Walkthrough Menu
- General Tips
- Chapter 1: Red Riding Hood's House
- Chapter 2: Helping the Brothers
- Chapter 3: Gulliver
- Chapter 4: Witch's House
- Chapter 5: Castle
General Tips
- This is the official guide for Fairy Godmother Stories: Little Red Riding Hood.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Red Riding Hood's House

- Speak to character; open trunk; take Hint (A), HAT (B); place moon (C); take note, CLOSED CASE (D), RAZOR and COINS (E).
- Give COINS (F); play HOP (G); receive FISHING ROD.

- Take Tasks (H), SCREWDRIVER (I).
- Take RUBBER RAINCOAT (J), LION SEAL (K); use FISHING ROD (L); uncover, take HOUSE KEY, CHAIN WITH HOOK (M).
- Use HOUSE KEY (N).
- Go forward.

- Use SCREWDRIVER (O); take Map, BUTTON and WOLF SEAL; take 1/4 Clues (P).
- Open; use HAT (Q); take BROKEN DRILL (R).
- Take 2/4 Clues; use RAZOR (S); take CLAMP, OWL SEAL and book (T).
- LION SEAL, WOLF SEAL and OWL SEAL on CLOSED CASE; take scroll; select 3 sparkles to charge Wand.

- Select, use Wand (U).

- Easy solution (V). A-B-A-C-A-B-C-B-C-A.
- Hard solution (W). A-B-A-C-B-A-B-C-B-A-C-A-C-B-A-B-A-C.
- Go forward.

- Use RUBBER RAINCOAT; take BROKEN SHOVEL (X), CORKSCREW (Y).
- Use CHAIN WITH HOOK (Z); take FAN BLADES, 1/3 GARDEN GNOMES and 3/4 Clues (A).
- BUTTON, FAN BLADES on BROKEN DRILL for FAN.
- Use FAN (B); take NAIL CLIPPERS (C).
- Take 4/4 Clues (D).
- Go down.

- Speak to character; take MAILBOX FLAG (E).
- Use CORKSCREW (F); take 2/3 GARDEN GNOMES (G).
- Go down.
- Place MAILBOX FLAG; take STEERING WHEEL; use NAIL CLIPPERS (H); take TONGS, 1/2 PURSE LOCK CODE (I).

- Place STEERING WHEEL; take SIGNET RING (J).
- Go forward.
- Use SIGNET RING (K); take MAGNET, HANDLE (L).
- CLAMP, HANDLE on BROKEN SHOVEL for SHOVEL.
- Use SHOVEL (M); take AXE, 3/3 GARDEN GNOMES (N).
- Go forward.

- Place 3/3 GARDEN GNOMES (O); for HOP (P); receive WATER SPRAYER.
- Use WATER SPRAYER (Q); take SUN EMBLEM (R); Wand charge (S).
- Go down.

- Place SUN EMBLEM (T); take LID HANDLE, 2/2 PURSE LOCK CODE (U) and Wand charge (V).
- Go forward.
- Place 2/2 PURSE LOCK CODE; enter 1-6-2-4 (W).
- Take NAIL FILE (X); Wand charge (Y).
- Use Wand (Z).


- Easy solution. (A1) 1-4; (A2) (A-A2)-(B-B2)-(C-C2)-(D-D2); (A3) E.
- Easy solution. (A4) 1-5; (A5) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2); (A6) F.

- Easy solution. (A7) 1-7; (A8) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2)-(F-F2)-(G-G2); (A9) H.


- Hard solution. (B1) 1-5; (B2) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2); (B3) F.
- Hard solution. (B4) 1-7; (B5) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2)-(F-F2)-(G-G2); (B6) H.

- Hard solution. (B7) 1-9; (B8) (A-A2)-(B-B2)-(C-C2)-(D-D2)-(E-E2)-(F-F2)-(G-G2)-(H-H2)-(I-I2); (B9) J.
Chapter 2: Helping the Brothers

- Use MAGNET (C); take SULFUR (D), 1/4 CHESS PIECES (E).
- Use AXE (F); take ACID RECIPE, BOARDS (G).
- Take NAILS; use TONGS for WATER (H).
- SULFUR, WATER on ACID RECIPE for ACID.
- Use ACID (I).
- Go forward.

