now go all the way back towards door number 6 and head up the stairs. Examine the inactive portal and pick up another gear and find a stone dragon (6/20). Back out and pick up yet another plank from the bottom of the windmill. Now examine the broken windmill; use your oil, 3 gears, large fabric, hammer, nails, wooden beam and 4 planks to repair the windmill. Climb down and go through door number 6 again.

Examine the puzzle on the back wall - you need to connect the nodes of the same color, without crossing lines, and leaving no squares blank. Now examine the mechanism to the left. Turn the valves until the top one blows off. Go back outside and climb down the ladder. You now need to open the covers of all of the pipes. Once you have done this, go back inside and into the dark room on the left. Find a stone dragon (7/20) on the left. Look at the petroleum pit on the right, then set it on fire with your matches. Pick up a cupboard key from the right side of the pit, then back out.

Go all the way back to the pumpkin house. Look at the cupboard beneath the sink and unlock it with your cupboard key. Pick up the door handle. Leave the house, then go forward into the garden. Examine the golden gate, then attach your handle and go through. Discover another stone dragon (8/20) on the left. Also pick up the cage. Examine the hole at the base of the tree to see a mouse - use your cheese and cage to catch it.

Go back to where you just lit the petroleum on fire, and continue forward to find a large spider blocking your path. Use your mouse on the spider and it will chase it away. Remove the cobwebs, then go forward and collect a pickaxe. Make your way all the way back through the golden gate. Examine the rock on the left with the hollow center, and use your pickaxe on it. Pick up the blue marble that you discover hidden inside. Go to door number 6 and find another hole in the wall just to its left; use the pickaxe again and collect a green marble. Enter the door and go through the dark doorway, then use your pickaxe on a hole on the left, collecting a red marble. Go forward and use your pickaxe on 1 last hole, yielding a yellow marble.

Go forward and you will see 4 square puzzles on the wall ahead. Examine each, adding the correct marble and solving the marble puzzle (you need to get the marble to the correct position indicated by a colored circle). Once you have done all 4, examine the middle compartment and solve the jigsaw puzzle within. Pick up the plant map when you are done.

Now you need to explore everywhere you have been so far to collect the 9 magical plants you need to plant in the garden; in most cases you will need to use your space to retrieve the plants:

  • strange white plant next to the mailbox
  • strange red plant next to the front door of Umberto's house
  • strange purple plant on the roof of Umberto's house
  • strange small white plant inside the pumpkin house
  • strange pink plant between some rocks outside the golden gate
  • strange magenta plant next to the small lake behind the golden gate
  • strange small red plant next to the holey rock behind the golden gate
  • strange orange plant to the left near door number 6
  • strange green plant next to the inactive portal near the windmill

Now go to the garden next to the pumpkin house. Dig small holes next to all the numbers that don't already have one. Plant all 9 plants in the holes (keep trying until you find the correct position for each of them). Now go to the water outside door number 6 and fill up your bucket. Come back and pour the water on the plants. Talk to Haso, who will now give you the stone symbol.

Tales From The Dragon Mountain - The Strix Mac Os X

Return back through the portal and examine the sphere again. Insert your new stone symbol. Now examine the second of the three doors. Arrange the tangram pieces, then go through the doorway portal.

Portal 2: Pedro's Village

5 Stone Dragons

Go through the arches on the left and talk to Pedro. Collect a stone dragon (9/20) from the right, then go through the door straight ahead. Pick up 2 iron cogs from here, then go back to Pedro. Pick up a hook, a brush and a piece of dry wood. Talk to Pedro again before leaving.

Walk straight ahead now and find another stone dragon (10/20). Pick up an iron cog and a piece of dry wood, then continue forward again. Find yet another stone dragon (11/20) as well as some rope in the next area. Head inside the church on the left. Look at the altar, then solve a puzzle on the front, where you must move the symbols to their appropriate locations. Take the cemetery key that is revealed then back out of the church. Look at the gates ahead, then use your cemetery key to unlock them before heading through.

