Welcome to the Spirit Legends: Time for Change WalkthroughA masked man declares war on the Monster Hunters Academy!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 Spirit Legends: Time for Change 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.This walkthrough was created by Laurie Murphy, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
Walkthrough Menu
- General Tips
- Chapter 1: Student Academy
- Chapter 2: City on Wheels
- Chapter 3: The Train
- Chapter 4: City
- Chapter 5: Medical Academy
- Chapter 6: Clifftown
General Tips
- This is the official guide for Spirit Legends: Time for Change.
- 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: Student Academy
- Speak to character (A); select suitcase (B) for HOP (C); receive Bestiary.
- Take LIGHTER, BEADS, Hint (D).
- Take Map, SEALED SCROLL (E).
- LIGHTER on SEALED SCROLL for GLOVE, HARMONICA and note.
- Use GLOVE (F); take FISHING ROD, Tasks (G), note and SEA URCHIN (H).
- Use FISHING ROD (I); open coat; take, open book (J); take 1/2 QUILL, POTION MAKING TEXTBOOK (K); take SULFUR ESSENCE, SHAVING BRUSH (L).
- Open Bestiary; place HARMONICA, SEA URCHIN and SULFUR ESSENCE (M).
- Place Bestiary (N).
- Easy solution (O). C-B-Cx2-B-Ax4-B-Cx2-B.
- Hard solution (P). A-B-Cx4-B-Ax4-B-Ax2-B-Cx4-B-Ax4-B.
- Speak to character.
- Go forward.
- Use BEADS (Q); take REWARD CUP (R).
- Take SHAWL, MAGNET (S).
- Place REWARD CUP; take KNIFE HANDLE, PACKAGE (T); take, open, select book (U).
- POTION MAKING TEXTBOOK on PACKAGE; take MEDICINE.
- Give MEDICINE; speak to character; receive CRYSTAL (V).
- Open globe, take note; use SHAWL to remove crystal (W); place CRYSTAL (X).
- Go (Y).
- Select chair; use 1-3.
- Take envelope, note; BOOKSTAND, SCROLL (Z).
- Use SHAVING BRUSH; take book (A); take HAMMER; use MAGNET (B); take 2/2 INKWELL AND QUILL (C).
- Take book; place INKWELL AND QUILL, SCROLL; take BAG COMBINATION (D).
- Place BAG COMBINATION (E).
- Easy solution (F). A-Bx5-A-Bx5-A-Bx3-A-Bx7-A.
- Hard solution. (G) Bx7-A-Bx2-A-Bx5-A-Bx5-A-Bx3-A-Bx7-A-Bx6-A.
- Take SAND, MAP.
- Go down 2x.
- Place MAP (H); select 1-3; take DECORATIVE POMMEL, TWEEZERS (I).
- Replace KNIFE HANDLE; place DECORATIVE POMMEL; take KNIFE (J).
- Go forward 2x.
- Select coat, use KNIFE (K); take MAN FIGURINE, photo (L).
- Place MAN FIGURINE (M); take COOKIES (N); use TWEEZERS; receive 1/3 CABINET INLAY (O).
- Go down 2x.
- Give COOKIES (P); take note, SAMUEL TESLA PORTRAIT (Q).
- Go forward.
- Place SAMUEL TESLA PORTRAIT (R) for HOP (S); receive MIRROR.
- Replace MIRROR (T).
- Climb stairs.
- Take 1/3 LENSES, NIGHT VISION DEVICE (U); use BOOK STAND, HAMMER on lock; take BROKEN MECHANICAL HORSE, CANE (V).
- Use SAND (W); take 2/3 LENSES, SET OF TOOLS (X); use CANE (Y); open bag, take 2/3 CABINET INLAY, GIANT FEATHERS (Z).
- Take 3/3 CABINET INLAY (A).
- Return to Spirits History Classroom.
- Place 3/3 CABINET INLAYS (B); take WOLF'S BONE (C).
- Place WOLF'S BONE; take HAT, 3/3 LENSES (D).
- Return to Take-off Site.
- Replace 3/3 LENSES (E).
- Solution (F1). Rotate A one and a half-turn clockwise; place D as shown; press C.
- Solution (F2). Rotate A one-turn clockwise; position D as shown.
- Take COMB, VALVE.
- Use VALVE; take STRONG ROPE (G).
- Use STRONG ROPE (H); speak to character; receive MUSIC ROLL.
- Go down.
