Combat specialists..) .. Don't you already know?—Squall. See. D(. See. D is a mercenary force for hire, conducting missions around the world as battle support and undercover operatives.
Their services are requested by governments and civilians; their tasks range from providing military support to protecting civilians to slaying monsters. All See. D are stationed at Balamb. The See. D specialize in high- level para- magic via the use of Guardian Forces. Students 1. 5 and older can participate in the written and field exams. They must pass both exams to become See. D. See. D members are paid by the Garden according to their rank.
In the Garden, their status is no different from that of the other students. See. D (2). See. D conducts missions around the world. Most missions involve battle support and undercover work. See. D is in high demand by groups requiring a small force of undercover specialists. Commissions made through such dispatches are an important part of Balamb Garden's income.
See. D (3). See. D battle operations are noted for their skillful use of para- magic. Balamb Garden researches the use of GF in conjunction with para- magic.
The biggest totally free game fix & trainer library online for PC Games Complete Awakening: The Dreamless Castle Walkthrough & Strategy Guide. Overview of full game with annotated screenshots from actual gameplay. Being the High King comes with many new features and advantages! Supported Games Below is a full list of all the games currently supported by GameSave Manager. This list is for the latest Database Update, which can be downloaded here. The Forsworn (also known as Witchmen of High Rock) are a clan of Reachmen who are mostly. Towards the end of the level, when you're flushing out the Germans from their camp (destroying towers and tanks and infantry), Reznov may get stuck taking cover from.
For this, Balamb Garden See. D members master the most powerful forms of para- magic. VIIIA teenage Squall tells Edea about the See. D and the Garden.
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Elder Arthur Maxson, registration MX-001E, is the last descendant of Roger Maxson in the year. Kingdom Hearts III director Tetsuya Nomura says the extended development cycle is “out of his hands.” The third Kingdom Hearts is taking this long, he says.
Sorceress Edea and Cid Kramer were a married couple who lived on the Centra coast near a lighthouse. Edea operated an orphanage for the children orphaned by the Sorceress War.
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One day, a dying sorceress from the future appeared at the orphanage from a time portal alongside a teenage Squall Leonhart, whom Edea recognized as an older version of a boy currently under her care. The sorceress died and passed on her powers to Edea, and Squall addressed her formally with a salute.
Edea was confused when Squall introduced himself as a See. D from Garden, but Squall said they were her idea. Edea said there can be only one Squall in this time, and the teenage Squall disappeared back into the time portal. To prepare him for this future ordeal Edea and her husband Cid started the Garden to train Squall as a See. D operative, along with other aspirants and children from the orphanage. The establishing of an anti- sorceress military force was seen as a danger for Edea, as she is a sorceress herself, and Cid and Edea decided they can no longer stay together.
While Cid went ahead with the Balamb Garden project, meeting the Shumi. NORG and receiving his financial backing, Edea went into hiding on the White See. D Ship with Squall's step- sister Ellone and other orphans from the orphanage who did not get adopted or enrolled into the Garden. As the See. D's true purpose would be to battle a sorceress, they specialized in magic use, namely in the use of Guardian Forces, despite the controversy on their purported adversarial effects. Twelve years on See. D has become a robust military force known around the globe, but Cid and NORG's relationship has deteriorated, with NORG pushing for See.
D to be a pure business venture, while Cid is still preparing for the day Squall will take on a sorceress. Squall graduates and is sent out to a mission, but strange events are unraveling as Ellone has arrived at the Garden from the White See. D Ship and told Cid Edea has abandoned them. Seifer, a See. D cadet and Squall's rival, takes the president hostage, and is whisked away by Edea who convinces him to work for her. During the commotion returning to Balamb Garden becomes impossible and Squall's See.
D party retreats to Galbadia Garden for further orders. Galbadia Garden's Master, Martine, sends out Squall and his team to assassinate Sorceress Edea, Squall being unaware of her true identity. Edea publicly disposes of the president and assumes his role as the Galbadian dictator. Squall faces Edea and her .
Edea defeats Squall with her Ice Strike attack and the See. Ds are taken prisoner. During their captivity Edea has Seifer torture Squall to extract information, namely, to divulge See. D's true purpose and the reason they persecute sorceresses. Squall is confused by the interrogation, as he has no knowledge of See. D being anything but a mercenary force for hire. NORG wants to save the Garden from Sorceress Edea's wrath by apologizing for the assassination attempt and framing the culpable See.