Collect a flint-stone from the left, then head towards the tree in the distance. Pick up the sun symbol from near the base of the tree, then go back 3 times. Look at the wooden gate to the left and insert the sun symbol. Head through the gate into an alley. Pick up another iron cog, a long stick, a crowbar and a piece of dry wood. Open the next gate to the right and go through. Find a stone dragon (12/20) up near the ceiling. Also pick up a star mold, iron forceps and an iron pot. Look at the forge on the right, and use your flint-stone and 3 pieces of dry wood to get it warm. Use the bellows in the background until you get the message that the forge is very hot.

Back out three times and examine the well, then pick up another iron cog. Enter the door just to the right of the main street and meet Berta in the tavern. Talk to her, then go through the door on the right. Pick up an iron cog, a bread shovel and some flour. Go back outside, then head to the right to find a large pink tree. Pick up another iron cog here, before returning to the village. Now take the final path to the top left to find a blocked tunnel. Find a stone dragon (13/20) here, as well as another iron cog.

Return to the village, then go forward and through the gate on the left. Search the junk pile on the left in the alley and move the green door to find the final iron cog. Go through the next door and approach the hot forge. Use your 9 cogs and metal pot on the forge to melt the iron. Examine the anvil next, and place the star mold there, then pour in your molten iron to get a hot star mold. Now look at the bucket on the floor and put in your hot star mold and your iron forceps to end up with a star iron symbol.

Go to the large tree in the cemetery. Look at the gravestone here, then use your brush on it. Look at the writing and symbol that are revealed. Go back twice, then into the church. Approach the bench on the right, and examine the puzzle box. Solve the puzzle to realise the grave belongs to Professor Xavi. Go back 3 times, then enter the tavern and go to the back room. Look at the shelves on the left and take the bread recipe. Look at the shelves on the right and pick up the yeast. Go back out to the tavern and look at the table on the right, then take the cup of water. Enter the back room again and examine the board. Use your flour, yeast and water here, then pick up your bread dough. Look at the shelf above the fireplace and use your bread dough and bread shovel to make bread.

Return to the large pink tree. Look at the bench on the right and put your bread there. Now look at the bird's nest and use the long stick, rope and hook to get the pearl necklace. Enter the tavern and pick up an apple from next to Berta. Head next to the church and take a candle from left of the altar. Enter the cemetery and examine the graves on the left, picking up some clover from the ground here. Go up to the big tree and example the symbols on the grave. Use your apple, clover, star iron symbol, candle and pearl necklace here. Use your crowbar to force the secret passage open. Climb down.

Examine the puzzle on the front of the coffin - swap the positions of the angels and gargoyles to win. Look inside the coffin and take the key. Now solve the marble swapping puzzle on the wall to reveal a chest. Use the key to unlock the chest, and take Professor Xavi's alphabet scroll from inside.

Go to the room with the forge, and examine the alphabet blocks on the left wall. You can take 4 of the symbol molds from the wall here, corresponding with the 4 largest letters from the alphabet scroll. Use each of the symbol molds on the anvil, and fill them all with molten iron. Use all 4 of them on the bucket to end up with 4 iron symbols. Return to the main village square and go through the arches on the left, then proceed to the back room. Put each of your symbols on the rear left pillar to fix the portal. Go back out to Pedro, who will now give you the stone symbol.

Return back through the portals and examine the sphere again. Insert your new stone symbol. Now examine the final of the three doors. Arrange the tangram pieces, then go through the doorway portal.