- Place MUSIC ROLL; read notes; take TOY HORSE DETAILS, CLOTH (I).
- Return to Spirits History Classroom.
- SET OF TOOLS, TOY HORSE DETAILS on BROKEN MECHANICAL HORSE for MECHANICAL HORSE.
- Place MECHANICAL HORSE; take 1/2 GEARS, 1/3 COIN and BELT (J).
- Return to Take-off Site.
- Take note; place GIANT FEATHERS, CLOTH and BELT (K).
Chapter 2: City on Wheels
- Select (L).
- Take note, use COMB (M); take WHISTLE; select handle (N); use NIGHT VISION DEVICE; select (O) for HOP (P); receive POCKET FAN.
- Take ROPE, 2/3 COIN and BIRD SKULL (Q).
- Replace, select POCKET FAN; take SEA SHELL, 3/3 COIN (R); use HAT for FROG (S).
- Speak to character; place 3/3 COINS (T); take document, BRUSH (U); take TAMING COLLAR (V).
- WHISTLE, FROG and TAMING COLLAR on Bestiary.
- Bestiary on creature.
- Easy solution (W). F-Dx2-A-E-B-Cx2-Dx2-Fx3-D-Fx2-Ax2.
- Hard solution (X). F-Dx2-A-E-B-Fx2-Ax3-E-Ax2-F-C-Fx2-B-E-D-C-Fx2-Ax2.
- Go forward.
- Speak to character; use ROPE (Y).
- Solution (Z). Position A-B-C as shown.
- Speak to character.
- Take EMPTY FLASK, 1/2 PANTHER'S EYES; use SEA SHELL (A); take 2/2 GEARS; use BIRD SKULL; receive WING (B).
- Place WING (C); take CROSSBOW; place 2/2 GEARS (D); take NUT (E).
- Use CROSSBOW (F).
- Easy solution (G). A-D-B-C-B E-G- H-I-G-F-J.
- Hard solution (H1-H2). B-A-C-A-D-E-F-I-G-H-G-J-L-M-N-L-K-O.
- Take MATCHES (I).
- Take note; place EMPTY FLASK; use MATCHES; use spoon on green powder (J); take ACID, STONE BESTIARY (K).
- Use BRUSH; receive GLUE ON BRUSH; use ACID (L); open box, take MUSKET, 1/2 THREAD (M).
- Go down 2x.
- Use MUSKET (N); take 1/2 PAPER AND PENCIL, 2/2 PANTHER'S EYES (O).
- Place 2/2 PANTHER'S EYES; take STONE SCROLL (P).
- Go forward.
- Take notes; place STONE BESTIARY, STONE SCROLL (Q) for HOP (R); receive LETTER.
- Place LETTER (S); take TOWER FIGURINE (T).
- Go forward.
- Use GLUE ON BRUSH; place TOWER FIGURINE; take 2/2 PAPER AND PENCIL, SCREWDRIVER (U).
- Use SCREWDRIVER (V); take photo, HANDLE (W).
- Go down.
- Place NUT, HANDLE; take 2/2 NEEDLE AND THREAD, SCOOP and TOY WINDMILL (X).
- Go down.
- Use SCOOP (Y); take AIR PUMP, SCREW and CAPTURED LIGHTNING (Z).
- Return to Tower.
- Use 2/2 NEEDLE AND THREAD; place AIR PUMP (A); take AIRSHIP MODEL (B).
- TOY WINDMILL, CAPTURED LIGHTNING and AIRSHIP MODEL in Bestiary.
- Bestiary on creature.
- Easy solution (C1-C2).
- Hard solution (D1-D2).
- Go forward.
- Select (E).
- Take PROPELLER, MEDALLION (F).
- Place 2/2 PAPER AND PENCIL (G); receive MEDALLION CLUE.
- MEDALLION CLUE on MEDALLION.
- Solution (H). 1-5.
- Take CLOCK PART.
- Open, place CLOCK PART (I); take LITTLE BELL, NEWSPAPER and 1/2 SPRINGS (J).
- Replace PROPELLER; use SCREW, SCREWDRIVER; take CORK, 2/2 SPRINGS (K).
- Place 2/2 SPRINGS (L) for HOP (M); receive ZIP LINE WHEEL.
- Place ZIP LINE WHEEL (N).
- Speak to character; receive GLASSES; take HANDLE (O).
- Take SEALED BOTTLE (P); place HANDLE; take HEAVY GOBLET (Q).
- Use HEAVY GOBLET (R); take NEEDLE, BLADE (S).
