Showing posts with label walkthru. Show all posts
Showing posts with label walkthru. Show all posts

Thursday, February 12, 2009

Mystery Case Files: Return to Ravenhearst Walkthrough

Mystery Case Files: Return to Ravenhearst™ hidden object game and puzzle hints:

Overall hints:
Sparkling areas mean there is an item to be found, so search the entire areas for scene or a light glinting off an object

This game has unlimited time - therefore, you also have unlimited hints if you're patient enough to wait for the crime computer to reset! When stuck, you can drag and drop objects onto the crime computer and it will give you a hint of what it might be used to do.

You can't come back to puzzles you've skipped, so make sure you don't want to do them before you skip them!

Any time you come across a significant item, it is entered into your casebook. When you're in an area that is lacking an item, always check your case files to see if you have the object already.


Walkthrough (with spoilers) begins here. This flow is what makes the most streamlined sense; you are free to wander about discover these areas in a different order.

Outside the Manor:
-Read the plaque on the left of the gate. Notice the series of numbers.
-Click the bush on the right to activate the hidden objects.
-Once you find all the objects, a wrench will be added to your inventory.
-Click on the black speaker box. Of course it doesn't work, so you must hot wire it. Open your inventory and use the wrench (thank goodness it was just lying outside the gate!) to remove the bolts from the box.
-Connect each plug to its correct socket. The numbers above the plug correspond to a column and row to tell you where to connect the wires. You must connect a red, green, and blue wire. For example, the blue wire has a 2,2 above it. Connect it from two columns over and two rows down.
-A key will appear when the wires are correctly reconnected. Use the key on the gate, and open the gate with the gate handle.

Front porch:
-Click the front door to open a hidden object scene. Look at the crescent moon symbol.
-Once the items have been added to your inventory, you will get a "V" key from a typewriter (link to help out some younger folk) .
-There is a sparkle above the porch that you can't access yet.
-Head to the left porch. Click on the trunk for more hidden objects.
-Once you've found all the items, you'll get a brick.
-Go back to the front door, and head to the right.
-Grab the ladder, and head towards the statue and pool area.

Pool:
-Search the rosebush for objects.
-The eye will be added to your inventory.
-Return to the front porch.
-Click the area above the porch. Put the ladder on the steps and click on the bird nest. Lucky you, there is another eyeball.
-Go to the right and use the brick to break the window.

Inside the manor:
-Get the crowbar (beneath the chair) and head back outside.

Porch:
-Use the crowbar on loose board (left porch).
-Hmm. A third eyeball.
-Use the chest; find the items and get a machine belt added to your inventory.
-Time to head back inside via the broken window!

Inside:
-Click the door. Place an eye in each space, and then press the level to adjust the opening. This will bring the picture into focus much the same way that a camera lens works. Once the picture is sharp, the door will open.

Kitchen:
-Maggots galore! Move the note on the wall and find the stick-bird sketch.
-Search the shelf for objects.
-You will get a cheese wedge when you've located all the items. (I don't recommend that vintage!)
-Back to the porch.

Porch:
-Look towards the ground and place the cheese on the ground to entice the mouse out. Click on him to add him to your inventory. Go back to the left.
-Front door.
-Sadly, you use the mouse as bait for the cat to get him to move.
-Take the key, open the door, and return to the kitchen.

Kitchen:
-Open the cabinet under the sink and take the shears and moist cloth.
-Use the key that you just obtained from under the cat to open the lock on the stove. Take the glove.
-Use the clippers to cut the rose, and the glove to pick up the rose.
-Time to go back outside.

Pool:
-Search the rose bush again, and take the horn.
-Give the rose to the woman statute. A crescent moon appears - compare it to your case book. Move the moon on the door to match the position in the book, and the door will unlock.

Graveyard:
-Find all the objects and get a pickaxe.
-Use the shears to cut the bushes on the right side, and work the puzzle there.
-Puzzle hints: the goal is to activate all the lights by connecting them. Rotate the layers, starting with the outer most ring, until the lights are connected. Move to the next inner ring. You will receive a sun symbol. Back to the mansion!

Living room:
-Click the mantle above the fireplace to access the puzzle. Use both the sun and moon symbols - your casebook will have the symbols. Once the correct signs are in the hands, you can pull the lever at the top of the screen.
-The fireplace moves, showing stairs that lead downstairs. (interestingly, secret passageways never seem to start out with stairs that lead up.)

Downstairs:
-When you reach the room with 3 doors, click the middle door. Flip the switch to activate the machines and start the puzzle.
-Puzzle hints: goal is to get the total on the right. You must add or subtract numbers. Once the puzzle is solved, the door will open.

Middle room:
-Search the window. You'll get a stick.
-Head out to the street.

Street:
-Take the shovel (near a beauty salon), and click on the salon door.
-Puzzle hints: arrange the columns of tiles to match the colors shown at the top. Clicking a tile slides it to an empty space.

