The Rosefinch Curse(Ning's Wing 1)

The Rosefinch Curse(Ning's Wing 1)

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Game's Puzzles - solutions and mechanics
By Cierroth
   
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Branches: how they work?
In this game you can get GOOD and BAD ends depending with branch you choose. This choice can be made at the begining of the game: choosing where you put the puzzle piece in the first room you starts.

Branch A: 1 Hand picture on wall beside Sagittarius door.
Branch B: 1 Hand picture on wall beside Mask
Branch C: 2 Hand picture near the window
Branch D: 3 top most Hand picture
Branch E: None of the above! Just click on the door when you decide to go this route.

The braches not only changes the endings but some items, characters, and places too (some places can ONLY be found/reached in a specific branch).

Note: the True Ending can be reached only through the branch E.
Puzzles - how they work?
In this game, the puzzles can be a little tricky. And some of them can be solved only on a specific branch. Futhermore, some puzzles aren't activated if you don't have the hint to solve it (even if you may already know how to do it) and some of them has RANDOM solution - for this ones, I will just tell the mechanics to how reach its solution.
Puzzle hints can be found in some items, events, or character's talks.
Characters - How they work?
Besides your main character, the game presents other girls that can join you. These girls has ABILITIES that can help you explore or solve puzzles. Although the exploration abilities of Susie and Jenny has LIMITED use.
Sally: she explain the use of Susie's ability
Susie: she can unlock doors passing through little windows above them (two times)
Jenny: if you have an Iron Wire*, she can use it to unlock some doors (two times)
Lisa: she can spot hidden trapdoors on the ground and others contraptions (always active)
Penny: she can unlock doors that has a beeping red light device (always active)

*only useful in the B route.
Let's get it started! the very first puzzle of the game!
You start the game in a closed room. Looking around you'll find a Red Eyeball. Take it and use on the weird mask in the wall next to a door, to gets a jigsaw Piece and a Bronze Coin.
As said before, now you should choose which "branch" to follow.
Auditorium Puzzle
This puzzle has two parts.

In the 3F Hallway, you'll find a metal plate with five symbols on it and two other metal plates near it. Touching the symbols change them. So you need input the right sequence of symbols to make it works. The solution is in the Auditorium room, just to the right.

Inside the Auditorium, you'll find a picture depicting the seats found there, and some of them are highlighted. If you look at them, you'll find the symbols to input. The correct order is from dark to light.

This is the basic mechanic to solve the first part of the puzzle.

After solved it once, you can still try to solve the second part. Just look at the Auditorium picture again for a new code... but it now highlights seats that has no symbols or are out of reach... so "how to guess it now?"

The answer is in the first seat rows. Searching it you'll note it follows a sequence, that is valid for the second and third rows too. So let's take an example:

M H 8 W H T
H T C 4 3 M
3 M H 8 WH

Looking at it, you can guess the symbols placement where there is none, or you can't see the seat.
Like this:

M H 8 W H T
H T C 4 3 M
3 M H 8 WH
? ? ? ? ? ?
? ? ? ? ? ?
? ? ? ? ? ?

The placement of symbols will then be like this:

M H 8 W H T
H T C 4 3 M
3 M H 8 WH
W H T C 4 3
4 3 MH 8 W
8 W HT C 4

Is HIGHLY advise you to draw a chart of the seats like this, so you just need to worry about the order of the symbols.

Card Suits Puzzle
In this puzzle you must guess which cards have the displacement of the suits related to card the is lit.
If Spade is lit, it means that you must guess the CORRECT ones; If Nine is lit it means that you must guess the WRONG ones.

If you know nothing about card games (like poker, solitary, blackjack, and such), the answer is: 3,4,5,8 if Spade is lit ; or 2,6,7 if Nine is lit.
Pi Puzzle
*If you try to solve it with just Susie you will FAIL the TV Monitor Puzzle*

In this puzzle you need to input the correct numbers accordly to Pi decimal sequence.
You can find the hints to this puzzle in the Classroom 4-1 blackboard and withing a paper found in the 3-1 Classroom.

If you have Jenny in your party, when you check the blackboard at 4-1 Class she will tells the Pi decimal sequence she knows)
If you follow her hint about the paper found in the 3-1 Class, you'll get the number of decimals you need to digit in the display.

