

This is the primary Hint page for all levels of Animastria™ the Unlost Gladstone.
Because Animastria prizes gentle friction and community, the bulk of the hints will only guide players to the answers, without giving them outright, encouraging players to connect with others to "make sense" of each riddle, puzzle, or game.
Help and Hints
Select Your Vroom

Topsy Turvy Teatro

To use the hints, click on the tab above. Hints will be separated into stages, using smaller nudges at the beginning, and later providing more information if still needed.
On behalf of wandering eyes...you will see the word STOP between nudges as an indication to return to the game, should you not want further information divulged before you are ready to get it.
Scroll in the Tab Bar to access additional tabs.
Carry On!
Act 1 directs you to find a stack of flyers, like newspapers. If you are struggling to find the papers, it's possible that you have correctly and completely set up the Teatro, therefore forgetting to search the panel that is facing down.
Stop.
If you are still stuck, find the kiosk to the Teatro. There, you can see the 10-letter word you need on top of the stack of papers.
Act 2 asks you to find and count the number of peanuts, mushrooms, centipedes, and parrots.
Once counted, place them into the equation and solve.
STOP
All of the peanuts can be found around the exterior of the Teatro, including the curtain panel that adorns the top.
All of the mushrooms are located on, or around, the fire escape.
All of the centipedes are present throughout the Teatro's interior,
specifically the stage.
All of the Animastrian parrots are found on the stage.
STOP
The answer will be a whole number.
This Act is dedicated to Norman Juster, the author of the fantastic book, "The Phantom Tollbooth". The riddle directs you to the central marquee, which, when reversed, tells where to go next.
STOP
Once you've arrived at your desired location (note the emblem of the Phantom from the Opera over the door), inside is a poster with rhythmic notes. "Touch the tones" hints at how you might use the phone on the Doc's desk.
STOP
Each measure indicates how many times to push each button on the phone. It's old-school texting. This elemenope is a fan of the 80s and 90s! The numbers shown furthest left indicate what number is associated with which line or space. 1 is the bottom line, 3 is the next line, therefore 2 is the space between...
The cipher is a substitution cipher.
The key is two letters, one equaling the other, near a wig.
STOP
If the key said "F = X", then every time you see F in the poster, replace it with a X.
Therefore, assume that G = Y and H = Z, and so I = A.
STOP
The 'ons and offs' is a reference to the first abracabob of the game. You'll need to fill yours in...
STOP
Fill in the circles of all the numbers needed to equal the placement of the letter in the alphabet.
Example: A = 1, B = 2, C= 3 (1+2), D = 4, E = 5 (4+1)...
Once completed, continue with the poster's prompt.
STOP
At the center of the moon are a collection of rows with 5 lights, some turned on and others off. Match those that are "on" with your binary abracabob.
STOP
Find all seven of them floating around.
STOP
Struggling to make a word? Make sure to pay close attention to where the ribbon connects...at the bottom of each letter.
STOP
Your answer begins with "G".
Find the canon whose lighting string is lit. Notice an icon on its body? Follow the direction of the canon explosion until you come to the same icon.
STOP
There are thirteen of these arrows. If you are stuck in a loop, make sure you've taken to heart the advice on the trash in the rain gutter.
STOP
Closing and opening the Teatro will set you on a path that culminates on the exterior second floor of the alley.
STOP
A QWERTY crack is a reference to keyboards. There's one on the desk that ought to help you out.
Your job is to place the first four words. If a letter lands in a yellow square, it means the letter is in the final answer, but not in the correct location. If it is in a green square, the letter and location is correct for the final word.
STOP
The first "admits" beneath. That is your clue.
STOP
What is the pink instrument?
It begins with a B
STOP
Use the stand of the microphone.
Pay close attention to silver and gold.
STOP
"Lit" in the riddle will help you figure out the final word.
STOP
It begins with "F" and ends with the two yellow letters.
The "red" is a reference to the red curtains.
STOP
Once tilted, read from overhead, left to right.