Salon:
-Search the privacy screen. You'll find a red marble. (Thank goodness it isn't another eye!)
-Further in the salon, find the staircase banister. Rotate the heads to face the stair landing.
-This will show a painting of Rose's twin girls. Look at it closely; an angel symbol will be added to your case book.
-Head upstairs, and look under the bed. You'll locate a "C" key for the typewriter.
-The nightstand will not open yet.
-Click on the door to activate the next puzzle.
-Puzzle hints: there aren't a lot of good hints for this one. You have to rotate the board to get the steel ball into the hole. One chain turns the board clockwise; the other turns it counterclockwise.
-When the puzzle is solved, you can enter the bathroom.

Bathroom:
-Search the tub (I know you won't want to, because it's pretty dirty!), and you'll receive a lever.
-The medicine cabinet is locked.
-Head back out to the street! Apparently, washing up is optional.

Street:
-Go to the general store. Search all the shelves and find another red marble.
-Activate the cash register puzzle.
-Puzzle hints: swap the keys to that the column and row totals add up to 15. You'll get two things upon solving the puzzle: another red marble and four numbers.
-Use the code on the fuse box on the back wall. Surprise; there is a fuse missing!
-Enter the elevator. Use the lever from the dirty bathroom on the elevator control box, and click it to go down a level. (Apparently the fuse went to something other than the elevator?)

Cavern:
-Search the boat for objects, and receive a gold key.
-The grate will be too rusty to move.
-Go back to the elevator; click the lever to pull it and go back to the general store - then back to the beauty salon's bathroom.

Salon:
-Use the key on the locked medicine cabinet. Take the rust remover.
-Search the bathtub again - and find electrical tape. Back to the general store and the mysterious cavern.

Cavern:
-Use the rust remover on the grate bolts; then use the wrench to loosen them.
-Head through the tunnel to the bats!
-Use the horn to wake the bats so you can go further.
-At the end of the cavern, you'll find a body in a machine.
-Solving the puzzle frees Rose. Examine the coffin and find yet another red marble (#4).
-Head back to the pool and statue areas of the manor.

Pool:
-There are still things left in the rosebush. Inspector, you may need to work on your powers of observation. Take the screwdriver; open the door and head down the path.

Garden:
-Find the X and dig with your shovel. You'll find a missing piece of the painting. Back to the beauty salon!

Salon:
-Place the torn piece back on the painting. It will show the twins underneath colored marbles - which you may remember appears on a door puzzle in the room after the secret passageway. Head back there.

Secret passageway room:
-Puzzle (door on the left): Place the red marbles into the empty spaces. Using the two buttons, rotate the marbles until you have them lined up: orange on top, four reds in the middle; three blues on bottom.
-Head into the playground.

Playground:
-Search the sandbox. Take the funnel.
-There is a school without power.

Toy store:
-Search the display. Take the fuse, and go through the back door.
-Search the workbench; find the hammer and go downstairs.
-Click on the cloth-covered heap to reveal a game.
-Puzzle hint: click on the green or purple trolls to get a score of 100. Hitting a red troll will subtract points. Once solved, you will receive a coin.
-A fuse box has a lot of bugs.
-Back to the beauty salon and bedroom!

Salon:-Nails are hammered into the drawer to keep it shut - use the hammer
to open it. Take the paint remover.
-Head back to the front room and privacy screen. Find the hidden objects, including the "M" key.
-Back to the general store!

Store:
-Take the fuse from the toy store and place it into the fuse slot. This will activate the electricity for the school room.
-Head down in the elevator to the tunnel.

Tunnel:
-Use the telescope in the tunnel - the red button will reveal a slot for a coin. Put the coin in to activate the telescope.
-Adjust the knobs and use the eyepiece - focus on the buoy. The pattern on the side will be added to your case files.
-Search the boat again, and collect the "T" key.
-Use the elevator to go back to the general store.

Store:
-Search the shelf and find the "X" key. Back to the playground.

Playground:
-Enter the school and take the bug spray from the desk.
-Use the paint remover on the chalkboard.
-Numbers will be underneath and will be added to your case file.
-Gingerbread house puzzle: rotate the circles until the painting is aligned and oriented properly (upright).

Gingerbread house:
-Take the potholder.
-Click the box on the right wall - use the electrical tape to fix the damaged wiring.
-Press the red button and the dumbwaiter will activate - when it gets to you, it will have some rope. Take the rope.
-The door at the end of the hall has a memory match puzzle.
-Search the house to find the "S" key.
-The door in this room needs a knob.
-Back to the toy store.

Toy store: search the display case - get the doorknob. Back to the
gingerbread house.

Gingerbread house:
-Use the doorknob.
-Click on the flower picture. You'll find a number on the back. Record it.
-Back to the toy store

Toy store:
-Head to the basement. Use the bug spray to kill the bugs on the box.
-Repair the phones by lighting every point on the circuits. You can reset as many times as necessary.
-Once repaired, go to the workshop and call the number from the back of the poster; the workshop door will open.

For the rest of the walkthrough, click
here.

Wednesday, November 5, 2008

Parking Dash Tips & Tricks

Here are some hints that I found useful in trying to hit expert on all the levels or Parking Dash. Good luck! If there are any tips that I missed, please feel free to add them in the comments!