D members as unaffiliated rogues, and to prove the See. D's sincerity, wants to give up the See. D members involved in the attack to her. Cid, meanwhile, has come to believe that the evil sorceress Edea formed the See. D to vanquish is, in fact, herself, and although he doesn't understand why his wife has turned evil, he wants to stay true to the See.
D's origins as an anti- sorceress task force. The White See. D Ship approaches the seaborne Garden to pick up Ellone, and Squall is surprised to find there is another faction of the See.
D he has never heard of, who refer to themselves as . Squall, still unaware of his true significance, is baffled by Cid's decision, and briefly contemplates quitting. While Cid returns to the old orphanage, Squall leads the See.
D to a war against Sorceress Edea. They eventually uncover her true identity as the former matron of the orphanage they all grew up in, but even this revelation doesn't divert them from their task. Squall leads his team to infiltrate the enemy Garden and face Sorceress Edea, who identifies them as the . The See. Ds defeat her and the near- death experience brings Edea back to her former self, and she addresses Squall and his friends with kindness. Confused, everyone retreats to Edea's old orphanage to talk things over, where they meet Cid who is happy to have his wife back to her old self. Ultimecia's goal is time compression, and to achieve it, she sends her mind back in time to possess other sorceresses to seek out Squall's sister Ellone, who has power over time and mysterious telepathic abilities. Squall no longer cares about the See.
D and the war against sorceresses, however, for a girl he has fallen in love with, Rinoa Heartilly, entered a coma during their battle against the possessed Edea. He takes Rinoa with him and departs to Esthar, but his friends and Edea follow him.
Who is left in charge of the See. D during this time is unknown. Rinoa is skeptical of the future, seeing as Squall is still the leader of See. D, an anti- sorceress army, but Squall assures Rinoa is not his enemy. The president of Esthar, Laguna Loire, calls Squall and his friends up for a final See.
D mission to take on Ultimecia, and with Ellone's help, Ultimecia casts the time compression spell and the See. Ds use it to travel to the future.
Along the shoreline of the orphanage that no longer exists in the future, they find scattered bodies of soldiers dressed in the White See. D uniform, with Squall commenting that the See. D has continued to fight sorceresses throughout the ages. The time compression spell breaks upon her demise and the timeline begins to revert to its original form. While the others find their way back to their own time, Squall and Ultimecia appear at Edea's orphanage of the past. Ultimecia dies and passes on her power to Edea, and Squall tells her he is a See.
D from the Garden. Edea tells him he is in the wrong time and he re- enters the time portal. Lost in time, he collapses but is found by Rinoa who brings him back to his own time. They have to pass a written exam, a field exam, and have to be accepted by the headmaster, Cid Kramer. While there are active See. D members at hand during the exams to ensure the mission success, See. D candidates are expected to conduct themselves professionally and strive to complete their group assigned missions to pass the exam.
In such circumstances, the student must be accompanied by a See. D member for support and safety reasons. It is unknown if any non- See. D instructors work at Garden. Since instructors are See. Ds they can accompany their students on the prerequisite missions, such as Quistis Trepe supporting Squall at the Fire Cavern.
In the game, the score is determined by how fast the player can withdraw from Dollet. In the game, the score is determined by how much time is left at the end of the Fire Cavern mission when Squall defeats Ifrit. The less time left, the higher the score.
In the game, the score is determined by how many enemies are killed during the field exam. In the game the score is determined by how often the player flees from battle.
In the game, various individual actions determine this score, such as how many people they speak to. The less time left, the higher the score, the best score given at 7 or fewer seconds remaining. The player can allow the game to remain in the screen where the player names Ifrit and let the time run out during it to get maximum score; although the timer does not appear on the naming screen it will keep counting down. The best score is given if the player only has one escape—the mandatory one from X- ATM0. The score is determined by how many deductions the player suffers from their attitude during the exam, and some violations are more severe than others. Even talking to Cid or instructors is penalized.
If the player destroyed X- ATM0. In the screen where Selphie jumped down to follow Seifer, the party must cross as fast as they can. When coming down the mountain trail, the ground is shaking so the party must walk down. If they run, they are stopped by the shaking ground and X- ATM0. On the bridge the party must run until X- ATM0. X- ATM0. 92 will jump over them again, then turn around and run toward the town; the X- ATM0. In the the town area evading X- ATM0.
