General Information

Main Menu

  • The Play button starts the game with the currently selected profile.
  • The profile button at the bottom of the main menu opens the profile window where profiles can be selected, created and deleted.
  • The Options button opens a window where there are slider bars to adjust music and sound volume. There are buttons to mute sound and to switch between full screen and windowed mode. The credits list can also be accessed from the options window.
  • The Help button displays a window that shows basic information about icons, locations and inventory.
  • The Exit button exits the game if OK is selected or returns to the main menu if Cancel is selected.


How to Play

  • The default cursor in the game is the red arrow. Move the cursor around the screen until it changes. A magnifying glass will appear over objects that can be examined for a close-up view, a hand icon will appear over objects that can be picked up, and a jigsaw piece icon will appear over hotspots where an inventory item needs to be used. Single left click to perform an action when one of these icons appears.
  • The vault is the central hub in the game where chapters, flight school and theory locations are accessed. Artifacts that are found in the theory locations are stored on the shelves at the top of the hub. Newsreels are also added as the game progresses and these can be watched at any time.
  • There are five chapters to complete in the game. Each chapter consists of three locations where normal objects, hidden objects and artifacts have to be found. Normal objects can be found by searching the scene and clicking on them. Hidden objects may be found either by clicking or using an inventory item on other objects. Artifacts can only be found after all other objects in the location have been found. In the walkthrough, normal objects are shown in red, hidden objects in blue and artifacts in green.
  • After a hint has been used, it takes 45 seconds for the hint button to become active again. Clicking too quickly causes the screen to wobble for 8 seconds, and no objects can be selected while the screen is wobbling.
  • A new flight school location becomes available after each of the first four chapters is completed. Every flight school is a mini-game where the aim ranges from guessing the correct lights to flying through hoops. Complete the flight school mini-game to win a medal that can be seen in the vault.
  • A new theory location becomes available after each of the first four flying school mini-games is completed. There are three screens in each theory location, and each screen has one clue that needs to be found. Move the mouse cursor around the screen and it will start beeping faster when it gets near the clue. Complete the theory locations to open a new chapter.

Walkthrough- Enter the vault

The game starts outside the Unsolved Mystery Club headquarters. The following hotspots are available:
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Take the brush and use it on the sign four times. Examine the sign to read about the Unsolved Mystery Club. Take the oil can and use it on the three gears. Take the keycard and use it on the slot to open the door. Move forward to the vault room entrance to meet Henry Hudson. The following hotspots are available:
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Select the instructions on top of the crate to read about the elevator machine. Turn the wheel to raise the platform. Open the grate and then open the crate at the bottom-right corner of the room. Take the three gears and use them on the slot in front of the red machine:
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Move forward into the vault room. Move the switch to turn the lights on. Examine the circle on the left wall to play a mini-game where numbers must be added to make 99. Rotate the disc by pressing the number 99 and then place the numbers to be added in the three slots:
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Select the top-left newsreel icon. After the newsreel, the first podium will become active. Select the podium to play the first chapter.

Chapter 1: Early Years

The chapter starts outside the Earhart house. Find the following objects:
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Select the locations wheel at the bottom-left corner of the screen and travel to Chicago. Find the objects on the list:
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To find the pineapple, use the hammer from the inventory on the crate. Select the locations wheel and travel to Ogontz School. Find the objects on the list:
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To find the daisy and the screwdriver, use the watering can on the flowerpot and open the toolbox. Select the locations wheel and travel to the Earhart house. Use the axe on the tree and select the bird. Use the rake on the leaves and select the crowbar:
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Take the bird and the crowbar. The scene must now be searched to find the missing artifact. Examine the grate on the house. In the close-up view, use the screwdriver on the four screws:
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Take the book about insects to complete the location. Travel to Chicago. The locations for the key and the artifact are shown below:
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Examine the manhole cover. Use the crowbar on the manhole cover and take the key. Examine the green car and use the chain cutters on the chain. Take the microscope artifact. Select the locations wheel and travel to Ogontz school. Examine the box under the bed. In the close-up view, use the key on the keyhole:
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Take the basketball artifact from the box to return to the vault room. Select the flight school icon to play a mini-game. The aim in the mini-game is to select the correct colors for thrust, fuel, speed and pitch. After selecting the four colors, press the green run button to check the combination. A green light means that the color is correct, a yellow light means that the color is correct but in the wrong slot, and a red light means that the color is not used in the sequence. You have 8 tries to complete the mini-game before it resets. An example of how to play the mini-game is shown below:
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In this example, pink, brown, pink and brown were chosen in the first attempt. The green lights indicate that the pinks are in the correct positions but that the browns are not used in this sequence. In the second attempt, the browns are replaced with blue, and here an extra green light is added to show that the top blue is in the correct position. In the third attempt, the yellow replaced the bottom blue, and this turned out to be the correct color. The correct sequence is random each time the mini-game is played.

After completing the flight school mini-game, select the new newsreel to watch it. Select the new theory location icon to research the Saipan theory. Find the first clue:
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Turn left and find the second clue:
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Turn right twice and find the third clue:
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Select the new newsreel to unlock the second chapter. Select the podium to play the second chapter.