Basic strategy:
- Cars can ONLY be placed in the exit spot when their driver is there to claim it.
- You can move and repark cars in different spots to get at a car that is parked deeper in the lot.
- Every time you park a car in a spot, the space turns the same color as that car, and a number appears. This is the number of times you parked a car the same color in that spot. Parking a car on the same colored spot gives you a bonus and is an important key to winning the game.
- Each time you park a same colored car in that space, the multiplier increases (up to 5x).
- Color matching only counts when parking a car the first time. Moving a car from one spot to another *does not* affect the multiplier bonus.
- The radio station can give Karma a power boost when you listen to a station she likes. Turn the station when the green light starts to flash. If you're having difficulty managing everything, this should probably be your last priority!

Getting the car:
- Notice the clock over the customer's head. Park the cars in the back of the lot for the people who have the most full clocks (i.e. completely blue circle). Make sure to park these keys first.
- Conversely, park the cars with the least amount of time close to the back and exit.
- Keep in mind that you can always change which customer's car you want to park by clicking on a different person.
- When you have a large group of people waiting to park, feed them a vending machine snack to improve their patience; when they return to get their car, they will have more hearts.


Parking:
- (This took me a while to figure out!) You can park a car in the same colored spot to get a bonus, then move it immediately to a different space. That way, you get the bonus and can better manage the spots available on the lot. This is a good technique to use for the later levels that need a lot of points to progress.
- When parking cars, if you can park the same color in a same line (row) or side-by-side (column), it can make it easier to score point bonuses.
- If you have two of the same colors in a row/line, if you park the same color of limo, float, or SUV on those spots, you get a DOUBLE (or TRIPLE) bonus.
- Park SUV cars of the same color side by side to get a double bonus.
- If there is trash on the group, entrance, or a parking spot, you must clean it up before you can drive through it.

Reserved spots:
- A blue and white sign means that spot has been reserved. Drivers with reservations will only park in those spots.
- You can park the car in the reservation slot, then move it afterwards. However, if you do keep it in the reserved slot until the driver comes back, you get an extra tip.
- You can park cars in the reserved spot (that weren't meant for that spot), but move them as soon as a reserved car shows up. This is one way to set up a bonus for the reserved spot.


Driver pick-up:
- Do whatever you can to keep the customer from being angry when they leave. If they leave angry, you lose money.
- Give the donuts to the customers to make them happier.
- If there are too many customers waiting to park (you have no more spots available), deliver all the cars to the drivers waiting for pickup.
- Each customer drives a specific type of car. Knowing which car type belongs to a driver helps to maximize your time. (You can always click on the returned driver to see what car, but it takes time!) This is especially important when dealing with the love-sick man, whose car does NOT show up when you click on him.
- If you're really panicked, just pull out any car. If it doesn't go to the exit, repark and move to the next car. On later levels, it may take too much time to click on each customer individually to figure out which car is theirs.
- When you have a large group of drivers waiting to pick up their cars, feed them a vending machine snack to improve their patience; you'll get more tips.

Other:
- Try to wash all the dirty cars at the same time because you get a bonus for repeating the action.
- Once Jimmy is working for you (level 24), create a chain of car cleaning for
him by clicking him, then the cars to clean. (But pay attention to the length of time they are parked - make sure he washes the cars with the shortest time first!)
- If you're having difficulty finishing a level, try not filling all of the parking spots - that way you have an empty spot where you can move a car. Also keep in mind that if you fail a level, you can repick an upgrade - it might be worth trying a different upgrade for that level.
- Make sure to clean any debris (sand, leaves, moon dust, snow) as soon as it appears, because cars will not be able to drive through.

Customers and their cars:
Teenage girls: "Bug" car. Average speed car, patience, tippers.
Business women: Sedan style care. Fast car speed, not patient, and good tippers.
Celebrities: Stretch limo: takes up 2 spaces in the same line. Average speed, low patience, excellent tippers.
Cell-phone guy: Sports car. Sometimes the alarm goes off. Kick it to
shut it off, or it will annoy the waiting customers. NEVER park this car on a lift because you can't shut it off. Fast cars, extremely impatient, good tippers.
Al - Fast car, average patience, good tipper.
SUV driver: needs two side-by-side spaces. When possible, park against the wall. Remember to click the spot where the left wheel would go. Slower car, average patience and tipping.
Derek: Average car, driver, tipper.
Auntie Ethel: Impatient, slow car, poor tipper.
Lovestruck man: Very patient, average speed car and tipper.
Parade festival woman: Parade float needs 3 spaces in a row (and apparently
they have a lot of parades!) Slower car, average patience, tipping.
Student: Small, fast car - patient but poor tipper.
Dog owner: Leaves the dog in the car. (I found this one to be the most tricky) If you need to move the car, you have to placate the dog by giving him a treat. DO NOT click on the car again, but instead, click on the spot where you want to move the car. Try to move this car as little as possible, because you have to give the dog a treat every time.
Senior: The senior is the last new customer you'll meet, in level 36. Much patience, very slow car, poor tipper.

On the Moon:
- Be very careful with the dog owner's car. You must park it against a wall, because there are no dog treats for the first several levels.
- A new upgrade, the nitrogen tank will appear. It makes cars move faster. Click on the tank, then on the car to move. This is especially useful on the Senior and Aunt Ethel's car. Unlike other items in this game, you can't chain the nitro tank - you must click the tank then the car every time you want to use the tank.
- A cool new way to move cars: you can swap them by clicking! This allows immediate access to cars without having to drive from one spot to the other.