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The "foot" lights are located at the stage's peak. The lights between these feet will determine the sequence.
STOP
To decipher the numbers, notice anything interesting about the denominator for each instrument? What might that then mean for the numerator?
STOP
Two instruments are esoteric for sure. Their names can be found elsewhere around the Teatro.
"Trash to treasure" is the hint to seek out the dumpster.
STOP
Use paper to copy and recreate one to hold.
OR solve the nudge in the top corner of the desk for more thorough support.
STOP
NUDGE: Here's your first nudge! There's one in every level.
You'll find it at the top right of the desk. Crack and seek. When you find it, it'll complete: www.animastria.com/ _ _ _ _ _ _ .
STOP
A crystal ball in the alley knows the path you seek. A double sided arrow means to open the central peaks, while a single arrow means to lift an interior panel.
Use the line to order the letters.
STOP
The nine are located throughout the teatro.
Look everywhere. (Note: Alphabetize by object, not letter.)
STOP
Names for some of the obscure ones can be found in and around the desk.
This one is more direct. The riddle suggests what to unlatch.
STOP
Use the tape marks on the stage to first determine which side is "stage left" and "stage right".
STOP
On each side of the flanks, you will find the letters you need.
STOP
Some panels only have one letter, others have two.
Find Club 4/4 in the alley.
STOP
The riddle is telling you how to read music. Though, with a small twist. Instead of the lines representing E-G-B-D-F, they represent a different sequence, E-G-I-K-M. What does that suggest?
STOP
Assign a letter to each note. Translate the neon notes shown.
It'll tell you where to go.
STOP
The "matched piece" is a reference to a piece of the game. You may need to disassemble something to put it to use. Align the colors and your answer is revealed.
Place all the letters from your answers into the ticket to solve the phrase. It'll tell you what you need to find, and how many.
STOP
If you are struggling, one letter is not anywhere in, on, or around the Teatro.
STOP
Another letter is disguised in musical notation.
An exclamation point will tell you what you need.
STOP
Your answer begins with "C"

Flip n Fly Aeronautilus
The hints are generally organized by ranking. The morse and X/# Guides are nestled with the first rank, bootcamp.

The Bootcamp Rank

To use the hints, click on the tab above. Hints will be separated into stages, using smaller nudges at the beginning, and later providing more information if still needed.
On behalf of wandering eyes...you will see the word STOP between nudges as an indication to return to the game, should you not want further information divulged before you are ready to get it.
Starter elements, Bootcamp, and Cadet Cards are here. Additional cards can be found below.
Carry On!
This has already been completed.
It is for use when/as needed, in this level, and beyond.
Under the wing of the aircraft is a chart that will help determine each letter of Morse Code.
STOP
Starting each time at the engine, trace the path to get to the letter. The paths are either dots or dashes.
Example: To get to "H", you must cross over four dotted paths.
The goal is to fill in the gaps with letters in the alphabet. The # has nine gaps, while the X has only 4. When doubled across two cards of different colors, 26 spots are available (9 + 4 + 9 + 4 = 26), the same number of letters in the alphabet.
Two letters are provided to get you started.
STOP
There are two colors. These can be deciphered using the sign language card. Once determined, look for # symbols, and Xs somewhere on the aircraft or the suitcase.
STOP
The #'s of each color are coded in Morse. One is vertically oriented, whilst the other is horizontal. You'll need to translate the morse!
STOP
The Xs are located in two different locations.
One is exterior of the aircraft, the other on the suitcase.
STOP
Stuck finding logic? Imagine if the # were cut into parts, like a square cake cut into 9 portions. The X is cut into 4 portions.
PART 1:
Bootcamp asks players to complete a math equation by finding and counting specific objects hidden throughout the Flip-n-Fly. Use this as a chance to survey they landscape, and clock where things are.
Consider listing where you find each object so as not to double count.
STOP
All the krill are all located in the Whale-Shark's mouth.
The stars are located throughout the aircraft. As are the blimps, one of which is seen from a different perspective.