- BLADE on NEWSPAPER for FAIR TICKET.
- Place FAIR TICKET (T).
- Go forward.
- Place LITTLE BELL; take FEATHERS, LEATHER GLOVE (U).
- Take BROKEN DART, MIRROR (V).
- NEEDLE, CORK and FEATHERS on BROKEN DART for DART.
- Use DART (W); take BAG OF COINS (X).
- Give BAG OF COINS; take MEDICAL BAG (Y).
- Go down.
- Place MEDICAL BAG (Z).
- Solution (A). Ax2-Bx5-C.
- Speak to character; receive VICTOR'S NOTEBOOK.
- VICTOR'S NOTEBOOK for 1/3 MAGIC SEEDS ESSENCES, HOOKED NECKLACE and BULLET.
- Place MIRROR; use HOOKED NECKLACE (B).
- Enter Wheeltown Railway Station.
- Take WHEEL; BOTTLE OPENER (C).
- BOTTLE OPENER on SEALED BOTTLE for OPENED WINE.
- Use OPENED WINE (D); take DAMAGED SCOOP NET (E); use LEATHER GLOVE (F); take WRENCH (G).
- Place WHEEL, WRENCH (H) for HOP (I); receive CONDUCTOR'S BADGE.
- Place CONDUCTOR'S BADGE (J); take 2/3 MAGIC SEEDS ESSENCES, RAMROD (K).
- Return to Device Fair.
- Place RAMROD, BULLET (L); take TEDDY BEAR (M).
- TEDDY BEAR for 1/2 RUBIES, WIRE, TOP HAT and 3/3 MAGIC SEEDS ESSENCES.
- Place 3/3 MAGIC SEEDS ESSENCES (N); take FLOWER (O).
- Go down.
- FLOWER for MAGIC FLOWER, LIANA and FLUFFY STEM.
- TOP HAT, LIANA on DAMAGED SCOOP NET for SCOOP NET.
- Use MAGIC FLOWER, SCOOP NET for BUTTERFLY (P).
- Place BUTTERFLY (Q).
- Easy and hard solutions (R).
- Take COLORED PIGMENT, CUTTERS.
- Return to Wheeltown Railway Station.
- Use CUTTERS (S); take SCALE use WIRE for mini-HOP (T); take STONE FLOWER.
- Place STONE FLOWER; take 2/2 RUBIES (U).
- Return to Device Fair.
- Give 2/2 RUBIES (V).
- Easy solution (W). (1-A)-(2-B)-(3-D)-(4-E)-(5-H)-(6-F)-(7-J)-(8-I)-(9-G).
- Hard solution (X). (1-A)-(2-B)-(3-D)-(4-E)-(5-H)-(6-F)-(7-J)-(8-I)-(9-G)-(10-C).
- Take FORTUNE COOKIE.
- Give FORTUNE COOKIE (Y) take PIPE (Z).
- Return to Wheeltown Railway Station.
- Use PIPE (A); take COMB, TRAIN TICKET (B).
- Give TRAIN TICKET (C); speak to character.
Chapter 3: The Train
- Select (D); open drawer; take 1/2 SCORPIONS, STRONG MAN (E).
- Remove cloth (F), take note; use COLORED PIGMENT; use FLUFFY STEM (G); select 1-3 for HOP (H); receive HEAVY ENCYCLOPEDIA.
- Use SCALE; take 2/2 SCORPIONS, SHOE HEEL (I).
- Place 2/2 SCORPIONS; take SNOW GLOBE, NAILS (J).
- Place NAILS; use HEAVY ENCYCLOPEDIA (K).
- Climb ladder.
- Take HELMET, 1/2 SNOWFLAKES (L).
- Use COMB (M); take CLAMP (N).
- Place CLAMP, SHOE HEEL; take 2/2 SNOWFLAKES, ROUND KNIFE (O).
- 2/2 SNOWFLAKES on SNOW GLOBE for OPEN SNOW GLOBE.
- Use OPEN SNOW GLOBE (P); take PLIERS, SHORT ROPE (Q).
- Go down.
- PLIERS on STRONG MAN for WIND-UP STRONG MAN.
- Use WIND-UP STRONG MAN; take WINE ENCYCLOPEDIA (R).
- Place WINE ENCYCLOPEDIA (S).
- Easy solution (T).
- Hard solution (U).
- Take PEN KEY.
- Use PEN KEY (V); receive INKWELL AND PEN.