Upgrades:
There are 3 types of upgrade. Speed: lot (upgrading the pavement, adding cones, etc), Karma (upgraded shoes) or equipment (faster moving car lift or nitro tank). Tips: improving the look of the lot increases tips. Patience: Certain aesthetics also improve patience. I found these to be most useful in later levels, especially in the more difficult locations. All upgrades are automatic and presented as choices to you; none have to be purchased.

Hope this is helpful - and happy playing!

Saturday, October 18, 2008

Time Stand Still - walkthrough under construction

I'm still working on solving the Time Stand Still game. However, I'm submitting my current walk-thru. Updates to come very soon.

Home:
1.) Go to the kitchen.
2.) Read the newspaper.
3.) Locate the telephone book on the chair.
4.) Open it and find the address for SOLVIG LIEDBERG.

Kiosk:
1.) Start talking to STINA.
2.) Look at your notepad to ask Stina questions.
3.) Watch the ads Stina shows after the interview.

Katarina's home:
1.) Open the door to enter.
2.) Use the notepad to ask her questions.
3.) After asking all the questions, leave the apartment.
4.) Go to the SOLVIG LIEDBER home.

Solvig's home:
1.) Interview Solvig. She will give you house keys. These keys will be used later - enter the home when it is empty.
3.) Go to the rear door to find the hissing sound, which is coming from the radiator. You will be unable to repair it because you need a key.
4.) Enter the living room/lounge area. (move so that you are facing away from the radiator)
5.) Go to the bureau. Try to open the top drawer. It is locked.
6.) Go to the living room.
7.) Find a rectangular photograph and take the key from the underside. Replace the photo and return to the desk in the lounge.
8.) Open the drawer with the key. Keep the wood plug, radiator key, and two pictures.
9.) Look at the photos, especially the differences (a window is removed in the later picture).
10.) Go to the kitchen and read the note on the table.
11.) Take the coffee mug.
12.) Return to the radiator area and place the mug in the left corner, just under the keyhole. Place the key in the hole to release steam.

Kiosk:
1.) Talk to Stina about Carl Bergsten, asking all the questions in the notebook.

Katarina's home:
1.) Ask about Carl Bergsten.
2.) Look at your map as you leave - there is now a new location.

Museum of Design:
1.) Read all of the panels.
2.) Go to the computer. You'll need a token to turn it on.
3.) Look for the panel that has 17 boxes. It will be a memory match game. Once you've matched the shapes, you'll get a ticket.
4.) Write down the colors and shapes below the ticket. You'll need this information later to open the puzzle box at Solvig's house.
5.) Go to handicraft exhibit (via the stairs) and use the ticket in the door slot.
6.) Find and take a small dowel on the floor (between 2 wheels).

Solvig's house:
1.) Return to the desk and open the top drawer.
2.) Select the puzzel box. Use the dowel and place it in the hole in the bottom right corner.
3.) Use the color/shape sequence from the ticket to solve this puzzle. Alternatively, you can bypass the puzzle (or return to the museum and write down the shape/color sequence.) (note: I believe the solution is always the same: red pentagon, yellow circle, blue pentagon, yellow pentagon)
4.) Once you have the correct order, a lever will activate, but you need to clik on the box to open it.
5.) Take the blueprints.
6.) Look at the couple's photo in your inventory, then look at the blueprints using the magnifying glass. A X will mark the spot in an upstairs room.
7.) Go to the sitting room and click the cabinet with glass panels. The cabinet will move, but the room can not be opened yet.
8.) Head downstairs and look at the diploma from the herb garden.

Kiosk:
1.) Ask Stina questions from the notebook.

Herb garden:
1.) Talk to the gardner and get 5 herb cards.
2.) Solve the puzzle. (Bypass or place in the correct order: thyme, rosmary, lemon balm, oregano, absintium, creeping thyme)
3.) Talk to the gardner.
4.) Enter the house.
5.) Look at the calendar.
6.) Speak with the gardner about Simona.
7.) Find Simona in the garden.
8.) Ask Simona your questions.
9.) Pick up the yellow jacknife from the ground.

Solvig's house:
1.) Go back to the sitting room and move the cabinet.
2.) Use the knife on the wallpaper to tear it. Use it on the wall

again to make a secret door appear.
3.) Enter the room.
4.) Read from the book on the table.
5.) Exit the house and look at the map - notice a new location.

Library:
1.) Use the computer. Use the mouse to read the entire article.

Solvig's house:
1.) Read the note on the front door. Take the attached key and chewing gum.
2.) Use the key on the padlock to open up the hut.
3.) Take the flashlight.
4.) Enter the shed.
5.) Take the batteries from the bench.
6.) In your inventory, drag the batteries over the flashlight. Voila - light.
7.) Go back to the secret room in the sitting room.
8.) Use the flashlight.
9.) Read the paper. Read all the papers, but most importantly the autobiography notes.
10.) You should hear a creaking sound as you're reading the papers.

Click on the carpet and it will lift up to show floorboards.

Library:
1.) Use the computer. Find the new topics - two articles about Dietrich Gunter's body. These articles have some important plot points.
2.) As you leave the library, notice that you have a new location on your map: Mona Redvall's house.