For example: if you get the number 7 from the paper, following what Jenny said on the blackboard event, the answer should be "3.1415926".

*this is one of the puzzles that can't be solved without a hint, so no spoilered answer here*
Chemical Reagent Puzzle
Another puzzle that has two parts. This puzzle takes some time to be solved as you need 3 beakers and 2 reagent bottles.

The mechanic is describled in the white board of the Chemistry Lab (if you have Jenny with you, she explains it when you check the whiteboard).

You must mix two reagents to produce a new one. BUT you can't use the same reagents again... but you can use them in intervals. and your mixture value shouldn't exceed 20.
The value of the reagent you'll need is describled in the container's display.

First, let's find out the reagents values. There is three reagents available: the one found the Chemistry Lab (yellow), the reagent #3 received as reward of the Pi Puzzle (blue), AND the one you got from the tap near the container in the Chemistry Lab (cyan). Mixing them let us find out the values of the (cyan) and the (yellow) ones, so:

Cyan (Tap) = 2
Blue = 3
Yellow = 7

Now you just need to mix the reagents following the rule inscribled on whiteboard.
Here is list of the reagents you can produce (color and value).

Dark Green = 5
Light Yellow = 9
Dark Blue = 10

Grey = 12
Light Green = 14
Light Pink = 15
Orange = 16
Pink = 17
Purple = 18
Black = 19
Bright Blue = 20

Tip: you can start the process with mixtures too: like (10 + 5) or (9 + 5).

After you use the correct ragent in the container, a new number will be displayed. Just repeat the process and clear the puzzle.
Food Chain Puzzle
In the Sports Equipments Room, there are some pictures in the wall near the billiards table. It's an easy puzzle - just put the pictures in the order of "who-eats-who" in the food chain.

If don't know WHAT food chain means... well, here is the answer: flower > worms > birds > snake > owl > girl
Graticule Puzzle
I only did it thanks to the user Jimmy Carlson. Here is the guide he made
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1907802926

*be aware the answer is random and changes in each gameplay*
Music Pad Puzzle
Located in the 3F East Corner, you must solve it to enter the Music Room.
To do it you'll need at least 4 colored pieces (any). Inserting the pieces in the slots will show numbers.

The hint for this puzzle is in the red light button above the door in the 1F Hallway.

Tina mentions the school bell's song is: SOL SI LA RE, SOL LA SI SOL, SI SOL LA RE, RE LA SI SOL - and it has 16 musical notes.
so, you should just relate the musical notes as they are positioned in the song.

For example: If a piece is inserted showing the number 12 means that you should relate it the 12th musical note in the song (RE)


After guessing all four notes right, the door is unlocked.

Library Puzzle
*If you try to solve it with just Susie you will FAIL the TV Monitor Puzzle*

If you did the Freshmen's Course, then you already know what to do here. If not, just keep reading.

Checking the bookshelves you'l find two rows of books (a blue one and green one) both with similar symbols.
As you may guess, you'll need to relate the two rows... but HOW? The answer (and the hint for the puzzle) is in the Notebook found in the Classroom 2-1. But even after get it and read the notebook, there is ONE book missing in the blue row... so now what?
you need to place the Notebook on the blue row to start the puzzle .

Tip: Take a picture of the blue row to check it while you interact with the green one.


*be aware the placement of the pattern of books are random and changes in each gameplay*
Keyboard Puzzle
In the Music Room, there is a keyboard with ten keys to interact.

The solution is in the Library Puzzle - but you'll only get this hint if you already cleared it.
you need to press the keys accordingly with the higher books position in the green row.

Tip: Take a picture of the green books row to check it.


obs: whenever you fail the sequence, leave the keyboard screen and check it to try again, if not, the game won't aknowledge when you solve it.
TV Monitor Puzzle
One of the most cunning (and the largest) puzzle of the game.
The answer is always random, and you can't solve it without the right hints - given to you by Jenny and Penny.

The first row is the 1F classrooms #1 through #4, from left to right.
The second row is the 2F classrooms #1 through #4, from left to right.
The third row is for any leftovers.
The squares can be moved by clicking on them and choosing the direction to move it.