- Enter Passenger Car.
- Take PILLOWCASE, MOLD (W).
- Take CARVING TOOLS; use HELMET (X); receive WATER; use INKWELL AND PEN (Y); receive CORK.
- Use CORK (Z); take NAPKIN; use ROUND KNIFE (A); take FILTER TUBE, PAINT THINNER (B).
- Go down.
- Use WATER; take UNFINISHED EMBLEM (C).
- Return to Passenger Car.
- CARVING TOOLS, UNFINISHED EMBLEM on MOLD for TRAIN EMBLEM.
- Move carpet; place TRAIN EMBLEM (D); take TOY TRAIN CAR, BRACELET (E).
- Return to Train Roof.
- Use PAINT THINNER; take SCARF (F).
- PILLOWCASE, SCARF on SHORT ROPE for LONG ROPE.
- Place LONG ROPE (G) for HOP (H); receive LITTLE BIRD.
- Place LITTLE BIRD (I); take CLOSED CIGAR CASE, PENCIL (J).
- Return to Passenger Car.
- Place TOY TRAIN CAR, PENCIL (K).
- Easy solution (L).
- Hard solution (M).
- Take CART.
- Use CART (N).
- Go forward.
- Take CRATE (O).
- Take DRINK UMBRELLA; use NAPKIN (P); take 1/2 CIGAR CASE AMULET; use BRACELET (Q); receive BROOM; place CRATE (R); take RING KNOB, CLOSED WALLET and GEAR (S).
- Use BROOM (T); take VIAL, 2/2 CIGAR CASE AMULET; replace FILTER TUBE (U); solution (V); take POISONOUS FISH (W).
- Return to Train Roof.
- 2/2 CIGAR CASE AMULETS on CLOSED CIGAR CASE; take SEEDS, LIGHTER.
- Give SEEDS; take BUNCH OF FEATHERS (X), FLOAT (Y).
- Use LIGHTER, VIAL; receive TAR (Z).
- Return to Animal Car.
- POISONOUS FISH, FLOAT and TAR on Bestiary.
- Bestiary on creature.
- Easy solution (A). (D-J)-(H-J)-(C-J)-(A-J)-(G-J)-(B-J)-(E-J)-(K).
- Hard solution (B). (E-K)-(D-K)-(F-K)-(B-K)-(C-K)-(J-K)-(L).
- Take DANCER (C).
- Go down.
- Place GEAR, DANCER (D); take SCRAPER, CANDLE (E).
- Go forward.
- CANDLE on CLOSED WALLET for GARDEN GLOVES, BROCHURE.
- Place BROCHURE; use DRINK UMBRELLA (F); select BROCHURE; take, use key (G).
Chapter 4: City
- Take 1/2 DOG HEAD ON SPRING, POT (H).
- Take WHEEL, note (I); place POT; use GARDEN GLOVES (J); take PLANT STICKS, 1/2 ALLIANCE AMULET (K).
- Place RING KNOB (L); use BUNCH OF FEATHERS (M); take 2/2 ALLIANCE AMULET, FLINT AND STEEL. (N).
- Place 2/2 ALLIANCE AMULET (O); take JACK (P).
- Place WHEEL, JACK (Q).
- Go forward.
- Use SCRAPER (R); take CLOSED CANS; use PLANT STICKS (S) for SHARP SPUR.
- Take note, CHAIN; COVERALL. (T).
- SHARP SPUR on COVERALL for IMAGE PART, SCOOP and CARABINER.
- Use CHAIN, CARABINER (U); take 2/2 DOG HEAD ON SPRING, DRY BRUSH and HOOK (V).
- Go down.
- Place 2/2 DOG HEAD ON SPRING; take CANNON BALL (W).
- Place CANNON BALL; use FLINT AND STEEL (X) for HOP (Y); receive LONG SIGN.
- Place LONG SIGN (Z).
- Enter Quay.
- Use SCOOP (A); take SCREW, FISHING LINE (B).
- Take VALVE; place DRY BRUSH for WET BRUSH; place HOOK, FISHING LINE (C); take WOODEN HANDLE, BUTTON (D).
- Return to Dark Alley.
- Place WOODEN HANDLE (E); receive CAN OPENER.
- CAN OPENER on CLOSED CANS for PAINTS.
- Place IMAGE PART, PAINTS (F).
- Easy and hard solutions (G). Ax4-Bx2-Cx3-D.
- Take VICTOR'S PORTRAIT.
- Go down.