Portal 3: Leonard's Mountain

2 Stone Dragons

Approach the small cabin and pick up a hammer and a stick. Look at the waterwheel and pick up some garden shears and a door handle. Back out and examine the bushes to the left, then use the garden shears on them and collect the rusty gear. Now look at the door to the cabin - you need to enter the number of each of these creatures that you have seen in the game - 2, 1, 3 and 4. Once inside, pick up the oil grease, rust remover, rope and wrench. Examine the cable car and insert your door handle. Pick up the pliers, then try pulling the lever, but nothing happens. Go back outside the cabin and look at the extra plank of wood attached to the wall. Use your pliers to remove the nails and you will end up with both 2 nails and a plank. Back out to the jetty and climb up to find a magnet and another rusty gear. Climb back down and now look down at the jetty. Use your pliers to get 2 more nails, then also take the plank. Look at the rusty gear in the water and get it using your stick, rope and magnet.

Approach the waterwheel again and use your planks, nails and hammer to repair it. Climb up again and now solve the grid puzzle. Pull the lever here and water will start flowing into the waterwheel. Return into the cabin and look at the left wall - use your 3 old rusty gears, rust remover, oil grease and wrench to repair the mechanism. Now enter the cable car and ride up to the mountain. Find a stone dragon (14/20) here, then head down to the right and talk to Leonard, who turns out to be Umberto's brother. You can find another stone dragon (15/20) in the window to the left. Now head into the house.

Search the house to find a knife, some matches, a dragon cure recipe and a candle. Back out twice and find a pine cone high up in the tree branches Now head along the path to the right to find a tunnel. Look at the entrance, then use your matches and candle so you can continue inside. Pick up the knob from the ground here, then go back to the cable car. Examine the box on the floor. Insert your knob into the receptacle, then solve the key puzzle. You will end up getting some dynamite, but then the cable car will collapse. Go back towards the house and approach the well. Pick up the bucket here, then go back to the cable car. Use your knife to cut the rope. Go to the well again and use the bucket and rope to get a bucket of water. Enter the house and approach the fireplace. Use your water on the fireplace, then grab the hot coal. Head to the end of the tunnel and use your dynamite and hot coal to blast open the passage. Go through to return to the village.

Make your way back to Hasp's garden and pick up herbs II, VII and IX. Go to the bench next to the pink tree just out of the village to collect a feather. Next go to the back room of the tavern and collect an iron pot, garlic, salt and a baby bottle. Look at the shelf over the fireplace again. Place the iron pot beneath the shelf. Add all the required ingredients (3 plants, hot coal, salt, feather, garlic and pine cone. Use the baby bottle to collect some of the dragon cure you have created. Now head back to the mountain and approach the small dragon - give it the cure. Talk to Leonard, who will now give you the stone symbol.

Return back through the portals and examine the sphere again. Insert the last stone symbol. Examine the sphere more closely to see a whole lot of new symbols. Go through the first of the three doors on the left.

Go through door number 6 and look at the glowing symbols on the right wall of the cave. Go back to the sphere and quickly click on the 4 matching symbols so that they are glowing at the same time. Now touch the sphere.

The Lair

5 Stone Dragons

Examine your dragon, who is hungry. Pick up the shovel, then look at the cactus and grab some rope next to it. Walk forward and collect a bone and a sack, then look closely at the troll - you need to distract him somehow. Go back to your dragon and turn right. Use your rope, shovel and sack on the sand, then throw your sand sack into the water. Use this, then jump on the rocks to get to the other side. Pick up the y-shaped branch from the ground. Use your bone on the rocks on the right to sharpen it, then use it to cut the rope to the boat. Look in the boat and pick up a long stick, then back away from the beach. Go forward from your dragon and use the sharp bone to retrieve a large cactus leaf. Return to the boat and use the long stick and large cactus leaf to create an oar, then use the the boat to cross the river.