To solve it, you need to check (enter in) all eight classrooms. BUT you can't do that with just Susie. So, you may need Penny (route A) and / or Jenny (route B) too.

check this:
1-1: Accessed through the Aquarius hatch in 1-2 Classroom (or Penny)
2-1: Accessed using Susie (Hint for the Library Puzzle[book]) or Heart Key
3-1: Accessed using Susie (Pi Puzzle hint [paper])
4-1: Accessed through the elevator (Pi Puzzle hint [blackboard])
1-2: Accessed through Leo passage in 2-2 Classroom. or Penny
2-2: Accessed using Susie/Penny (Virgo Wall Puzzle)
3-2: Accessed using the yellow piece got from the Library Puzzle (or Susie)
4-2: Accessed through the elevator (Angel Statue)

obs: classrooms accessed by Susie can be accessed by Jenny, in the route B as well.

So. the best use use of the girls (in branches A and B) is use Penny to access the classrooms 1-1, and 2-2; and Susie (or/and Jenny) to access the classrooms 2-1, and 3-1.

obs: If you know the best use of your companions, you still can solve the Pi , the Chemical Reagent, and the Library puzzles while doing this one.

Tip: take pictures of every classroom (back and front) and try to relate them correctly with the pictures (squares) in the monitor.

Check this example using the Classroom 1-1.

Note: If you fail this puzzle the game will automatically give you the Golden Coin needed to open the door by the Elevator in B2.

*be aware the placement of the chairs are random and changes in each gameplay*
Volume Puzzle
To clear this puzzle you will need at least 3 types of each colored puzzle piece - so if you missing any, go search for them.

Now you need to attach 3 colored puzzle pieces together (forming a bigger one) but folowing the rule "from low value to high value"... but HOW to know their values?

The answer is in the Music Room door puzzle pad. Placing a colored puzzle piece there shows it's value (the musical note's position in the school song).

obs: the value always changes in a new game so you REALLY need to note it AGAIN whenever you play it.

Once the pieces are in place, click on each one in order from smallest number to highest number.
If you want, you can get the pieces back by clicking on the yellow B on the code pad.
Virgo Puzzle
It's clearly simple: just draw the figure fusing both images as the picture shows above... BUT to do that you'll need a blackboard eraser located in the Language Lab
*which is not accessible in routes A and B.

Solving this puzzle will activate all Virgo doors and passages - including the one at the Computer Reading room.
Aries Code Pad
Located in the Classroom 1-1, but it ONLY appears if Aquarius isn't activated.

The answer is in the equation written in the blackboard (the numbers are random in each gameplay).

Let take this example:
0 (3) 0 2 0
0 1 (3) 4 2
(4) 0 1 0 2
1 3 6 (2) 0
1 0 2 (4) 0

Note that some numbers are smaller (represented here between parentesis).
And you can count FIVE or them - the same digit needed in the code pad

so in this example: the code should be: 33424

Solving this puzzle will activate all Aries doors and passages - and is needed to activate the Pink Wall puzzle.
Pink Wall Puzzle
To access this puzzle, FIRST you must solve the Aries Code Pad at the classroom 1-1.

After activating the Aries sign, a pink brick wall will appear in the classroom 1-2.

Touching it highlights the brick you touched. The bricks you can touch are organized in a 5 x 5 pattern.
The answer is in the same equation of the classroom 1-1:

the rule is:
odd numbers makes the brick highlighted and even numbers makes the brick Unhighlighted.

For example, if in the equation a first row has 13210
you must click one time for the first number, three for the second, two times in the third, one time for the fourth, and not click on the last one making it look like this:
XX_X_ (where X is a highlighted brick)

If the second row is 22310 it will be: __XX_

just follow this logic for each row in the 5 x 5 grid

Solving this puzzle gives access to the Language Lab - needed to solve the Virgo Puzzle
Palette Puzzle
There are two distinct puzzles in the Art room.

This one is rather simple BUT not that easy. As Susie explains, it uses the colors Cyan, Pink, and Yellow to produce new colors through color mixing. She also says Grey is the result of the mixing of White and Black.

First, click in the 3 assembled tile pieces already in the puzzle to remove them. You can break them each up into 3 individual tile pieces by clicking on them twice and choosing the option "break" (in the lower corner of the screen). You must have a total of 12 tile pieces.

Now you just have to put 3 tiles together for each color on your Palette. It gets tricky because you need a top (1), middle (2), and bottom (3) tile piece for each assembly.