- Give VICTOR'S PORTRAIT (H); speak to character; receive COUNTER KEY.
- Use COUNTER KEY (I); take SPYGLASS, KNITTING NEEDLE and BROKEN MECHANISM (J).
- Return to Quay.
- Place, select SPYGLASS (K).
- Easy solution (L). Bx10-C-E-Cx8-E-Dx10-Cx13-E.
- Hard solution (L). Cx23-B-E-Bx13-E-Ax10-E-Ax10-E.
- Select matching symbols for easy/hard solution (M); take MECHANISM DETAIL (N).
- WET BRUSH, MECHANISM DETAIL on BROKEN MECHANISM for BELL.
- Place BELL (O) for HOP (P); receive FRUIT TRAY.
- Place FRUIT TRAY (Q).
- Go forward.
Chapter 5: Medical Academy
- Place VALVE, SCREW; use BUTTON (R); take WATCH STRAP, LETTUCE (S).
- Take PEN; ring bell; speak to character (T).
- Use KNITTING NEEDLE (U); take note, FILE and EXTENDER (V).
- Take TURTLE CRATE (W).
- Return to Dark Alley.
- FILE, LETTUCE on TURTLE CRATE for CRYSTAL TURTLE.
- Place CRYSTAL TURTLE (X); take UMBRELLA CANE (Y).
- Use UMBRELLA CANE (Z); take NEEDLE, GNOME'S HAT (A).
- Return to Gardens.
- Place GNOME'S HAT; take PRUNERS, LENSES and BLANK RECORD (B).
- Use PRUNERS (C).
- Easy solution (D). D-B-A-C-D-H-E-B-A-C-D-B-A-C-G-H-D-C-G-H.
- Hard solution (E). F-D-C-A-B-C E-F-I-G-D-C-E-F-D-C-E-H-I-F-E-H-I.
- Take BERRIES.
- Go down.
- Give BERRIES; take MEDICAL ACADEMY STAMP (F).
- Go forward.
- PEN, MEDICAL ACADEMY STAMP on BLANK RECORD for PATIENT'S RECORD.
- Give PATIENT'S RECORD(G).
- Go forward.
- Use WATCH STRAP (H); take DAMAGED GAS MASK; place EXTENDER (I); take 1/2 FRAME PARTS, GLUE (J).
- Take 2/2 FRAME PARTS, HAIR SLIDE (K).
- Place 2/2 FRAME PARTS (L); take PEN AND INKWELL, CUTTER SET and THREAD (M).
- LENSES, NEEDLE and THREAD on DAMAGED GAS MASK for GAS MASK.
- Use GAS MASK (N) for HOP (O); receive COFFEE BEANS.
- Select valve; place COFFEE BEANS; select lever (P).
- Select handcuffs (Q).
- Take MUG, BROKEN EMBLEM PART and SOAP (R).
- Take CLOSED CANE-SWORD; use HAIR SLIDE (S); take EMBLEM PART; use SOAP (T); take DUSTER (U).
- Take note; use PEN AND INKWELL, CUTTER SET (V); receive EMBLEM PART; take 1/2 SNAKE EYES (W).
- BROKEN EMBLEM PART, EMBLEM PART and GLUE on EMBLEM PART for ACADEMY EMBLEM.
- Place ACADEMY EMBLEM (X).
- Go (Y).
- Take SHOELACES (Z).
- Use SHOELACES (A); take PILE OF DOCUMENTS (B).
- Place PILE OF DOCUMENTS; take CANE (C).
- Give CANE (D); receive PLIERS.
- Go down.
- Use PLIERS (E).
- Easy solution (E). Ax2-B-Cx3-D-E-F-Gx3-H-K-Jx3-Ix2.
- Hard solution (F). Ax2-B-Cx3-D-E-F-Gx3-H-L-Jx3-Ix3-Kx2.
- Take METAL WING.
- Place METAL WING (G).
- Enter Balcony.
- Take HILT (H).
- Use DUSTER (I); take INCOMPLETE BURNER; 2/2 SNAKE EYES; use MUG for WATER (J).
- Take OIL CAN, 1/3 MEDICAL SYMBOL and SCROLL WITH ACADEMY RULES (K).
- 2/2 SNAKE EYES on CLOSED CANE-SWORD for CANE-SWORD.
- Use CANE-SWORD (L); take SNAIL, 1/2 CHESS PIECES, HOOK and NAIL (M).
- WATER, SCROLL WITH ACADEMY RULES and SNAIL on Bestiary.