STOP
PART 2:
The polaroids are all found within the International Space Station, inside the Aeronautilus. Note, one of them is upside down.
How else can you determine what's on the other side? Use the example to figure out which is the symbol, and with what it gets replaced.
The Cadet is straight-forward. Each answer is directly represented.
STOP
The LOCK already offers the beginning of your search, telling you to find what replaces "O". It is located inside the aircraft.
STOP
The arrow after the object is a hint. It's pointing to what the "O" becomes when seen in the white luggage tag code.
Note: All of the swaps will have an arrow, equal sign, word, etc. on the desk that matches what is present in the Aeronautilus.
STOP
The GUITAR is located on the exterior of the suitcase.
STOP
Note the color of the guitar, and the surface on which it is affixed. These two traits indicate something about the desired swap.
STOP
Hold the suitcase at arm's length. It might help see the forest, behind the trees...

The Lieutenant Card
All the Lieutenant searches are ICONOGRAPHIC.
As per the explanation on the desk, this means that you need to find the exact same icon from the card somewhere on the Flip-n-Fly.
This one has been 'camouflaged'.
STOP
Nearby, you'll see some letters that need tactile decoding.
STOP
Another hint in the rivets: Use your Morse!
Check out the Cargo Hold. Look for the crates near the rear of the aircraft.
STOP
Decipher the X/# guide for some support. It'll say exactly where to look.
STOP
The letters in need are made out of wood.
Inside the military aircraft is the eponymous game.
STOP
Rules can be determined in the #/X code, the octopus' letter, and the existing computer monitors.
STOP
As indicated in the illustration, each player guesses what quadrant to 'bomb'. A miss is white. A hit is red. Once hit, the player then needs to determine in which direction and how many places to travel to 'sink' the opponent's ships.
This puzzle is located on the exterior.
It is spread across three stickers. One sets the order of the travel Itinerary. A second is the Departure. A third offers the arrival.
STOP
Use the color to determine the order, and the shapes to set the sequence, connecting one to the next. Then reset with the next.
Find the TSA. Where the line can feel like a never-ending coil.
It's at the rear of the aircraft.
STOP
The badge will set the sequence of the colored keys.
STOP
Anagram! Use the keyboard to determine and rearrange the determined letters into words, that make a sentence. It'll tell you where to look to find the swap.
STOP
The conveyor belt runs beneath. It shows what's on the outside. The monitor at TSA shows what's on the inside.
The hot air balloon is located on the exterior, on the side with the Frenchie walking stick.
STOP
The #/X code offers a hint,
as does the passenger's name (a phonetic rebus).
STOP
When you have all six, order them by color, as specified. (There's a paired sticker that shows the order of colors, if it isn't familiar.)
STOP
The cents indicate the length of the pictured word.
STOP
The #/X Guide on the tag tells you which letter to use.
The Captain Card

All the Captain searches are REALIZED.
As per the explanation on the desk, this means that you need to search for a realistic version of the icon pictured on the card.
Check inside the Whale-Shark's mouth.
STOP
The name of the boat ought to help.
STOP
Don't lose yourself in the Mirrored Sea.
Straightforward. It's located in an "airpocket".
STOP
You'll need to translate the letters.
STOP
Your answer is also hirsute.
Located exteriorly.
STOP
Use the #/X for some guidance.
STOP
"Board only when your group has been called."
As found from well above.
STOP
Use the Morse.
(And also the desk!)
STOP
Handwriting is an invention dating back to 3300 BCE.
How's your cursive?
Check inside the Whale-Shark's mouth.
STOP
Each icon represents one of five unique objects.
STOP
Trace the path.
Found along the side of an Animastrian Balaenoptera.
STOP
Review my notebook, in order to make better sense of who's who.
STOP
You'll need some legs to block and reveal.
(You may need to disassemble)
There are several pencils that offer guidance.
STOP
Find and organize all five.
STOP
There's a hint on my desk for that 5-letter 'R' word.
Practice by cracking its pictured puzzle.
