The piano puzzle was clued with the porcelain figures on the cabinet. You had to have the piano make the sounds that the figurines would themselves make (like for the dog driving the firetruck, a wailing siren, like a firetruck), in the order they were on the mantel.
Personally I had no trouble with the game aside from the ending ‘twist’… The writing and the setting were both nice and dream-like, and it would have been nice if it had been kept in the dream-scape. Instead we get somehting to the tune of ‘You’re a little girl in a fantasy fairy tale who’s trying to find her way free… Naahh just kidding you’re actually a woman who’s been in a horrific car accident and is having coma-hallucinations!!! Did I get ya did I huh?’ Which is the same gripe I had with Swordsman only this game takes it to another level, moving it from ‘oh that’s nice’ to ‘…o…kaay…’
What is so horrible about having a straight well-written enjoyable story without a twist in an IF game is and will remain beyond me, and I’ve seen this so often in 12 years of IFComps that I know it’s not going away.