On the color chart, you can make out how to reach a particular color by finding it on the chart, looking at the horizontal and vertical axes.

For example, Orange is made by mixing Yellow and Red. But there are no Red tiles, so you have to combine two tiles to make Red, then add Yellow to get Orange. According to the color chart, Red is made by mixing Pink and Yellow. So to create Orange you need 1 Pink and 2 Yellow tiles.

TIP: clicking on the empty areas in the pallete show the name of the color - the same can be done clicking in the rectangles of the color chart too.

note: Although this puzzle is based on the CMYK color system, the word "Pink" is more easy to say/understand than the word "Magenta".

*be aware the the colors of the palette are random and changes in each gameplay*
Square Wall Puzzle
There are two distinct puzzles in the Art room.

There is a big yellow square on the wall that shows two numbers inside another square and a aritmetic formula (whose values are still unkown) beneath it.

Note that are four square spaces - so square pieces fit on them - AND there was LOT of them in the Palette puzzle... so you'll need them here too!

Now, note that there are four spaces and we have twelve pieces (4 x 3): 3 groups (top, middle, and bottom) of 4 colors pieces. And the numbers above are the SAME - so you'´ll need to use tiles that are the SAME too! More precisely 4 TOP pieces - because when placed they left TWO empty (black) squares - and each number above is in a black square!

Lets take the example the number 6.
So is the number is 6, then a square (O) will be (2*6) making it:
O + O x O + O = (2*6) + (2*6) x (2*6) - (2*6)
(2*6) + (2*6) x (2*6) - (2*6) =
= (12) x (12)
= 144

*be aware the numbers in the yellow square are random and changes in each gameplay*

Thanks to the members of the forum EscapeGames24 I was able solve it.

The Star Puzzle
Inside the Men's Shower Room Toilet you'll find a big wooden(?) circle with a Star symbol at the center with 8 buttons that changes color as you press it.

As you check it, the girls will give hits about the puzzle and tell what you need to do.
First, you'll need to know where are the Stars in the map - If your already took some photos while was exploring, lucky you - that saved the effort of need to look for them around the map. The game even provide you a feature especially for this puzzle: coloured flags that can be be placed in map that are the same color of the stars!

to places where you can find the Stars are:

1F, Swimming Pool
1F, Changing Room Hallway
1F, Main Porch
1F, East Hallway
1F, East Porch
2F, Digital Reading Room
2F, Shower Room Toilet
3F, Art Room

Following what the girls said, you now need to relate the area with the directions, but that is not so easy to do because not all them are in the same level (floor) of the map.

here is the correct orientation:

Just remember that the North Star will always be the one with a white circle around it.

Now you just push the buttons to match colors of the stars in each direction.
*be aware the color of the stars are random and changes in each gameplay*

Thanks to the members of the forum EscapeGames24 I was able get the correct positioning of the rooms and solve it.
Virgo and Pisces lockers Puzzle
This puzzle has two parts but both works in the same way.
The First part uses only the lockers in the Womens Changing Room, while the second part need to use both lockers in the Womens Changing Room (Virgo) and the lockers in the Men's Changing Room (Pisces).
*But you can only access the second part if you clear the first part before hand.

When you begins de branch E, you'll start in a room with pink lockers by the side walls, and a door with the Virgo sign. Checking them, you will notice they are disposed in a set of 5 x 3, like this:

O O X O O
X O @ O O
O O O O O

Two of them display a red light (X), and may (or not) have a green light dot (@) on it, meaning you can open that locker.

Above the room where you started, there is a similar room with same set (5x3) of blue lockers and a door with the Pisces sign. Although, this time only one locker flashes a red light.

O O O O O
O X O O O
O O O O O

In Showers Rooms next to both Changing Rooms, there are five bath boxes with pictures of butterflies inside and two buttons bellow them. Pushing the right button turn some butterfies of the related picture to red, and pushing the left one, undone this change.