Mona's house:
1.) Examine the keypad. The most worn keys are the ones you need for the code. I believe the solution always is 1,0,2,9.
2.) Once the green light appears, open the gate.
3.) Ask Mona the questions on your notepad.

Herb garden:
1.) Don't enter the lodge, but head to the deck.
2.) Take the fishpole.
3.) Walk by the lake.

Museum:
1.) Don't enter the museum. Find the shiny token (below the bridge left of the museum pathway).
2.) Use the fishing rod and chewing gum to get the token.
3.) Enter the museum and use the token on the computer.
4.) Read about Carl and the buildings he designed.
5.) Notice St Olof's school on your map.

St Olof School:
1.) Try to talk to the janitor. (He won't talk to you now).

Home:
1.) Use the phone to call Solvig. Ask questions. You'll need to find a lost key and clock.

Solvig's house:
1.) Look at the green shrubs beside the house. There will be no key.

Katarina's house:
1.) Interview her.
2.) Ask to borrow her son's metal detector. (Oddly, this places you directly in his room; you don't have to navigate there.)
3.) Look at the orange box on the dresser. You'll need to finish a puzzle to open it.
4.) Look at the computer game boxes. click on the top box to move it - read the post-it note.
5.) Look at the orange box. Open the Guitar Basics book in an open drawer. Write down the musical notes.
6.) Go to the guitar and pluck the strings in the right order. (light blue, yellow, green).
7.) Press the buttons in the same order on the orange box.
8.) Click on the box to open.
9.) Take the metal detector.

Solvig's house:
1.) Use the metal detector on the bushes next to the door.
2.) Take the key.
3.) Enter the house and go to the living room, to the chest.
4.) Use the key to open the left drawer.
5.) Take the pocketwatch.

Herb garden:
1.) Talk to the fishing gardener.
2.) Go to the river.
3.) Find the crowbar in the river.
4.) In your inventory, drag the metal detector over the fishing rod. Place that in the water.
5.) Take the crowbar.
6.) Talk to the gardner and ask for permission to take the crowbar.

He asks for salvinia from the water garden.

Home:
1.) In the kitchen, open up the cabinet and take a glass. Fill it with water from the kitchen sink.
2.) Water the basil plant in the kitchen window.
3.) Fill the glass of water again.
4.) When leaving your apartment, notice that you have a new location on your map: the water garden.

Water garden:
1.) Find the salvinia. Place it in the drinking glass.

Herb garden:
1.) Give the gardener the salvinia in the glass. Take the crowbar.

Solvig's house:
1.) Go back to the sitting room; move the cabinet and enter the secret room.
2.) Move the rug and use the crowbar to pry up the floorboards.
3.) Select the box that says JUGO. Read the letter. Notice the birth date.
4.) Replace the items.
5.) Go back to the living room chest.
6.) Solve the watch puzzle.
(watch puzzle steps: 1. depress the top left knob and run through all the numbers in the bottom left window. 2. Do the same thing for the top right knob and right window. 3. The numbers are the days per month and months per year. It's backwards from American notation (so it's dd:mm) 4. Use the birth date from the letter. (16:9).)
7.) Flip the watch over and open the back. There will be another puzzle.

Tuesday, September 2, 2008

Azada Ancient Magic Walkthrough

Technically, this is not a game review, but the feedback I've received is that people would like a walkthrough. This contains spoilers, so please only read through as a last resort. Happy puzzling, everyone!

The Fairytale:
You have to rescue Rapunzel from her tower prison. There is no way to get up there from the first page. Click on Rapunzel and take the 1 blue shutter. Place it in your bag.
Page 2: Navigate through the maze to pick up wood on the right hand side and the second shutter, which is in the middle
Page 3: Open the door for the little pig’s household.
Page 4: Take the candle.
Go back to Page 3. Place the wood in the fireplace and use the candle to light the fire to smoke out the wolf. When he leaves, so will the pig. Take the key and the muffin along with the ladder.
Page 4: use both of the shutters on the ladder maker’s window. Open the window and collect the second ladder. Feed the wolf the muffin. Use the key to unlock the cupboard and get the card.
Return to Page 1. Use one ladder for the lower level, one for the second level. Rapunzel is free. Give her the card.

The Castaway:
You’re helping Robinson Crusoe.
Page 2: take the handkerchief (checked cloth on tree).
Page 3: Pick up the shovel head on the ground and the fishing pole on the LH side of the screen near the green snake.
Page 4: Take the rock on the bottom of the page and the machete leaning against the tree.
Go back to Page 2 and use the machete to chop the tree branch. Collect the tree branch. Use the hankie on the shovel head and connect to the tree branch.
Go back to page 3 and dig in the soft spot to uncover the crystal. Take the crystal.
Go back to page 1 and put the crystal in the machine. Light up all the mirrors. Use the fishing pole to get the bottle in the water, then break it with the rock. Give Robinson his card.

The Ghost:
Restore the room as it used to be. Close the door. Put pillow back on the couch. Place the books under the sofa on the middle-most shelf.
Page 2: take the blue paintbrush. Assemble the picture.
Page 3: take the egg and the statue. Open the cabinet by fitting blocks. Take the necklace and the card from the drawer that opens.
Back to page 1. Place the statue on the table, the board on the wall, the necklace on the Asian statue, and the egg on the edge of the bookshelf. Place the painting in the empty frame and the paintbrush in the holder on the middle shelf on the bottom.