- Bestiary on creature.
- Easy and hard solutions (N): (E-H)-(B-A)-(C-E)-(D-F)-(E-G)-(G-A).
- Return to Hall.
- Replace handle; use NAIL, HILT (O); take UMBRELLA HANDLE, STAPLE GUN and PINCERS (P).
- Go down.
- Use PINCERS (Q); take 2/3 MEDICAL SYMBOL, BURNER PART (R).
- OIL CAN, BURNER PART on INCOMPLETE BURNER for BURNER.
- Use BURNER (S); select handle; take SURGICAL TWEEZERS, 2/2 CHESS PIECES (T).
- Return to Balcony.
- Place 2/2 CHESS PIECES; take BANANA (U).
- Give BANANA; take 3/3 MEDICAL SYMBOL (V).
- Return to Hall.
- Place 3/3 MEDICAL SYMBOLS (W) for HOP (X); receive WING NUT.
- Use WING NUT; take MEDICAL SPATULA (Y).
- Return to Balcony.
- Use MEDICAL SPATULA (Z); take LASSO (A).
- Use LASSO (B).
Chapter 6: Clifftown
- Take CLOSED BOX (C).
- Take AKHAS IMAGE, CUTTERS (D); use UMBRELLA HANDLE, STAPLE GUN (E).
- Easy solution (F). (A-4)-(B-2)-(D-1)-(E-5)-(F-3).
- Hard solution (F). (E-5)-(A-1)-(F-3)-(B-2)-(D-1)-(A-1)-(F-3)-(A-4)-(C-1).
- Take ANIMAL SKULL.
- Take NET (G).
- Use SURGICAL TWEEZERS for FLORENA IMAGE; use ANIMAL SKULL (H); take 1/2 STATUE'S HEART (I).
- AKHAS IMAGE, FLORENA IMAGE on CLOSED BOX take 2/2 STATUE'S HEART, GLOVE and CHAIN.
- Place 2/2 STATUE'S HEART (J).
- Go forward.
- Place CHAIN, HOOK (K); select case for mini-HOP; receive SWORD POMMEL.
- Take HACKSAW (L); place SWORD POMMEL; take STONE SWORD (M).
- Use HACKSAW (N); take SCALES, CLOSED MEDALLION (O).
- Place SCALES, STONE SWORD (P).
- Go forward.
- Take 1/3 METAL PIGEONS (Q).
- Use GLOVE (R); take CAT TOY (S); use CUTTERS; take WAGON WHEEL CHANDELIER (T).
- Take PORTRAIT PART (U).
- Return to Clifftown.
- Give CAT TOY (V); take 2/3 METAL PIGEONS, HUMAN FIGURINE and ENORMOUS NUT (W).
- Place NET, WAGON WHEEL CHANDELIER and ENORMOUS NUT (X); speak to character; receive SPIRIT FIGURINE.
- Return to Brotherhood Laboratory.
- Place HUMAN FIGURINE, SPIRIT FIGURINE (Y) for HOP (Z); receive HUMAN AND SPIRIT LAWS.
- Place HUMAN AND SPIRIT LAWS (A); take YO-YO (B).
- Go down.
- Use YO-YO (C); take HEAVY CANDLESTICK (D).
- Use HEAVY CANDLESTICK (E); take 3/3 METAL PIGEONS, SCREWDRIVER (F).
- Go down.
- Place 3/3 METAL PIGEONS (G); take note (H), BRUSH (I).
- Return to Brotherhood Laboratory.
- PORTRAIT PART, SCREWDRIVER and BRUSH on CLOSED MEDALLION for note, VICTOR'S WEDDING RING.
- Place VICTOR'S WEDDING RING (J); receive VICTOR'S CANE.
- Use VICTOR'S CANE (K).
- Easy solution (L). B1x2-D2-C2x3-C3x2-D4-D5-C5x2-A4x2-G-A1-A2x2-C2-A4-A5-F.
- D1x2-E2-E3-D3x2-D2x3-C2x3-C3x3-A3x2-A2x2-H.
- Hard solution (M). B1x2-D2-I-C2x3-C3x2-I-D4-D5-I-C5x2-A4x2-G-A1-A2x2-C2-A4-A5-F.
- I-D1x2-E2-I-E3-I-D3x2-D2x3-I-C2x3-C3x3-A3x2-A2x2-H.
- Congratulations. You have completed playing Spirit Legends: Time for Change.
Created at: 2020-01-12