STOP
Look atop what's not in their "upright and locked positions". Identify the type on the first one.
And the type of drink for the last.

The Major Card
Upping the ante, the Major searches can be either ICONOGRAPHIC or REALIZED.
As with previous cards, find the icons in whichever form, somewhere on the Flip-n-Fly
Exteriorly located. Solved in three parts.
STOP
Find the first, fold the pattern into a cube, and determine which arrow points to what shape. If it's hard to visualize, make one out of some paper.
STOP
Find that same shape on another dieline.
Fold and repeat.
In the cockpit, obviously.
STOP
Use the phone book.
And the nearby satellite phone.
(May want to revisit an earlier notebook.)
STOP
Use the pilot's alphabet
positioned around the exterior.
STOP
Elsewhere in the cockpit are some IDs. The correct code will block and reveal the final swap.
Before you start, note the dotted line around the next three icons in the Major Card. This is the first of three. They have something in common. Inside the cabin of the aircraft, find the headphones, which frame a coded letter and an arrow to launch a mini-quest.
STOP
It's a maze! Follow the path, time-warp to another spot nearby, before jumping somewhere outside!
(There's a label on the suitcase that offers general guidance for three destinations involved with this mission.)
STOP
Use the background to help guide the beam as it bounces off the mirrors. (All will be at 90º angles.) If correct, it'll end at a red disk connected to an icon whose identical match is located elsewhere inside the aircraft.
STOP
To answer this riddle, try breaking the numbers down into equal parts greater than 1 and less than itself.
With the Headphones, this is part two out of three in the dotted lined box of the card. The beginning of this short quest exists in two places. There are four dice in total that need to be found.
STOP
Decode the letters to uncover the next destination. Dice with similar colors create one word. Placement of lettered pairs is shown by the numbers 1-4 on the third visible surface of each.
STOP
Follow the gaze! That's your letter!
And to what is it tethered? That tells you what to find.
STOP
If still stuck at what he sees, consider the need to shift from an actualized object to an iconographic one.
STOP
Like the previous mini-quest, you end in a similar location,
but shifted position.
STOP
Riddle Hint: Count the pennies until you reach a dime.
The third of three. Located somewhere inside.
STOP
Follow the path.
STOP
Redirects as the two before.
STOP
Everything can be turned into a number.
(10 - 3 - 2 - 6 - 4 - 1 - 6)
Once answered, is there anything unique about this letter swap? There are quotes around it? Just asking...for a friend.
This one is not on the Flip-n-Fly.
It needs to be found elsewhere.
STOP
The second wave is holding a clue.
STOP
You worked with "On and Off" previously.
Revisit it for this one.
(Get used to recognizing this 5-digit base.)
Check inside the cockpit, on either side of the captain's chair.
STOP
Colors and Morse are needed.
(All letters are radial to their joystick.)
STOP
You may need to disassemble something to complete this one...
STOP
A 3rd control panel on the floor might help you out.
The Commander Card

The Commander card is meant to be the most challenging.
Searches can be either ICONOGRAPHIC, REALIZED, or in several cases, BOTH!
As with previous cards, find the icons in whichever form, somewhere on the Flip-n-Fly
Check out the cockpit.
STOP
A guide in Morse will be very useful.
STOP
Pair matching colors.
STOP
Everything is there. You'll need to use all resources at your decoding disposal - Morse, Braille, X/#, Alphanumeric, etc. Some are more literal and direct, others need a translation.
STOP
Once the buttons are decoded, redirect attention to the X/#. And then glance just below it. It should look like something. Recreate that something...
STOP
When folded correctly, and viewed at a glance, what needs to be seen becomes visible.
All four are found outside. Follow them in sequence.
STOP
Use the first as a coach that teaches what the other three can offer.
STOP
The synonyms help define the word, which is the answer to the definition. The word starts with the colored letter.
STOP
When the word is found, trace it with your finger.
Check behind a red net.
STOP
In the second location, the #/X hint offers everything you need.
STOP
Notice anything about the Battery from the Commander's Card?