The Secret Garden:
Page 1: Open the window. Pick up the clothes on the chair and put them on Colin. Notice the robin outside the window.
Page 2: pick up the watering can.
Page 3: Take the trowel in the sand, the pruning shears by the water, and the whistle off the pump handle. Fill the watering can by placing it under the pump and clicking the pump handle.
Page 2: Whistle to the robin, who will come and eat the worm. Dig with the trowel to uncover seeds and a key. Prune the ivy with the shears. Use the key to unlock the gate.
Page 4: Now uncovered after opening the gate. Use pruning shears in the overgrown garden. Take the twig from the right hand corner. Put seeds on the flower bed and water them with the full watering can. Solve the puzzle by placing the correct number of flowers around the circled number. Whistle at the robin, who will go to the tree. Give the twig to the robin, who will build a nest. An apple will appear. Take the apple.
Go back to page 1 and give Colin the apple. He will leave. Move the cover over the painting and take the card.
Go to page 4 to meet Colin in the Secret Garden. Give him the card.

The Timeline:
Page 1: take the Coat of Arms
Page 2: Solve puzzle by raising/lowering the ball. Hint: the blue star will make the ball jump from one blocked side to the next. After opening, take the wine jar from the drunk guard. Place the Coat of Arms above the gate.
Page 3: Take the head of Horus. Go back to Page 1.
Page 1: dig in the soft spot. Place the bottle of wine in the hole. Cover up the bottle.
Page 3: dig in the soft spot. Uncover the wine, which is now vinegar. Take the bottle of vinegar.
Page 2: clean the plaque using the bottle of vinegar. Place the head of Horus on his body. Use the pattern of the eyes to click on the left or right eye. Doing the correct pattern will unlock the card from the sphinx’s mouth. Give the card to the Voyager.

The Vampire:
Page 1: Take crowbar by the locked door on the right hand side of the page. Use it to remove the barricaded window on the castle on the opposite page.
Page 2: take the rag hanging from the rack, and place it on the lid. Cover the steaming pot with the lid. Take the knife from behind the steam. Unlock the poison door, and take the cloves of garlic.
Page 3: open the curtain. Turn the clock on the mantle to daylight hours. Take the garlic and give to Dracula. He will move to the light and go away. Open the journal with the knife and take the card inside. Also take the key on the table.
Page 1: use the key to open the gate and give Jonathan Harker his card.

The Treasure:
Page 2: take the Jolly Roger flag and place it on the mast. Take the two matchsticks and light them on the candle.
Go back to page 1, and get the Key from Long John Silver.
Return to page 2 and open the small box. Take the pieces of eight.
Go to page 1 and hand the bird the pieces of eight. He will fly away and gunpowder will be below. Put that and the cannonball (to the right of the cannon; a little difficult to find) in the cannon. Light the cannon with one of the matches and point at the landslide. They will be blown away.
Page 4: use the last matchstick to light the lamp in the middle of the room. Open the book, which has a map and the card. Take the shovel.
Go to Page 3, where Long John Silver is now. Give him the map, and the X will mark the spot. Dig with the shovel. Solve the puzzle and give him his card.

Headless Horseman:
Page 1: take the crowbar.
Page 2: Take the Shovel. Use the crowbar on the locked door, which will open up a pattern on the side of the mausoleum. Open up the 3 tombstones with symbols on them and press the symbols in the correct order. They will remain lit up if you are pressing them properly. If you mess up, start from the beginning. You will get a card from a skeleton.
Return to Page 1. Use the shovel to remove the moon from the tombstone.
Go to Page 3 and place the moon on the crypt. It will open. Get the skull. Tip for the moon mini-game: the moons stop growing as soon as they hit anything (a side of the box or another moon) so make the first ones as big as you can.
Go to page 1 and give the headless horseman his head and card.

The Descent:

Page 1: click book for a secret note. Use the magnifying glass on the desk to read. Earn a cryptex by matching stones as part of a mini-puzzle. Take the matchbox, fishing pole, mirror, runes book, Latin book. Open the note again and decipher it by placing the items in this order: runes – cryptex - mirror – Latin. Give the note to the professor.
Page 2: take the gunpowder, pickaxe, and rope. Use the pickaxe on the stump to get grubs.
Page 3: use the pickaxe on the strange-looking trees. Use the rope to lash them together to make a raft. Put grubs on fishing pole and capture strange fish.
Page 4: Feed fish to dinosaur. Put the gunpowder against the wall and light with the matchbox. Take a picture of the Professor to get his card.

The Dive:

Page 1: Take the cog from the shark’s mouth, swimming in the background.
Page 2: underneath, take the dry coal, the wrench (under wood). Use to open the hatch. The top part of the page will drain. Can now also pick up card after draining the hatch. Open the furnace and remove wet coat. Replace with the dry coal. Push red button and play the mini-puzzle. Pull the lever.
Page 3: Take the pearls from the oysters. Place the cog in the RH side page where it says it’s missing a part. Pick up the stone disk and go back to Nemo on Page 1.
Page 1: play the stone disk on the turntable. It will give the pattern: 3,4,1,2.
Go back to page 3. Play the pattern on the symbols (hint: they are numbered 1,2,3,4 in ascending order.) It will open up and give you a card and a medallion. The medallion is missing a pearl. Place one of your pearls inside.
Return to Nemo on page 1. Give him the medallion and the card.