X- ATM0. 92 cannot be destroyed in the initial battle, but if the player engages it in any time after it can be. It is worn during ceremony or due to the See. D's own choice. The male uniform, modeled after the Japanese gakuran, has a standing collar buttoning down from top- to- bottom. The collar is part of a black tunic with gold trim and maroon cuffs. Pants are straight leg and tucked into black knee- high boots.
Awakening: The Dreamless Castle Walkthrough, Guide, & Tips. Welcome to the Awakening: The Dreamless Castle Walkthrough! After Awakening in a mysterious castle it’s up to you to collect clues and items needed to solve perplexing puzzles and escape! 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 Awakening: The Dreamless Castle 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 Margie B. Walkthrough Menu. General Tips. Awakening: The Dream Castle is a Hidden Object Puzzle Adventure game that consists of 1. The game is not timed; however the game will keep track of your overall playing time. Skipping mini- games adds 1. When you see a magnifying glass appear in scene it means it is an area of interest.
You can click on that item for a closer look or to obtain clues regarding the game. A single sparkle in a scene symbolizes an area of interest. A cluster of floating stars indicates a Hidden Object Scene. Journal. Your journal holds vital information for solving mini- games, interesting tidbits about the story and information found on notes in various parts of the castle. Check your journal often, especially if you’re having a hard time figuring out a puzzle. The journal can be viewed at anytime by clicking on it in the lower left corner of each scene. Click on the arrows at the bottom of the journal to scroll through all available pages.
Each page in the journal has a title above it for easy reference. Each time an entry gets added to your journal, it will start flashing. Mini- games. There are over 1. Some of them repeat themselves but they may be variations of the same puzzle. All puzzles and mini- games can be skipped once the skip button becomes available, which can take several minutes to do. Some puzzles offer a Restart button in the upper right which allows you to reset the puzzle.
You can also reset any puzzle or mini- game by exiting out of it. Skipping puzzles will add 1. Inventory. Inventory items can be picked up in Hidden Object Scenes or in any of the scenes in the game. Inventory items found in a Hidden Object Scene will not be revealed to you until you complete that round. The inventory items will be stored in the tray at the bottom of each scene.
Use the arrows on the left and right side of the inventory tray to sort through all available items. To use an inventory item, pick it up and click it onto the area you wish to use it in.
Some items in your inventory will be stackable, meaning you can find several pieces of the same item but they will remain in one box in the tray. These items will have a counter at the bottom letting you know how many pieces you’ve found and how many are left to find. Hints. Click on Mira, the Hint Fairy in the lower right to use a hint. She is available for use when she is in a standing position.
If she is kneeling down it means she is recharging. A sparkly circle will appear over an item on your list in the Hidden Object Scenes. The Hint Fairy can also be used to figure out what you have to do in a room. These hints will be shown in order of priority from highest to lowest. Hints are unlimited but they need to recharge before they can be used again. During mini- games and puzzles the Hint Fairy can give you extra clues that are not given in the instructions.
Chapter 1. Bedroom. Click on the egg- shaped jewelry box on the dresser for a closer look. You need to find a key for it, close the pop- up box for now. Click on the balcony to enter it. Pick up the SMALL KEY on the red pillow.
Go back inside. Click on the jewelry box one more time. Place the SMALL KEY on the lock. Inside you will find Mira, your Hint Fairy.
She gives you a note from the Queen and wants you to return the note to her messenger who is waiting by the pond. The NOTE FROM THE FAIRY QUEEN goes into your inventory.
Click on the locked chest in the lower right and you will be asked to find 6 discs. The 6 GOLD DISCS are circled in yellow. Pick up the MOON ORB in the upper right.
Click on the chest for a closer view. Chest Puzzle. Place the 6 GOLD DISCS on the chest to begin the puzzle. Rotate the discs by clicking on them until they form the pattern shown on the screenshot. Pick up the SUN ORB inside the chest. Click on the mirror on the left, it’s dusty and needs cleaning. Click on the closet door on the left to trigger a Hidden Object Scene. Pick up the HANDKERCHIEF in the upper right to enter it into inventory at the end of your search.
Click on the mirror on the left one more time. Place the HANDKERCHIEF on the mirror to wipe it clean. Pick up MAGIC RUNE #1on the reflection in the mirror.
Notice the symbols above the mirror, the snowflake, the heart and the butterfly. Click on the large mirror on the right.