Use the inverted hint on the desk to make some sense here.
STOP
Don't be distracted by the Atbash definition.
That'll come in handy much, much later.
A Grand Finale!
For this one, you'll need to find the inventory of inventions, in the only place you've not yet played.
STOP
The tags give sequence, and the colors set separation.
STOP
Identify which is used. And write it out.
STOP
Redirected to a new location, a map of all in one.
STOP
The invention answer informs the coordinate code crack.
STOP
Don't be fooled! Use the puzzle hint on my desk if you get stuck trying to figure out which one is the right one.
STOP
The X/# helps you crack that final august answer.
This website can be used to help crack the luggage tag—at least make it a lot easier. Start by finding the biplane "outside" the Aeronautilus. Decode it's billowing banner.
STOP
Careful, what you are next looking for might be concealed.
May need to start packing it up.
STOP
Apply either parable when parsing what's packed in parallel patterned pouches.
STOP
Use www.Animastria.com / ___________
the Salt & Spoon Café

To use the hints, click on the tab above. Hints will be separated into stages, using smaller nudges at the beginning, and later providing more information if still needed.
On behalf of wandering eyes...you will see the word STOP between nudges as an indication to return to the game, should you not want further information divulged before you are ready to get it.
Foundational Hints are in the tabs above. Game hints are in the tabs further below.
Carry On!
As mentioned on my desk, a hint for how to decode is found somewhere in my journal. It can be done without opening the vroom.
STOP
It's all in a name.
STOP
Your key hangs beneath a wooden spoon.
As mentioned in the cards, you'll need to find the list, which offers all the starting points for each mini-quest. Time to get shopping!
STOP
When you find each item on the list, look nearby. Whatever puzzle is closest in proximity is where you must dive in. Each puzzle leads to another puzzle, in another location, like bread crumbs leading you to the final answer, a single word.
STOP
When you get stuck, there are tips coded in the same glyphs. Their numbers correspond with the listed items.
The List
Located above are tabs for the 10 mini-quests.
Pursue them in any order.
At the end (scroll right in the tab bar), you will find available hints for Step 2 of the Perfect Bake.
Carry On!
From the list, there are four.
STOP
If the search continues for the cuckoos, the most concealed of the four may be behind a fold. If the search continues for the hands, the fourth is very near the lavender cuckoo.
STOP
Time will tell the order.
The cuckoo color dictates the rest.
Translate and Hazzah!
Found inside. It's pink and teal.
STOP
Use the hint in the tile nearby.
A useful definition is on the desk.
Check outside. And higher up than lower down. Once found, get searching and counting!
STOP
Few surprises here. Just a way to gain familiarity with the Vroom.
STOP
The end of the equation suggests where to go, to use the answer.
Looks a lot like the maraca, just illuminated!
STOP
The correct answer points in the direction of the final destination.
Find it on a shelf.
STOP
The hint will launch this quest.
Keep the bottles in their current locations.
STOP
Pay attention to LeTtErS (and numbers).
STOP
Proceed to what always come in pairs.
You'll need to match them up and follow the trail.
STOP
Struggling with the trail? Explore how panels fold and overlap. Even with manufacturing misalignments, the trail should be consistent enough to make sense.
STOP
That small sign reveals who knows the truth.
Once again, there are four of these, but only one is teetering.
STOP
You'll need some basic substitution math to crack this one.
STOP
With answer in hand, just place your smoothie order!
What you need is hanging from a hook.
Two pictures, combined, will show the way.
STOP
Pay attention to that colorful receipt in the pocket.
STOP
A bit more sophisticated than previous versions.
As with many recipes, changing batch size requires shifting the recipe.
And some fractional math!
Try using that Sticky Tip!
STOP
More information: A recipe may call for 1/2 of a cup, which is the same as measuring two 1/4 cups. In other words ... 1/2 = 2/4.
Suppose one could also use three 1/6 cups to get the same amount.
STICK has 5 letters. So, 100% divided into 5 parts is 20%.