Approach the cave opening and find a stone dragon (16/20) on the right. Also pick up 2 cans, some fish net and a medallion, before entering the cave. In here, find a marble, elastic band, dragon symbol, rotten meat and a crystal. Back out of the cave and look at a small wooden bridge to the left; use your 3 cans, y-shaped stick, elastic band and marble here to create a distraction. After you automatically run around behind the troll, find another stone dragon (17/20) as well as another crystal. Examine the wine on the right and Malik will give you some sleeping powder. Take the cork out of the largest bottle and use the sleeping powder on it. Put the cork back, then back away. Go forward again and the troll will be asleep. Examine the troll's neck and take the small cube. Now look at the puzzle on the wall and insert the cube. Solve the Picross puzzle, then cross the drawbridge.

Look over towards the telescope and collect a glove and another crystal. Go back to your dragon and examine the smaller cactus. Use your glove on it and you will retrieve the prickly pear. Go over towards the boat and use the net on the water to catch the fish. Now go to your dragon and feed it the fish, rotten meat and prickly pear. Approach the doors to the lair and insert the dragon symbol to get inside.

Find another stone dragon (18/20) on the left. Insert your 3 crystals into the slots and pick up a lens from next to one of the slots. Go back outside and examine the telescope, then put in the lens. Look through the telescope and find another stone dragon (19/20). Go back inside and examine the next puzzle. Insert your medallion in the corner, then play the sliding block game. Go up in the blue cylinder. Find the last stone dragon (20/20) on the left. Now talk to Lord Strix. Play a match-3 game to beat the troll, and Lord Strix will escape.

Table of Contents

Tales from the Dragon Mountain: The Strix

Welcome to the Tales from the Dragon Mountain: The Strix walkthrough on Gamezebo. Tales from the Dragon Mountain: The Strix is a Hidden Object Game played on the PC created by Cateia Games. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to completeTales

General Tips

This hidden object game requires visiting several locations and using inventory items to advance play.

  • Play is mostly linear although there are some options for the order in which to explore locations.
  • CAPITALIZED inventory items are meant to make it easier to find where this guide may deviate from your own play.
  • There are no penalties for multiple clicks in a scene.
  • Always move the cursor around a scene. Watch the cursor to see if it changes into a hand or question mark.

Main Menu:

  • Play – Begin or resume a game. The first time you play you must select a difficulty level. The level can be changed later through the Options tab:
    • Easy – Hint and Skip buttons recharge faster, sparkle hints appear on interactive areas and a Find Items panel shows a list of items to find in a scene.
    • Casual – The same as Easy except there are no sparkle hints.
    • Adventure – Hint and Skip button recharge slower. There are no sparkle hints and no Find Items panel.
    • Custom – Select one of the above and increase or decrease the recharge time for the Hint and Skip buttons.
  • Settings – Change voice, music and sound effects volume. You may select or deselect full screen and a custom cursor. You may also change the difficulty level.
  • Player -Create, delete or switch player profiles.
  • Help – Describes how to interact with the game.
  • Exit – Quit the game.

Screen Navigation:

  • Hint/Skip Bar – Clicking will show a random item from an itemized list. Hints are not limited and the bar refills based on the mode of play. The bar turns into a Skip bar for puzzles.
  • Task – Lists current objectives.
  • Inventory/Find Item List – A scrollable list of icons showing available items or a list of hidden items to be collected.
  • Menu – Change your options, resume the game or return to the main menu.

Symbol Meanings:

  • Bouncing arrow – Zoom in on interactive area.
  • Hand – Interact with an object: pick up an item, open a door or move an object.
  • Sparkles – Interactive areas.

Walkthrough

A clip explains the background and introduces the story line for play.

If you are not familiar with hidden object games, click “Yes” when asked if you would like a tutorial. This will show you how to interact with objects and characters.