Pushing all right buttons bellow each picture, you'll notice a numeric sequence in the pattern of the red butterfiles:
| 1 | 2 | 3 | 4 | 5 | in Virgo - If you sum these numbers you'll get 15
| 6 | 7 | 8 | 9 | 0 | in Pisces - if you sum these number you'll get 30

Then, you read the pink (Virgo) lokers like this:

O O X O O 1 2 3 4 5
X O @ O O = 6 7 8 9 10
O O O O O 11 12 13 14 15

and the blue (Pisces) lokers can be read like this:

O O O O O 16 17 18 19 20
O O X O O = 21 22 23 24 25
O O O O O 26 27 28 29 30

So If you want to open the Locker #6, you need to push the buttons where the sum of number of red butterflies result in 6. And if you want to open the locker #23, you need to push the buttons where the sum of both Virgo and Pisces butterflies pictures result in 23.

* the lockers that flash red light and the positioning of he green light dot can change in each game
Password Box
This puzzle is directly related to the Virgo and Pisces Lockers Puzzle.

Inside the locker you need to open in the Men's Changing Room, there is box with a nine red square that needs a password to open.
The Hint here is color RED - which is related to the butterflies pictures.

Note the red butterflies displacent is similar to the 9 squares code pad of the box.
B B B 1 2 3
B B B = 4 5 6
B B B G 7 8 9 0
*the lone green butterfly no matter here thats why it is "0".

As said before, the red batterflies in each picture form a numeric sequence:
| 1 | 2 | 3 | 4 | 5 | in Virgo and | 6 | 7 | 8 | 9 | 0 | in Pisces.

BUT note the order of the "appearance" of the butter flies in the pictures NOT follow the order of the numeric pad*.

explanation:
- in the first picture, there is a batterfly in the position
of the number 1
- in the second picture, there is another butterfly now in the
position of the number 5 of the codepad

following the order of the butterflies appearing they will follow
the positions 1 5 3 9 4 8 2 6 and finally 7 (on the last picture),
so you just need to press the buttons of the code pad in this order.

Inside the box you'll find the Diamond Key, need to proceed the game.

*Numeric pads usally folows the pattern above. So if you facing a puzzle with a set of 3x3 objects to interact that may be related to numbers, this commom sense should help you there.
Ophiucus Door
After place the Grey3 tile – found in the Extra Blue Book (in lines A or B); or in Art Room’s Pallete Puzzle in the line C and E (and maybe D?). You'll se a panel with two rows one with alphabetic letters and teh other with numbers, and bellow it a set of circles that changes forms when touched (exept for the first).

The forms cycle between CIRCLE, STAR, MOON, and a pointy and irregular form that resembles a FIRE or MOUNTAIN.

This puzzle is about visual symmetry, catting a form in two halfs can shows what kind of symmetry it have.
Each form represents one type of symmetry:
CIRCLE = full (both vertical and horizontal) symmetry
STAR = vertical symmetry
MOON = horizontal symmetry
F/M = neither symmetry

In the 26 alphabet letters we have:
horizontal symmetry: B - C - D - E - H - I - O - X
vertical symmetry: A - H - I - M - O - T - U - V - W - X - Y
full symmetry: H - I - N - O - X
neither symmetry: F - G - J - K - L - N - P - Q - R - S - Z

In the 10 arabic numbers we have
horizontal symmetry: 3 – 8 – 0
vertical symmetry: 8 – 0
full symmetry: 8 – 0
neither symmetry: 1 – 2 – 4 – 5 – 6 – 7 – 9

so open the door you need to relate symbols to the symmetry between the letters and the numbers.

Thanks A LOT to the members of the EscapeRoom24 forum for the solution of this puzzle!
TicTacToe Puzzle
The name of this puzzle was given by a membrer of the EscapeRoom24 Forum, and as I liked it, I will use this name.
The puzzle only activates if you have two plungers.
1) Inside one of the cabins in the bathroom where you find the Star Puzzle.
2) placing all white and blue tiles in the frame found at the Virgo lockers room.

The answer for this puzzle can be found in the whiteboard of the 3F Language Lab. So just take a picture of it and follow the drawing.
O means the right position of plumger, while X is the wrong position
If you mess up this one you'll get the "Dropping End"

Thanks to the members of the EscapeRoom24 forum I was able to find the second plunger!
The Warehouse and White Stairs
The door unlocked with the Key of Earth in first basement will leads to the warehouse. There, aside from lot of wooden boxes, you'll find a equation 99 x 99. The result of this operation (9801)is the code to (finally) unlocks the white stairs.

Again, thanks for the members of the EscapeRoom24 forum for this!