Therefore, S = 20%, T = 40%, I = 60%, C = 80%, and K = 100%.
Find this on one a shelf, where silhouettes will launch the search.
STOP
Tip my hat to you! Those next in need are outside, and elevated.
STOP
Surely you've seen those shapes before?
STOP
Now is a great time to implement the correlating Tip on my desk.
STOP
Sound them out. It'll spell where to go last.
(Note the paper being held, and that which does the holding.)
If you started in the wrong place, you fell for my trap.
Not a problem. Just visit the Tip to "jump-start this car".
STOP
Numbers are letters. No tricks here.
They'll tell you what to do. Just keep the numbers together. And maybe translate them first.
STOP
Once you find where to go, the signs nearby suggest what to do.
STOP
These are all the ingredients needed to bake what's being sold. They just need to be placed in the correct order so that their corresponding terms can guide you to the final word.
They are overhead, but also under?
STOP
Use the TIP.
STOP
Revisit my journal photos.
One will show what things need to 'look like'.
Then return to the cans.
Assemble the six and place them correctly.
STOP
Follow the gaze. What's in the line of sight?
You've seen this item before. You know where it is.
It'll tell you what you need to use next. In two different ways...
STOP
Did you find the glyph hints that are revealed when placed side-by-side?
STOP
The TIP tells which side offers a hint, and which side provides the directive.
STOP
The desk has one more clue, about what to do with the drawer? Well, assemble the drawer, grab the pink salt handle, find the slot...and have it!
STOP
Use the blooms.
For order (as per the pick up), and tactile translation.
Step 2 can be tricky. Order is paramount. Well, as is having the right answers come to think of it. But you have the right answers. All 10! So no need to fret.
But! If you're fretting...because you are missing some...rest easy. It is possible to deduce without them all. But, if you haven't them all, or want to check your work, the Animastriants will help you sort how many letters are in each answer.
One ant will tunnel the moldy toast to read the butter. Use that swap to decode the molded message on the toast. www.Animastria.com / _ _ _ _ _
STOP
If you want to check your words, below you will find the first letter of each correct answer.
STOP
1. S
2. A
3. V
4. E
5. G
6. E
7. E
8. R
9. J
10. A
Bake Sequence A: a chef's set of knives are very particular to that chef. Really, no one should ever play with—or rearrange—a chef's knives.
Bake Sequence B: Use the stained glass window panes outside.
STOP
The knives set the sequence of the window panes.
The panes set the sequence of the numbers in the recipe.
STOP
When your sequence is set, you'll only need one letter from each ingredient in the 10 Quest Casserole.
Let the recipe instructions for a Perfect Bake be the guide.

the Enigmatic Atelier
To use the hints, click on the tab above. Hints will be separated into stages, using smaller nudges at the beginning, and later providing more information if still needed.
On behalf of wandering eyes...you will see the word STOP between nudges as an indication to return to the game, should you not want further information divulged before you are ready to get it.
This tab addresses the exterior.
Carry On!
This ought to be familiar. Find what you need and crack the runes. Complete the abracabob as you solve the cards.
Using the riddle, below is one additional hint for each word:
First: A manual shows sequence; A number tells which to use.
Second: Low and quiet.
Third: Initials and perspective.
Fourth: Cursive.
Fifth: Look under the marbles.
Sixth: Count 'em.
Seventh: Find all the swatches
To complete the Abracabob, the circles to the left of the final answers need color. There's a hint on the desk.
Note: "Stellar" is not an astrological reference.
Decipher the ticket using the color-step abracabob.
Then, take it literally.
STOP
You might consider using a tool. A butter knife? A fingernail?
Anything to hinge it from the wall?
A hint in red tells you where to look.
STOP
The silver plate of each dial is fixed. Only the brass wheel behind it can rotate. The safe sticker holding the vroom closed indicates which symbol is needed to align with the triangle for each lock.
STOP
Rotate. Align. Count. Decipher.
Return to the color-stepped abracabob to decode.