Chapter 1: The Arrival

  • The Inventory currently contains a MEDALLION.
  • Approach the house.
  • Click the Tasks icon to view the first task: Enter grandma’s house.
  • Unless you are playing in Adventure mode, the Find Items panel automatically replaces the Inventory panel.
  • Move the cursor over the wooden bucket (A) to move it aside. Pick up the KEY and the WOODEN PLANK. Once the plank is added to inventory, a new task appears: Uncover the plank’s secrets. Ignore this task for now.
  • Take the KEY from Inventory. Place it on the door to enter grandma’s house.
  • Pick up the two COG WHEELS (yellow). Examine the diary, photo and portrait (green). Note that there is something behind the portrait canvas.
  • Click the cabinet (A) to zoom in on the drawer. Open the drawer and take the MATCHES.
  • Enter the kitchen (B).
  • Pick up the KNIFE, TEA HERBS and TEAPOT.
  • Return to the portrait in the hallway. Use the KNIFE to cut the canvas and get a KEY.
  • Return to the kitchen. Use the KEY to open the locked door on the back wall.
  • Pick up the three COG WHEELS and PETROLEUM CAN.
  • Return to the kitchen.
  • Inspect the coal fireplace on the back wall.
  • Pick up the COAL DUST (A).
  • Either double-click the WOODEN PLANK in inventory or click the “+” to select. A puzzle opens.
  • The goal is to spell the word Malik by clicking the five runes in the correct order. A white highlighted letter is correct, a red is incorrect and you must restart. The solution is: 2-4-1-5-3.
  • Place the COAL DUST in the hollow that opens in the wood. A face with a fire symbol appears.
  • Start the fire (D). Place the PETROLEUM CAN on the coals. Use the MATCHES to light the fire. Place the WOODEN PLANK on the burning coals.
  • Have a conversation with Malik.
  • Inspect the area under the sink (A) to open a puzzle.
  • Three joints of the pipe system glow. Click the three to find the right combination to get the water running (hint: the middle pipe need not be clicked).
  • Place the TEAPOT under the running water to get a TEAPOT WITH COLD WATER in inventory. Click the TEA HERBS to select them. Next click the TEAPOT WITH COLD WATER to combine them (B).
  • Click the coal stove (C). Place the UNMADE TEA on the top of the stove. When the pot is steaming, remove the HOT TEA.
  • Return to the hallway. Enter the door on the right.
  • Enter the double doors at the far end of the library (A) to get to grandma’s bedroom.
  • Pick up the TEACUP (B).
  • Click down twice to return to the hallway. Enter the kitchen.
  • Combine the HOT TEA and TEACUP (C). Give the cup of tea to Malik. Receive a RING.
  • Return to the library.
  • Examine the map on the easel (A). Note the circled location.
  • Access the globe (B). Click on the left side to rotate the globe once. The same area to the right of Africa is shown. Click the area matching the map. The globe opens. Pick up the COG WHEEL.
  • Zoom in on the chest on the left side of the room (C). Place the MEDALLION and RING in the lock mechanism. Collect the CREST.
  • Go through the double doors at the back of the room to enter grandma’s bedroom.
  • Zoom in on the bed headboard (A). Place the CREST on the circle.
  • The painting above the bed falls away (B). Read the letter and pick up the KEY.
  • Click down twice to return to the hallway. Enter the kitchen. Enter the storage room at the back of the kitchen.
  • Click down once to enter the main room.
  • Access the lock panels on the door on the right.
  • Zoom in on the bottom lock puzzle (A). Place the eight COG WHEELS on the pegs. Placement order isn’t important. Once placed, the cogs turn and open the top panel.
  • Play the spot-the difference puzzle (B).
  • Put the KEY in the keyhole.