- Speak to character; take PRACTICAL'S PORTRAIT (J).
- Use LID HANDLE (K); take OVEN MITT (L), 2/4 CHESS PIECES (M).
- Use NAIL FILE (N); take SHOELACE, 3/4 CHESS PIECES (O).
- Place PRACTICAL'S PORTRAIT (P); play HOP (Q); receive PUMPKIN EMBLEM.

- Use PUMPKIN EMBLEM (R); take SLINGSHOT (S), 4/4 CHESS PIECES (T).
- Go down.
- Place 4/4 CHESS PIECES (U).
- Easy and Hard solutions (V).
- Take TORCH BASE, HAMMER and Wand charge.

- Use BOARDS, NAILS and HAMMER (W).
- Go (X).
- Take Wand charge (Y).
- Use SLINGSHOT (Z); take Wand charge, HEAVY STATUETTE (A).
- Use Wand (B).

- Easy solution (C). (A-1)-(B-2)-(C-3)-(D-4)-(E-5)-(F-6)-(G-7)-(H-8)-(I-9)-(J-10).

- Hard solution (D). (A-1)-(B-2)-(C-3)-(D-4)-(E-5)-(F-6)-(G-7)-(H-8)-(I-9)-(J-10).

- Speak to character; take SECRET PASSAGE CLUE (E).
- Place SECRET PASSAGE CLUE (F).
- Go forward.
- Use OVEN MITT (G); take EMPTY POUCH, BANDAGE (H).
- Use SHOELACE; take KNIFE, note (I).
- Go down 2x.

- Use KNIFE (J); play HOP (K); receive KEROSENE.
- BANDAGE, KEROSENE on TORCH BASE for UNLIT TORCH.
- Place UNLIT TORCH (L) for FLAMING TORCH.
- Return to Park Area.
- Use FLAMING TORCH (M); take GLOVE COMPARTMENT BUTTON, Wand charge (N).
- Go forward.
- Use GLOVE COMPARTMENT BUTTON (O); take BURNER (P), CHISEL (Q).

- Use CHISEL, HEAVY STATUETTE (R); speak to character; take CHEESE (S).
- Return to Practical's House.
- Give CHEESE (T) take TWO-PRONGED FORK (U).
- Return to Park Area.
- Use TWO-PRONGED FORK (V); take SHAVING BRUSH, Wand charge (W).
- Return to Practical's House.

- Place EMPTY POUCH (X); receive POWDERED SUGAR.
- Place POWDERED SUGAR, SHAVING BRUSH (Y).
- Solution (Z). L-60; R-30; L-10.
- Take 1/2 COINS, RAKE (A), Wand charge (B).
- Return to Outside the Wolf's Lair.
- Use Wand (C).
- Easy and Hard solutions vary.
Chapter 3: Gulliver

- Use BURNER (D); take LEVER (E).
- Take SHAFT (F).
- RAKE on SHAFT.
- Use RAKE (G); take LIFE HAMMER, FISHING ROD (H).
- Use FISHING ROD (I); select for HOP (J); receive FAUCET HANDLE.

- Place FAUCET HANDLE (K).
- Go forward.
- Take 2/2 COINS, CARPET; EMPTY BUCKET (L).
- Use 2/2 COINS; take T-SHIRT (M).

- Use T-SHIRT; receive SHARD (N); use LIFE HAMMER (O); take SCREWDRIVER (P).
- Go down.
- Use EMPTY BUCKET for SAND (Q); use SCREWDRIVER (R); take CORK (S).
- Use SAND; place CARPET (T).
- Enter South Gates.

- Select (U); use CORK; receive METAL RULER; take 1/2 EMBLEM PARTS (V).
- Use SHARD (W); take TWO-PRONGED FORK (X).
- Take note, 1/2 DECORATIVE ELEMENTS, 2/2 EMBLEM PARTS (Y).
- Use LEVER (Z).

- Easy solution (A). (A-D)-(A-C)-(B-C)-(E).

- Hard solution (B). (A-F)-(A-B)-(A-E)-(A-D)-(G).
- Take FUEL.
- Go down.

- Place 2/2 EMBLEM PARTS (C).
- Easy solution (D). (B-B2)-(L)-(D-D2)-(L)-(E-E2)-(Lx2)-(A-A2)-(L)-(C-C2).

- Hard solution (E). (H-H2)-(L)-(A-A2)-(L)-(D-D2)-(L)-(F-F2)-(E-E2)-(G-G2)-(L)-(C-C2)-(L)-(B-B2).
- Take 2/2 DECORATIVE ELEMENTS, PENCIL.
- Return to South Gates.