Chapter 2: Flying Machines

The chapter starts outside the Electra airplane. Find the following objects:
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Select the locations wheel and travel to the Vega airplane. Find the following objects:
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Select the locations wheel and travel to the Spadina Hospital. Find the following objects:
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Open the cover to find the window wiper. Examine the block of ice and in the close-up view use the blowtorch on the ice four times. Take the necklace. Select the locations wheel and travel to the Electra airplane:
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Examine the bucket. In the close-up view, use the magnet on the bolts and then take the rope. Use the saw on the wood and take the horseshoe. Use the shovel on the pile of dirt and take the wrench. Examine the windows on the front of the plane. Use the window wiper on the windows and then take the plane yoke artifact. Select the locations wheel and travel to the Vega airplane:
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Examine the bag. In the close-up view, use the scissors on the bag and then take the letter opener. Examine the tall crate. In the close-up view, use the wrench on the bolt and then take the plane propeller artifact. Select the locations wheel and travel to the Spadina Hospital:
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Examine the envelope. In the close-up view, use the letter opener on the envelope and then take the handkerchief artifact to return to the vault room. Select the second flight school icon to play a mini-game:
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The aim in the mini-game is to fly the plane through all of the hoops. Move the mouse cursor to control the plane, and collect fuel to keep the plane in the air.

After completing the flight school mini-game, select the new newsreel to watch it. Select the new theory location icon to research the Gardner Island theory. Find the first clue:
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Turn left and find the second clue:
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Turn right twice and find the third clue:
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Select the new newsreel to unlock the third chapter. Select the podium to play the third chapter.

Chapter 3: Setting Records

The chapter starts outside the autogyro. Find the following objects:

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Open the barrel to find the axe. Select the locations wheel and travel to Hawaii. Find the following objects:
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Find the hat to reveal the can opener. Select the locations wheel and travel to Wales. Find the following objects:
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Use the can opener on the tin to find the fish. Use the clock hands on the clock and then select the clock. Use the safe dial on the safe and open it to find the hammer. Select the locations wheel and travel to the autogyro. Examine the piggy bank:
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In the close-up view, use the hammer on the piggy bank and then take the diamond ring artifact. Select the locations wheel and travel to Hawaii:
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Use the door knob on the door and open it to find the broom. Use the boxcutter on the cardboard box to find the net. Examine the chained suitcase. In the close-up view, use the axe on the chain and then take the designer label artifact. Select the locations wheel and travel to Wales. Examine the walking cane in the water:
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In the close-up view, use the net on the walking cane and then take the artifact to return to the vault room. Select the third flight school icon to play a mini-game. This is the same as the first flight school mini-game, where the correct colors for thrust, fuel, speed and pitch must be selected within 8 attempts.

After completing the flight school mini-game, select the new newsreel to watch it. Select the new theory location icon to research the Washington D.C. theory. Find the first clue:
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Turn left and find the second clue:
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Turn right twice and find the third clue:
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Select the new newsreel to unlock the fourth chapter. Select the podium to play the fourth chapter.

Chapter 4: World Traveler

The chapter starts in New York. Find the following objects:
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Select the locations wheel and travel to Paris. Find the following objects:
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Use the barbell on the weights to find the dog collar. Open the balloon basket to find the welder. Examine the orange balloon and use the lighter on the burners. The balloon will take off so that the Ninety Nines artifact can be taken. Select the locations wheel and travel to Ford Island. Find the following objects:
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Use the collar on the dog and then select the dog. Use the glue on the vase and then select the vase. Use the tire iron on the tire and then select the key. Use the welder on the trowel and then take the trowel artifact. Select the locations wheel and travel to New York. Examine the box:
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In the close-up view, use the key on the box and then take the camera artifact to return to the vault room. Select the fourth flight school icon to play a mini-game. This is similar to the second flight school mini-game although the difficulty has been significantly raised. The hoops are smaller and much closer together, and on the second stage there are many more objects to avoid:
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After completing the flight school mini-game, select the new newsreel to watch it. Select the new theory location icon to research the ocean floor theory. Find the first clue:
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Turn left and find the second clue:
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Turn right twice and find the third clue:
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Chapter 5: Final Voyage

The chapter starts in Assab. Find the following objects:
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Select the locations wheel and travel to Caripito. Find the following objects:
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Select the locations wheel and travel to Rangoon. Find the following objects:
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Examine the basket. In the close-up view, open the basket and take the key. Select the locations wheel and travel to Caripito:
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Use the tongs on the bucket of coal and select the domino. Use the screwdriver on the plane panel and take the spoon. Open the grill on the front of the car and take the bottle opener. Use the key on the blue locker and take the coveralls artifact. Select the locations wheel and travel to Assab:
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Use the fishing reel on the pole and select the fish. Use the bottle opener on the bottle and select the knife. Use the spoon on the bowl and take the medal artifact. Select the locations wheel and travel to Rangoon:
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Examine the red curtain. In the close-up view, use the knife on the curtain and then select the statue to return to the vault. You will now need to vote on which theory you think is correct. The Lost at Sea theory gives the highest percentage, although any answer can be selected to unlock the final newsreel and complete the game.