Chapter 2: The Garden

  • Collect the five inventory items shown above.
  • Go to the right.
  • Collect the six inventory items shown above.
  • Go to the right.
  • Collect the seven inventory items shown above. When you pick up the Glass Lamp Cover the three lamp pieces automatically combine in inventory.
  • Click down twice to return to the garden entrance.
  • Enter the shed. The LAMP automatically moves from inventory to light the shed.
  • Collect the inventory items as shown above.
  • Exit the shed.
  • Use the SHOVEL to dig up a KEY in the dirt pile.
  • Use the KEY to unlock the drawer (A). Inspect the piece of paper in the drawer.
  • Exit the shed. Go right to the fountain area.
  • Access the broken statue (A). The six STATUE PIECES from inventory are automatically placed in the puzzle area. Rotate each piece and place it in the outline. Work from the outside in. Place each piece based on shape and pattern. Correctly positioned pieces lock into place. The solution is shown above. Receive the EARTH MARBLE.
  • Double click the six PIECES OF PAPER in inventory to open a puzzle area. Solve this puzzle the same as the one above.
  • Zoom in on the keypad at the base of the statue (C). Click the numbers in the same sequence as the coded paper. Receive a NEPTUNE MARBLE.
  • Inspect the water surrounding the statue (D). Use the NET to catch a FISH. Fill the BUCKET WITH WATER.
  • Click the door lock (E). Place all the planet marbles in the rings. The marbles automatically position themselves in the correct ring. Click the sun at the center to activate the lock.
  • Pick up the LEAF in the lower right corner (A).
  • Use the MATCHES to light a candle (B). Lighting one will automatically light the rest.
  • Zoom in on the inset on the tomb (C). Play the slider puzzle. Slide the pieces around until the pattern matches the above inset. Receive a PINE cone.
  • Exit the mausoleum. Go right.
  • Use the NET to catch a BUTTERFLY.
  • Return to the shed.
  • Place the BUCKET WITH WATER, STRAWBERRIES, MISTLETOE and CONE in the cauldron (A). Select the EMPTY FLASK and put in on the cauldron to get a FILLED FLASK of potion.
  • Exit the shed.
  • Pour the contents of the flask on the tree.
  • Click right twice to go to the gates. Inspect the lock on the gates.
  • Return to the tree. Get three gold coins for the fish, butterfly and leaf.
  • Retrace your steps to the gates.
  • Place the GOLDEN BUTTERFLY, TREE and FISH COINS in the slots in that order to open the gates.

Chapter 3: The Wolfmaster

  • Pick up the inventory items shown above.
  • Inspect the carriage.
  • Pick up the three inventory items shown above.
  • Click down to exit the carriage area.
  • Go to the cabin.
  • Pick up the three PLANKS (A). They combine with the nails and form a LADDER.
  • Place the LADDER on the side of the cabin (B) to reach the KEY (C).
  • Use the KEY to open the cabin door.
  • Pick up the CLOTH on the chair (A). Use it on a window to lighten the room.
  • Pick up all the inventory items as shown above.
  • Double-click the six BOOK PAGE SCRAPS to open a puzzle.
  • Click to select a piece. Right or left click to rotate it. Place the corner pieces first. The completed page is shown above.
  • Exit the cabin. Click left to go to the statue area.

Place the three WOLF statues on the pedestals as shown (A). Receive a WOLF MEDALLION (B).

