A Tale for Anna Puzzle Hints 6-10

A Tale for Anna Puzzle Hints 6-10 1 - steamsplay.com
A Tale for Anna Puzzle Hints 6-10 1 - steamsplay.com

Welcome. This A Tale for Anna Puzzle Hints 6-10 Guide was written to be of use to you, and it is our honest hope that you will find that to be the case.

Join Anna on an amazing adventure to a magical world full of puzzles and fairytale characters!

Puzzles 6-10

6. Dark Hollow (frogs, mosquitoes)

In order for there to be a point to moving mosquitoes out of the way, you’d have to be capable of moving at minimum 3 out of the way but you’re not able to do that in the beginning. Therefore, move 2 frogs out way, then move 2 mosquitoes to their starting positions. Then move a 3rd mosquito in front of the first two. Then you can move frogs to the place of the first three mosquitoes.

7. Magic Bean (ball in the maze, exchanging acorns on scales) Magic Bean (ball in the maze, exchanging acorns with scales)

It’s not too tricky, but it’s a bit awkward. To turn the maze, you must swap the acorns. The distance that it rotates will depend on how uneven your acorns.

8. Dreamcatcher (web with gems and moths):

Not hard. It is best to start at the corners.

9. Guiding Thread

Of course that the most efficient route for one color could cause the color to be completely cut off. Of course, the best solution leaves no space.

10. Magic Gramophone:

Too simple.

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