The World of Oz
Page 3: Take the axe, the oil, the magnet, wood, and board.
Go to page 2 and oil the Tin man. Guide him through the maze, using the wood and board to get him over rough spots. Chop down trees in the way with the axe. He only travels in a straight line, so use the magnet to turn him. Get the card and the slippers.
Go back to page 1 and give Dorothy her slippers and the card.

The Witch:
Page 1: Take the bread paddle by the oven.
Page 2: take the burlap sack and bucket. The witch won’t let you take anything else at this time.
Page 3: Play the mini-game to trap the chicken. (hint: use your light to make it go into the center where it can’t escape).
Page 2: Give the chicken to the witch. She’ll tell you to put it in the pot. Return to Page 1 and fill the bucket with water from her well. Go back to Page 2 and put the water in the pot and stoke the fire. The kitchen will get steamy and the witch will leave. Move quickly! Get the bread from the table, click the book and take Gretel’s card, the key from the wall left of the oven, and the chicken bone from the chicken on the table. If the witch returns before you’ve gotten all four objects, go back to the well and fill with bucket with water and repeat.
Page 1: Make sure the witch isn’t outside (she will be if the kitchen is too steamy). If she is outside, flip to page 2 and then back to page 1. Give Hansel the chicken bone. Fill the bucket with water again. Return to page 2 and steam the kitchen. The witch will go outside.
Return to page 1. The witch will check Hansel’s finger and think he’s still too skinny. Put the bread on the bread paddle and into the oven. When the witch goes to check on it, hit her with the bread paddle and she’ll be stuck inside. Pick up the breadcrumbs on the ground and use the key to free Hansel.
Go to Page 3, and use the bread crumbs to call the swan. Give Gretel her card.

The Detective:
Page 2: Open the right desk drawer; take the pen. Click on the safety-deposit box and get fingerprints.
Page 3: Collect a footprint from the floor. Get the ice pick by the sink. Take the footprint from your inventory and compare it to the engineer’s boot. He’ll turn around. Use your fingerprint from your inventory to compare to his hand. He’ll leave. Take the wrench from the tool box.
Return to page 1 and give Sherlock the footprint and fingerprint samples.
Go to page 4 and take the mail container on the right of the desk. Click on the paper below the headphones to play a mini puzzle. It’s a cryptogram and the solution is “Package on ice retrieve at port”. Look on the left hand side of the desk at the requisition paper to see who requested ice. Use the pen to check the requisition by ice. Put the requisition form inside the mail container. Use the wrench to remove a part of the pipe next to the mail slot.
Page 2: use the pipe piece to repair the broken mail system. Put the mail container inside the mail slot. Click the lever and send the container.
Page 3: the necklace is encased in ice in the kitchen. Use the ice pick to free the necklace. Take the necklace back to Sherlock.
Page 1:Give Sherlock the necklace. He’ll give you a key.
Return to Page 2: open the corresponding safety deposit box (#13) with the key to get the card.
Return to Page 1 and give Sherlock his card.

The Gold Rush:
Page 4: wait for the miner to put down his pickaxe. Move fast and grab it!
Page 2: use the pickaxe to break into the box on the wall and get the keys. Open the cell door with the keys. Pick up the dynamite.
Go to page 3 (the bank) and use the dynamite on the safe. Take the key and card. Use the key to open the drawer. Get the deed from the drawer.
Go to page 4 and give the miner his deed. He will give you 1 gold nugget. You have to play a mini-puzzle to get the second piece.
Return to page 1 and give Buffalo Bill the gold pieces and his card.

The Traveler:
Page 2: Unplug the fan. Get the code from the fan. It will not go into your inventory, so write the code down. (85709). Click the cube and play the mini-game. Take the card.
Return to Page 1 and use the code to open the time machine. Clicking on the machine shows you need a handle and a power source.
Page 3: Take the sphere. Unlock the drawer by making the rows/columns match the side tallies. Take the handle and sphere to Page 1.
Page 1: Attach the handle and sphere to the time machine. Give the Traveler his card.

The Strange Case:
This involves Dr. Jekyll and Mr. Hyde. Each of the pages has two sheets: one that is active when Dr. Jekyll is around and one when Mr. Hyde is around.
Page 1: Dr. Jekyll needs snapdragon, salt, and phosphorous to make a potion. Locate the switch potion on his desk and take it into inventory. Give this to Dr. Jekyll to make Mr. Hyde appear.
Go to Page 2: (this is a small office) Take the crowbar and open the wooden crate with the crowbar. Take the phosphorous.
Go to Page 3: (hotel reception) Take the pen from the desk.
Go back to Page 1. Give Hyde the switch potion. He returns to Dr. Jekyll. Take the paper on the desk and trace his name.
Go to Page 2: (pharmacy). Give the pharmacist the paper. He will give you snapdragon.
Go to Page 3: (hotel room) Click on the nightstand and use the pen check the box for dinner.
Go back to Page 1. Give the switch potion to Dr. Jekyll.
Go back to Page 3: (hotel reception) Give the clerk the dinner order.
Go back to Page 1. Give the switch potion to Mr. Hyde.
Go back to Page 3: (hotel room). Take the salt off the dinner tray. Click the nightstand and use the pen to place a laundry order.
Go back to Page 1: Give the switch potion to Dr. Jekyll.
Go to Page 3: (hotel reception). Give the laundry order to the clerk.
Go back to Page 1: Give the switch potion to Mr. Hyde. You can place all 3 ingredients into the test tubes and play the mini-puzzle. Get the reflux potion.
Go to Page 3: (hotel room) Take the key out of the pocket from the laundry.
Go back to Page 1. Give Dr. Jekyll the switch potion.
Go to page 3 (small office) Use the key to open the drawer and remove the card.
Page 1: Give Mr. Hyde the switch potion. Give Dr. Jekyll the reflux potion and his card.