- Place 2/2 DECORATIVE ELEMENTS (F).
- Go forward.
- Take note, TOY HAND (G).
- Use TOY HAND (H); take JACK'S CASE, AMETHYST DUST (I).
- Return to Outside the Wall.
- Use METAL RULER (J); take WIRES (K).
- Use TWO-PRONGED FORK (L); take METAL BRUSH (M).
- Go down.

- Use FUEL, WIRES; take SAUCER (N), KNIFE (O).
- Return to Outside the Wall.
- METAL BRUSH on JACK'S CASE; open; take CACHE KEY, 1/2 HANGER INLAY PARTS.
- Use CACHE KEY (P); play HOP (Q); receive CLUE CODE.
- Place CLUE CODE (R); select 1-4; take PARCEL (S).
- Return to South Gates.
- Open PARCEL; AMETHYST DUST on PARCEL; take MAGIC BEANS.

- Place MAGIC BEANS (T); take MAKESHIFT JACK (U).
- Go forward.
- Use SAUCER; take LOCK PART, LOCK CODE (V).
- Place LOCK PART, LOCK CODE (W); take EMPTY BASKET; use PENCIL (X).

- Use EMPTY BASKET, KNIFE (Y); receive DRIED FRUIT; take SUCTION CUP (Z).
- Use MAKESHIFT JACK; take 1/2 CROWN INLAY (A).
- Go down.
- Give DRIED FRUIT (B); take RUBBER GLOVE (C), 2/2 CROWN INLAY (D).
- Go forward.

- Place 2/2 CROWN INLAY (E).
- Easy and Hard solutions F).
- Speak to character.

- Use SUCTION CUP (G); take PALETTE KNIFE, HACKSAW (H) and SCREW GUN BIT (I).
- Use RUBBER GLOVE; take BATTERY (J).
- Use HACKSAW (K); take BROKEN SCREW GUN (L).
- SCREW GUN BIT, BATTERY on BROKEN SCREW GUN for SCREW GUN.
- Use SCREW GUN (M); take WRENCH (N), 2/2 HANGER INLAY PARTS and OWL INLAY (O).

- Place 2/2 HANGER EMBLEM PARTS (P); play HOP (Q); receive BOOMERANG.
- Use BOOMERANG (R); take AWL (S).
- Use AWL (T); take UMBRELLA (U), RAVEN EMBLEM (V).
- Go down.

- Use OWL EMBLEM, RAVEN EMBLEM (W); take REPAIR TOOLS (X), HOT WATER (Y).
- Go down.
- Use HOT WATER (Z); take OIL (A), SCREWS (B).
- Go forward.

- Place REPAIR TOOLS, SCREWS (C); take RAVEN REINS (D).
- Go forward.
- Place RAVEN REINS (E).
- Easy and Hard solutions vary.
Chapter 4: Witch's House

- Take OWL WING (F).
- Use WRENCH (G); take RUBY EYE (H).
- Use PALETTE KNIFE (I); take OWL WING (J).
- Place RUBY EYE (K).
- Go forward.

- Take EMERALD HANDLE, note (L).
- Use OIL (M); take RUBY HANDLE (N).
- Use UMBRELLA (O); receive WIRE.
- Place EMERALD HANDLE, RUBY HANDLE (P).
- Go forward.

- Take BOOK EMBLEM (Q).
- Place 2 OWL WING (R); take HERBICIDE, TREBLE CLEF KEY (S).
- Go down.
- Place BOOK EMBLEM (T); play HOP (U); receive MARGO'S COMB.
- Use MARGO'S COMB (V); take SHARP BROKEN BOTTLE (W).
- Go down.

- Use HERBICIDE (X); take KITCHEN TOWEL (Y).
- Use WIRE (Z).

- Easy solution (A). (E-D)-(D-C)-(B-E)-(E-D)-(I-E)-(E-B)-(H-I)-(I-E)-(G-H)-(H-I)-(D-H)-(H-G)-(A-D)-(D-H).
- (E-D)-(D-A)-(I-E)-(E-D)-(M-I)-(I-E)-(L-M)-(M-I)-(K-L)-(L-M)-(H-L)-(L-K)-(D-H)-(H-L)-(E-D)-(D-H)-(F-E).
- (E-D)-(J-F)-(F-E)-(N-J)-(J-F)-(I-J)-(J-N)-(H-I)-(I-J)-(D-H)-(E-I)-(A-D)-(B-E).