Inside the Atelier
To use the hints, click on the tab above. Hints will be separated into stages, using smaller nudges at the beginning, and later providing more information if still needed.
On behalf of wandering eyes...you will see the word STOP between nudges as an indication to return to the game, should you not want further information divulged before you are ready to get it.
This set guides the interior atelier quest.
Carry On!
Colors are established at the top right of the golden spiral.
Follow each surface as it rotates back and forth.
Each surface connects to only one electrical conduit.
STOP
Each electrical conduit powers one of four interior projectors, which themselves reveal each next step.
STOP
While there's no shortcut for the Golden Twist, the order of the colors is always the same. At the beginning, yellow is on top and cyan is opposite. This will always be true.
As will magenta being opposite Black.
If the conduit maze is tying you in visual knots, there is a Manual Override. Find it and decipher.
A missing bell is near two pieces required to deciphering the hidden message.
STOP
A faint number indicates word length.
STOP
Ask someone to listen as you recite the words.
The right ones will make a sentence.
Fill it in the card on my desk.
Use the Color-Step Abracabob to decipher all of them.
Write them into the manual.
STOP
Locate the named objects.
First, notice the etchings at the top of their cabinet.
Now, what about the numbers associated with each object's tag?
STOP
There's additional information on the tags that will get used later.
You'll need to revisit my journal for this one.
Don't be afraid.
Grab some scissors. Do what must be done.
STOP
The border? Looks familiar, no?
Translate and record on my desk.
The image shows how the device is used.
Ms. Kutt Anne Foulds has such a unique practice.
STOP
Check out the bin under the desk.
Might find some discarded waste of import.
STOP
Once cracked, obviously, heed the advice. Go find it!
STOP
Where have you likely NOT looked?
The answers from the safe complete the card.
Then use the card to fill in the Crazy Blanks.
Find additional help from the baseboard inside the vroom. You may want a flashlight? Use the Color-Step Abracabob to crack it.
Spend a moment making sense of what it all means!
With all the elements collected, go build it!
STOP
There is a sketch of the 3 x 3 device in the corner of my desk. Use it!
STOP
Object placement is answered by labels in the case.
Once known, draw the objects into the device sketched on my desk.
Color them in according to "what was missing".
Part 1: Widgets
The nine objects from Magenta need to be correctly placed into each of the nine cubbies, according to their tags.
Part 2: Slides
Iinsert the slides into the correct slots such that the overlapping transparent C, M, and Y squares produce the colors that align with what was missing. Note: The device in the illustration of the vroom has a third color affixed to the center that must be taken into account.
STOP
Use the color theory chart in the studio for guidance.
STOP
To help correctly slot the six, allow this guidance:
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Sketch a clean 3 x 3 grid on a piece of paper.
-
Draw a diagonal line through each square.
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Label each triangle of each square with a C, M, or Y such that the two combined colors create the color that matches the Missing Piece. Example, M + M = Magenta or C + Y = Green.
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Once the triangles are labeled, know that each vertical and each horizontal must be accounted for from the options available. Best to work backwards. Select one slide and see where it could go. If the slide is M - Y - C, for example, check the three horizontals and three verticals and determine which one(s) have the MYC pattern.
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Process of elimination will fill in the rest.
Decipher the note to find the location, and the necessary anonymous key to solve the Grande Finale.
The final answer (her name) will get recorded on the empty strip of paper across the center of my desk.
STOP
Review the message. It proposes what sort of painting must be done. Imagine "paint by number" as a parallel.
(There's a pink example in the trash can)
STOP
There are two "clarifiers" on my desk.
One about color.
Another about crowns.
Give them both a quick read.
STOP
Think of the boxes across the center of the desk as pixels,
in separated 4 x 4 grids.
Wait...those 4 x 4 mini-grids look a lot like the portrait lay-out...
STOP
My self-portrait sets the widget sequence.
Start with the first widget. Which paintings have that widget? If you're distracted by the color of the widget in the painting, pretend the portraits are all black and white.
As with Paint by Number, "Paint by Widget!"








