Guide
A Plague Tale: Requiem: How to Solve Windmill Puzzle
The Windmill Puzzle is one of the toughest puzzles in the game and this puzzle is located on the island named La Cuna. You’ll make your way here to search for the smuggler’s treasure in chapter 9. This puzzle is not the main puzzle but it can be solved in Chapter 9 or if you have missed it in the 9th chapter then you can solve it in Chapter 10. Solving this puzzle will also grant you a great piece of armor that’ll help you greatly later in the game.
In this guide, we’ll tell you how to solve the Windmill Puzzle.
Windmill Puzzle Location
Once you are in the Palace of La Cuna, make your way down from the Palace and you’d see windmills at a distance on the right side. You just need to stick to the road for convenience or if you want to go off the track then you can do that as well. Soon you’ll reach the windmills area. You’ll see four windmills and if you look closely at the outside wall of the windmill, you’ll find some strange marks on them.
Every windmill has been marked with a specific number and you can see this number marked above the main gate of the windmills. There’ll also be a pictorial mark on the side of the number which will confuse the players and these pictorial marks are the keys to solving this puzzle.
All Windmills Clues
The marks on every windmill will indicate a location nearby from where you’ll get a certain hint to solve the Windmill Puzzle.

Windmill 1: The first windmill has a mark of rocks near the mountains and trees. To get to this location, you need to go to the bottom level of the Palace and go to the left side. You’ll come up by a cliff side, get off of the track and start going toward the cliff in the right direction. Soon, you’ll see a circle of rocks one of the rocks has an (I) mark on it and the other rock has still fans mark on it which means that the first windmill needs to be still.
Windmill 2: The second windmill has a mark of the zig-zag path with steps. To get to this location, go back from the Palace’s path and you’ll see a couple of people praying to a stone. Go near the stone and you’ll see a number (II) marked on the stone and at the back side of the stone, you’ll see a still windmill which means that the second windmill also needs to be still.
Windmill 3: The third windmill has a mark of fish in a river near the rocks. To get to this location, go to the opposite side of the area and onto the bridge and you’ll find a fisherman. Go past the fisherman and as you come off the bridge, go left and start following the river. You’ll see land on which rocks are placed in a swing design and a large rock placed in the middle. If you go near it, the rock has a number of (III) marked on it and the swirl design on the land with the rocks denote as the third windmill should be moving.
Windmill 4: The fourth windmill has a mark of the barn on it. Go to the Barn where the main festivities are set up and when you try to go through the main door of the barn, the door will not open. Go through the right side of the barn and climb on the ladder and then on the ledge. Make your way to the roof and you’ll see a hole. Shoot down the box with the sling then come down from the roof and use the sling from the window to dislodge two wooden planks on the main door. Now, come from the main door and you’ll see a number (IV) on the wall as well as the swing mark.
Windmills
After noting all of these clues, you’ll now know that Windmills I & II are still, and Windmills III & IV are turning.

Now, go inside the first windmill through the main gate and push the lever to stop the windmill. For the second windmill, interact with the wooden pole with the rope to pull down the boxes. Climb up on the ledge and go inside the windmill. Push the lever to stop the windmill. For the third windmill, locate the cart around the windmill and push the cart. Hugo will go in from the open space and open the door for you. Pull the lever to start turning the windmill. For the fourth and last windmill, go under the cart to reach the other side. Climb up the ladder and use the sling to unlock the door. Pull the lever to start turning the windmill.
When you’ve stopped and started the marked windmills, you’ll hear something beneath the ground meaning you’ve opened something which will result in solving the Windmill Puzzle.