- Hard solution (B). (A-D)-(D-C)-(H-D)-(D-A)-(G-H)-(H-D)-(K-G)-(L-H)-(M-L)-(L-K)-(N-M)-(M-L).
- (I-M)-(M-N)-(E-I)-(I-M)-(B-E)-(E-I)-(F-E)-(E-B)-(J-F)-(F-E)-(N-J)-(J-F)-(I-J)-(J-N)-(F-J)-(E-F)-(H-I)-(I-E).
- (J-I)-(F-J)-(E-F)-(D-E)-(G-H)-(H-D)-(I-H)-(H-G)-(J-I)-(I-H)-(F-J)-(E-I)-(D-E)-(E-F)-(I-E)-(E-D)-(F-E)-(E-I).
- (B-E)-(A-B)-(D-A)-(E-D)-(B-E)-(E-F)-(D-E)-(A-D).
- Take photo, FAN.
- Go forward 2x.

- Use SHARP BROKEN BOTTLE (C); receive ROPE.
- Use KITCHEN TOWEL (D); take HOOK, SIM CARD EJECTOR (E).
- ROPE on HOOK for HOOK ON ROPE.
- Use HOOK ON ROPE (F).
- Go forward.
- Take TRIANGULAR HANDLE (G).
- Use FAN (H); take AMBER PIECE (I).

- Use TREBLE CLEF KEY (J); take HEX WRENCH, ANTENNA (K).
- Go down 2x.
- Use HEX WRENCH (L); place AMBER PIECE (M); take TEMPERATURE CONTROL REGULATOR (N).
- Go forward.
- Place TEMPERATURE CONTROL REGULATOR (O).

- Easy solution (P1). Dx5-Cx6-Ax2-Bx4.

- Hard solution (P2). (H-E)-(Dx5)-(Cx6)-(Ax2)-(Bx4).
- Take SAUSAGES.
- Go forward.

- Give SAUSAGES (Q); receive MARGO'S CAT.
- Go down 3x.
- Give MARGO'S CAT (R); receive WINDOW HANDLE.
- Go forward 2x.
- Use WINDOW HANDLE (S).
- Enter Yard.
- Take PERFUME; GNOME'S CAP (T).

- Use SIM CARD EJECTOR (U); take GEAR (V).
- Place GNOME'S CAP; take TEASPOON (W).
- Use PERFUME (X).
- Go forward.

- Take WIND-UP KEY (Y).
- Use TRIANGULAR HANDLE (Z); take CORKSCREW (A).
- Place ANTENNA, WIND-UP KEY and GEAR (B); take GLOVE (C), BOX OF PAINTS (D).
- Use GLOVE; take BULB (E).

- Use TEASPOON (F); take MAGNET (G).
- Use MAGNET (H); take BROKEN FLASHLIGHT, WHEEL (I).
- Return to Attic.
- Place WHEEL (J); take AIR BLOWER (K).

- Place BOX OF PAINTS (L); play HOP (M); receive MUSIC BOX TOOTH.
- Place MUSIC BOX TOOTH (N); take BATTERY (O).
- Return to Yard.
- BULB, BATTERY on BROKEN FLASHLIGHT for FLASHLIGHT.
- Use FLASHLIGHT (P); take DULL KNIFE (Q), LAWN MOWER PULL (R).

- Place LAWN MOWER PULL (S).
- Easy solution (T).

- Hard solution (U).
- Take FIRECRACKER.

- Use AIR BLOWER (V); take DIAMOND RING, MATCH (W).
- Use MATCH (X) for LIT MATCH.
- Go forward.
- Use FIRECRACKER, LIT MATCH (Y); take BEETLE BOTTLE OPENER (Z).
- Use BEETLE BOTTLE OPENER (A); play HOP (B).
Chapter 5: Castle

- Use CORKSCREW (C); take LOCKPICK (D).
- Take 1/2 MAP AND COMPASS (E).
- Use LOCKPICK (F).
- Go forward.

- Use DIAMOND RING (G); take DUSTER (H).
- Use DUSTER (I); take 2/2 MAP AND COMPASS (J).
- Take note, HAT; KNITTING NEEDLE (K).

- Use KNITTING NEEDLE (L); take ROASTING RACK (M).
- Go down.
- Place DULL KNIFE (N) for SHARP KNIFE.
- Place 2/2 MAP AND COMPASS (O).