The Voyage:
Page 1: take the 3 weights off the balloon, and the bell off the ground.
Page 3: Attach the bell to the top right of the door. Ring the door bell. The valet will stick his head outside. Quickly go back to Page 2, inside the club room.
Page 2: play the mini puzzle to pop balloons. Hint: the balloon with the 3 | | | will shoot 3 balls – use it to point to the balloons below. Earn two coins from winning that. The valet will be back. Go back to Page 3.
Page 3: talk to Newsboy. Buy both of his papers with your two coins. Get the papers and a card. Ring the bell again.
Page 2: Get the watch off the shelf and light the newspaper on fire in the fireplace (if the valet comes back, just keep going back to Page 3 and ring the doorbell until you’re finished)
Page 1: Talk to Phileaus Fogg. He’ll ask you to light the balloon. Do that with the flaming newspaper. Give Phileaus the watch and the card.

Invisible man:
Page 1: Read journal for ingredients. Need original potion, crow feather, boiled egg, pinch of salt, and tree bark. Take the bread off the table.
Page 3: Knock on the door. When the proprietor comes to the door, go back to Page 2.
Page 2: take the meat grinder, the boiled egg, pinch of salt, and the card. If he comes back before you can grab all these things, keep going back to Page 3 and knocking on the door.
Page 3: use the meat grinder on the bread to get breadcrumbs. Place the crumbs in the bird feeder. A crow will drop a feather. Pick up the feather.
Page 4: (lab) Pick up knife. Play the mini-puzzle to get the original potion.
Return to Page 1 and add all ingredients to the option. Give to card and potion to the invisible man.

The Baron:
Page 2: Do the cog puzzle, and take the hearing aid from Selenite.
Page 3: Take the mirror frame on the ground.
Page 1: click the chest behind the Baron. Put the hearing aid in the hole. Turn the dials until you see a “click”. Take the portrait and place it in the mirror frame.
Page 3: Trade out the mirror fro the portrait frame. While the Vulcan is looking at the portrait, take the card from his hand.
Page 1: Put the mirror in the hole in the barrel in the water. Click the mirror until it is reflecting light.
Page 2: Use the device by pushing the red button. It will fire 3 bursts of lasers.
Page 1: Return to the Baron. Give him the card.

The Legend:
Page 1: Read the book. You need a sprig of rue, magical water, and a moon beam for the potion. Collect the firewood, prism, and vial.
Page 2: fill the vial with water from the magical lake.
Page 3: Take the dagger off the table. Place the prism on the ritual table.
Page 2: Use the dagger to cut off the rue branch.
Page 1: use the firewood to stoke the fire under the cauldron. Add the rue and the water. Take the deliverance potion
Page 3: give the potion to Merlin. He’ll vanish.
Page 2: Go back to the lake area. Merlin needs his staff.
Return to Page 3: pick up Merlin’s staff by the tree where Merlin was detained.
Page 2: Take Excalibur from the Lady of the Lake when Merlin calls her forth. Give Excalibur to Arthur. Give Arthur his card.

The Creature (bonus book)

Unlock The Creature by going to the portrait of Titus and entering the code “Magic Book”.
Page 2: Collect all the body parts. Solve the mini-puzzle to open the machine and get the card. Collect the lightning rod and the extension cord. Place the lightning rod on the tower on the opposite page.
Page 1: Attach the body parts similar to a jigsaw puzzle. Open the window. Connect the extension cord from the one outside to the one hanging from the ceiling.
Return to Page 2. Watch the lightning strike
Go to Page 1. Give Dr. Frankenstein his card.

The Genie (Last book):
Go to Page 4. Take the oily rag. Play the mini-game and light the fuses to make the freezer work.
Go to Page 3. Get the hammer off the floor and the wrench next to the stairs. Light the rag on fire from the furnace.
Page 1: Put the burning rag on the Genie. Take the compass on the right. Take the box in the stairway. Open the vase and get one part of a card. Keep using the burning rag to subdue the Genie as often as needed.
Page 2: Use the compass in the circle. Direct the ball through the labyrinth with your mouse (hint: use the compass for directions!). You’ll get the second card piece for this.
Page 4: Open the freezer door. Put the box inside the freezer. Use the hammer to break the frozen lock. Open the box – collect the third card. They will fuse together.
Page 1: Give the card to the Genie and he will be banished….or will he?