  • Access the chest area on the center figure (C) to open a puzzle. Rotate the rings to form a picture. Start with the outermost circle and work inward. Match the patterns until the picture matches the one shown above. Insert the WOLF MEDALLION in the center of the puzzle. Click the medallion.
  • The statue rises upward revealing a hidden entrance.
  • Pick up the MAGIC WAND BOTTOM (A).
  • Use the KEY to open the chest (B). Pick up the SPELL BOOK (C).
  • Play the match-the-gem puzzle. Match same colored pairs of gems until one gem (D) remains. Click to add it to inventory.
  • Exit the chest area. The MAGIC WAND pieces automatically combine to add the wand to inventory.
  • Click the SPELL BOOK. Click the BOOK PAGE to combine them into a COMPLETE SPELL BOOK.
  • Use the PICKAXE to clear the passage (E). Pick up a GLASS BOTTLE and continue forward.
  • Use the MAGIC WAND on the dragon to start a match-3 puzzle.
  • The goal is to fill the Dragon’s bar with blue before your bar is filled. Matching 3 or more tiles with books on them increases the dragon’s blue bar. Making matches of any kind (except skulls) slows the progress of your blue line. Matching skulls increases your blue bar. Swap tiles horizontally or vertically to form matches.
  • Pick up all the items for inventory (A).
  • Take the GLASS JAR and place it on the dragon (B). A DRAGON IN JAR goes to inventory.
  • Double-click on the four BROKEN JAR PIECES. Click and rotate the pieces to form the EMPTY JAR.
  • Take the left exit.
  • Give the DRAGON IN JAR to the Wolfmaster (A).
  • Collect the listed inventory items (B).
  • Click the Wolfmaster again to open a puzzle.
  • Click a stone and place it in the tray by a colored panel. If the stone is correctly placed, the panel will light up. The solution is shown above.
  • Receive a MAGIC PINE and a WOLF’S PAW.
  • Click down twice to return to the mine shaft.
  • Place the GOLDEN PUMP by the spring (A). Put the EMPTY JAR next to the pump. Click the pump to fill the jar.
  • Click up to exit the mine. Go right to return to the cabin.
  • Zoom in on the area on the floor on the right side of the cabin. Place the two PIXIE COINS in the slots (B). The panel slides away revealing some dirt. Use the SHOVEL to dig a hole (C). Place the MAGIC PINE in the hole and pour in the JAR OF WATER.
  • Watch the cut scene.

Chapter 4: The Institute

  • Approach the door to the Institute. Click to open a lock puzzle (A).
  • The goal is to rotate the dials so all panels along the horizontal axis are pink and those along the vertical axis are green. Some dials will affect others arbitrarily. The solution is shown above.
  • Enter and go left (B).
  • Pick up the three inventory items. Approach the table (A).
  • Pick up the two inventory items. Click the mechanism in the middle of the table (B) to open a puzzle.
  • Place the BATTERY in the slot below the red light (A) to activate the game.
  • The goal is to turn on all the lights. Start by clicking each button around the inside circle (B). Next click the buttons on the outside circle (C). As you turn lights on, some will turn off. Continue to click the lights until they are all on.
  • Once all the lights are lit the center circle lights up (D). Click the blue light in the center. The side opens revealing a CAPACITOR FUSE (E). Take it and exit the puzzle area.
  • Click down once more to return to the room.
  • Go right (A) toward the machine in the back.
  • Pick up the GREEN CRYSTAL (B).
  • Place the CAPACITOR FUSE in the tube on the wall (C). A CHARGED CAPACITOR FUSE is returned.
  • Click down twice to return to the main hall.
  • Go up the stairs on the right.
  • Pick up the YELLOW CRYSTAL from the ledge on the left. Use the ACID on the plants covering the door.
  • Pick up the inventory items.
  • Go up the stairs on the left to the green house.
  • Pick up the inventory items.
  • Exit the green house.
  • Approach the vine covered chest.
  • Use the PLIERS to remove the vines. Click the chest top to open it. Retrieve the METEOR.
  • Click down three times to return to the main hall.
  • Go forward to the double doors at the back of the hall.
  • Place the METEOR in the slot at the top of the doors.
  • Collect the three inventory items in the lab.
  • Zoom in on the table (A). Pick up the two inventory items. Click the torn pieces of paper to open a puzzle (B). Solve the jig-saw puzzle (dashed pink) to get the teleportation recipe.
  • Exit the table area.
  • Zoom in on the gold cauldron on the stove (C). Place the LADLE in the cauldron to get the LIQUID GLASS IN LADLE.
  • Return to the table.
  • Zoom in on the mortar and pestle (A).
  • Add the ingredients listed for the Potion of Teleportation (B). Place the empty FLASK on the mixture to add the MIXTURE OF TELEPORT to inventory.
  • Return to the main hall. Go up the stairs to the left.
  • Give Amala the WHITE EDELWEISS. Receive a SWORD.
  • Click down until you exit the institute.
  • Approach the plant on the left (A).
  • Use the KNIFE to cut the ropes on the plant’s mouth. Insert the STICK to hold the mouth open. Take the KEY. Exit the plant.
  • Go right to the hungry chest (B).
  • Place the HEAVY BONE on the chest’s tongue. Click the lid to close it. Insert KEYs in each latch to lock the chest.
  • Proceed to the right to the air ship (C).
  • Zoom in on power supply panel (A).
  • Insert the CHARGED CAPACITOR FUSE in the center to open a puzzle.
  • Place the crystals in the slots in the correct order. A light comes on when a crystal is correctly placed.
  • SOLUTION. Top row: green, blue, yellow, magenta, red. Bottom row: red, yellow, magenta, blue, green.
  • Watch the cut scene.