- Solutions (P1-P3). A-P.
- Speak to character; receive WOLF'S LIGHTER.
- Go down.

- Use SHARP KNIFE (Q) for ROPE LADDER.
- Place ROPE LADDER (R); take WOODCUTTER FIGURINE (S).
- Return to Hut.
- Use WOLF'S LIGHTER (T); take FROZEN STEAK (U).
- Place WOODCUTTER FIGURINE (V); play HOP (W); receive SCORPION.

- Place SCORPION (X); take PLIERS (Y).
- Return to Road to Castle.
- Use HAT for WHISTLE (Z); place ROASTING RACK, FROZEN STEAK (A); take STEAK (B).
- Use WHISTLE (C); take BUTTON, CORK; give STEAK (D); take SCREWDRIVER (E).

- Use PLIERS (F); receive FENCE.
- Go down.
- Use SCREWDRIVER; receive BOARD (G).
- Return to Road to Castle.
- Place FENCE, BOARD (H).

- Easy solution (I). 1-7.

- Hard solution (J). 1-13.

- Take note; use CORK (K); take DEAD LASER POINTER (L).
- Use BUTTON (M); take AWL, 1/2 BATTERIES (N).
- Use AWL (O); take 2/2 BATTERIES (P).
- 2/2 BATTERIES on DEAD LASER POINTER for LASER POINTER.
- Use LASER POINTER (Q).
- Go forward.

- Take EMPTY LIGHTER; HEAVY SCEPTER, LIGHTER FUEL (R).
- LIGHTER FUEL on EMPTY LIGHTER for LIT LIGHTER.
- Use LIT LIGHTER (S); take ELEVATOR BUTTON (T).
- Place ELEVATOR BUTTON (U).
- Go forward.

- Take FAUCET HANDLE (V), 1/2 PLUME SCREWS (W); use HEAVY SCEPTER (X); take 2/2 PLUME SCREWS, Wand (Y).
- Take note, 1/3 GEMS and CLOCK (Z).
- Go down 2x.
- Use Wand (A); play HOP (B); receive BRACELET.
- Go forward 2x.

- Place BRACELET; take FENCING TROPHY (C).
- Place FENCING TROPHY (D); take PLUME (E).
- Pace PLUME, 2/2 PLUME SCREWS (F); take ICE PIECE, SHARP SEASHELL (G).
- Take note, place ICE PIECE (H); take NUT (I).
- Go down 2x.

- Place FAUCET HANDLE, NUT; take SAW (J).
- Use SAW (K).
- Solution (L). D-E-H-G-D-E-B-C-F-I.
- Take EMERALD.
- Go forward.

- Place EMERALD; receive PIANO KEYS (M).
- Place PIANO KEYS (N).

- Easy solution (O). A-D-B-D-Cx2-A-E-C-E.

- Hard solution (P). A-D-B-D-Cx2-A-E-C-E-Dx2-A-D-B-D.
- Take BRUSH.
- Go forward.

- Use BRUSH (Q); receive GLOWING POLLEN.
- Go down.
- GLOWING POLLEN on CLOCK for EMPTY COFFEE POT, TRANSFORMATION POTION.
- Give TRANSFORMATION POTION (R); speak to character; receive ROYAL EMBLEM.
- Place ROYAL EMBLEM (S).
- Enter Throne Room.
- Take note; use EMPTY COFFEE POT for WATER; take 2/3 GEMS, Wand charge (T).

- Use WATER (U); take NET BASE (V); use SHARP SEASHELL (W) for CROWN EMBLEM.
- Place CROWN EMBLEM (X); take 3/3 GEMS, RIM (Y).
- Return to Aurora's Chambers.
- Place 3/3 GEMS (Z); play HOP (A); receive BREASTPLATE EMBLEM.

- Place BREASTPLATE EMBLEM (B); take TOY MOUSE (C), Wand charge (D).
- Return to Throne Room.
- Give TOY MOUSE (E); receive NET.
- RIM, NET on NET BASE for SCOOP NET.
- Use SCOOP NET; receive SMALL CHEST (F).
- SMALL CHEST for Wand charge.
- Use Wand (G).

- Easy solution (H). A-D-G-I-B-H-C-F-E.
- Hard solution (I). A-H-G-I-B-D-C-J-E-F-K-L.
- Congratulations. You have completed playing Fairy Godmother Stories: Little Red Riding Hood.