Place the MOON ORB in the lower right slot. Place the SUN ORB in the upper left slot for the symbols to appear above the puzzle. Click on the symbols to change them.
Place the symbols from left to right in this order to solve the puzzle: Snowflake – Heart – Butterfly. Click on the small gold button in the lower left to enter your selection. Click on the large mirror on the right to head towards South Tower Landing. Chapter 2. South Tower Landing. Click on the angel in the upper center.
Then click on the journal to read the entry. Click on the vines on the back wall for a closer look. Click on the inscription above the vines. It states the only a ballerina can make the flowers bloom. There are several flowers missing in the close- up view, close the pop- up window.
Pay attention to the color pattern above the back wall, you need that for the next puzzle. Click on the panel on the left for a closer look. Pick up GLASS DISC #1 above the panel.
Behind the disc there is an imprint of a flower. Click on the switch at the bottom of the panel.
Guest Room Door Puzzle. Click on the door on the left to trigger a puzzle. Your goal is to place the lights in the correct order. Click on 2 lights and they will swap places. The solution for this puzzle can be found by looking at the ceiling design. Please place the lights in this order: Yellow – Green – Blue – Purple – Red.
Click on the button in the lower left to enter your solution. Click on the door to enter the guest room. Guest Room. Pick up TEDDY BEAR #1 on the bed. Pick up TEDDY BEAR #2 below the bed. Pick up TEDDY BEAR #3 on the shelf in the upper right. Pick up BALLERINA #1 on the wall to the right of the bed.
Click on the storybook to the right of the bed. You will see images of The 4 Brave Animals. This image will be added to your journal. Click on the area on top of the dresser on the right to trigger a puzzle. Teddy Bear Puzzle. Place the 3 TEDDY BEARS from inventory on the stands.
Your goal is to mix and match the clothes until the bears are dressed properly. Click on 2 clothing items to swap their positions. Make sure that you swap out the shirts, arms, pants and shoes. The picture in the upper right corner gives you a clue on the proper attire for each bear. You can also match the headbands to the color of the outfits. Please look at the screenshot for the solution.
The left teddy bear should be dressed in brown, the middle in pink and the last one in blue. Pick up BALLERINA #2 that appears inside the drawer upon the completion of this puzzle. Ballerina Puzzle.
Click on the music box on the pedestal for a closer view. Place BALLERINA #1 and BALLERINA #2 on the music box. Click on the music box once all pieces are in place. This is like a “Simon Says” game; just repeat the notes shown on the puzzle. The solution is random. Each time you click on the wrong pattern, you will have to start over with a new pattern. After the game gives you the sequence, the middle ballerina will crouch down.
Once a sequence has been duplicated, the middle ballerina will strike a new pose. If you fail to duplicate the sequence, the middle ballerina will return to her original position. Correctly identify 3 patterns to win the game. Click on the wreath the top ballerina is holding for a closer view. You will receive a message that flowers should be blooming in the next room. You will need the pattern of this wreath for a future puzzle.
Go back to South Tower Landing. South Tower Landing. Collect the 9 flowers shown on the screenshot.
Click on the vines on the back wall to trigger a puzzle. Place the FLOWERS from inventory on the vines. Your goal is to arrange the flowers according to the image of the flowers in the ballerina puzzle. Click on any 2 flowers to swap their positions. Please look at the screenshot for the solution.
Go through the portal that appears once the puzzle has been completed. Chapter 3. South Tower Lobby. Pick up STONE PIECE #1 in the upper right, next to the door. Pick up STONE PIECE #2 in the lower left side of the floor. Pick up STONE PIECE #3 behind the left side of the fountain.
Click on the guard goblin by the door. He wants you to solve the Goblinjong box. This action triggers a puzzle. Goblinjong Puzzle. Your goal in this puzzle is to match the tiles in pairs until you can find the keys hidden below the tiles.
Click on two matching available tiles to eliminate them off the board. If a tile is not highlighted you cannot click on it. You can click on RESTART button in the upper right if you run out of moves.
Once the 2 keys are available, click on them to end that round. Complete 3 rounds to win this game. The SIILVER KEY goes into your inventory once the puzzle has been solved. Click on the box in the lower right for a closer view. Pick up STONE PIECE #4 inside the box.
Statue Puzzle. Click on the broken piece in front of the fountain to trigger a puzzle. Your goal is to piece the statue back together.