Chapter 5: The Top of the World

  • Pick up the inventory items shown above.
  • Click down (A) to investigate more wreckage.
  • Click the piece of the air ship until it falls over the cliff (B). Get the SAW and WIRE.
  • Return to site.
  • Go to the area on the right (C).
  • Use the SAW to cut off a PLANK from the wing.
  • Return to the site.
  • Place the ROPE and PLANK on the broken bridge (A).
  • Cross the bridge. Pick up the four inventory items at the wreckage.
  • Return to the the site.
  • Go to the blocked cave on the right.
  • Place the 10 EXPLOSIVE STICKS on the rocks (A).
  • Put the WIRE and DETONATOR HANDLE on the detonator (B). Click the handle to set off the charge.
  • Enter the cave. Go forward twice.
  • Pick up the inventory items shown.
  • Zoom in on the chest.
  • Pick up the three SPHERES from around the chest.
  • Use the CROWBAR to pry open the chest (A). Get another three SPHERES.
  • Exit the chest area.
  • Go to the altar on the left.
  • Pick up the listed inventory items.
  • Place the MEDALLION in the center of the stand to open a puzzle (A).
  • Place the SPHERES in the puzzle to begin playing. Click each sphere to move it around the track. Align all sphere at the 12:00 position. Some spheres affect the movement of others.
  • Once the puzzle is solved, receive a KEY.
  • Use the KEY to open the gate.
  • Collect the listed inventory items.
  • Approach the first desk.
  • Pick up the inventory items.
  • Exit the area.
  • Approach the second desk.
  • Pick up the SCREWDRIVER on the left.
  • Access the elevator operating area (A).
  • Use the screwdriver to remove the four screws on the plate.
  • Place the six COGWHEELS in the panel. Attach the three HANDLES. Click each handle to move it into the lowered position. Use the GLOVE on one of the switch wires to mend them all. Place the the three yellow SWITCHES in place. Click each switch to turn it on. Finally, place the two GREEN CRYSTALS in any of the four slots. The gears start turning.
  • Exit the control area.
  • The elevator door opens. Place the LEVER in the slot. Click to descend in the elevator.

Pick up the inventory items.

  • Click up (A) to return to the main floor.
  • Access the elevator control mechanism again (B). Place the two RED CRYSTALS in the empty slots.
  • Re-enter the elevator. Exit at the top of the world.
  • Enter the temple on the right.
  • Place the BOOK OF TELEPORTING on the book stand (A).
  • Double-click the POTION OF TELEPORT.
  • Watch the cut scene.
Tales from the dragon mountain - the strix mac os download

Chapter 6: The Lord Strix

  • Click down three times to exit Grandma’s house.
  • Place the SWORD on Lord Strix (A) to open a match-3 puzzle (B).
  • Swap the tiles to match three or more sword tiles horizontally or vertically. Try to avoid matching skull tiles as that will speed your demise. Strix is defeated when the bar on the left is blue.

Tales From The Dragon Mountain - The Strix Mac Os Download

Congratulations! You have finished playing Tales from Dragon Mountain: The Strix.