General Tips

  • This is an adventure game devoted to curing a patient. It is divided into segments representing four symptoms requiring research and treatment. Different paths are available to complete play.
  • Use this walkthrough as a guide to complete game locations, solve puzzles and find items necessary to finish the game.
  • This guide is written to complete tasks in the most efficient way possible. Not all inventory items are picked up when first encountered. To make it easier to find where this guide may differ from your own play, collected inventory items are CAPITALIZED and highlighted in white with a blue border in the screenshots.
  • If you don’t have an item referenced in this guide, press and hold the “Ctrl” key while pressing the “F” key. This opens a Find area in your web browser. Type in the name of the object as it appears in this guide. Press the “Enter” key to find references to the item.

Difficulty Levels

  • There are three playing modes: Casual, Advanced or Hardcore.
  • Select Casual Mode for a relaxed game-play session. Significant game locations are marked with sparkles; hint and skip buttons recharge quickly.
  • Select Advanced Mode to overcome obstacles without extra help. There are no sparkle indicators and hints and skip buttons recharge more slowly.
  • Select Hardcore Mode to play without any help. There are no sparkle indicators, no hints and puzzles cannot be skipped.
  • The playing mode may be changed at any time by clicking the “Menu” button in the bottom left of the screen and then selecting “Options”.

Cursors

  • The default cursor is an arrow with a blue gem in it. It can change into the following icons:
  • Magnifying glass – appears over an area you can inspect more closely.
  • Hand – indicates an item can be picked up for inventory.
  • Index Finger – means you can interact with the object by pushing or moving it aside.
  • Gears – indicate an object requires an inventory item. Click the object to get a text clue on the thought bar along the top of the screen.

Hidden Object Scenes

  • All Hidden Object Scenes (HOS) are the standard list of objects to find.
  • There are no items requiring scene interaction.
  • Keeping with the spirit of a hidden object game, only inventory items are shown in the screenshots in this walkthrough.

Hint and Skip Buttons

  • In casual and advanced modes there is a hint button in the form of a crystal ball at the bottom right of the screen.
  • Hints consist of a location and the task needing attention.
  • The hint button can also be used in HOS to find a random object.
  • In casual and advanced modes puzzles may be skipped once the skip button has charged.

Surface: The Noise She Couldn't Make

Map

  • A three-part interactive map is available for each game segment.
  • Open the map by clicking the compass in the lower left corner of the playing scene.
  • The map (A) shows a path to all locations for the current game section.
  • Locations with a question mark indicate the necessary task(s) to open the location have not yet been completed.
  • Exclamation marks designate visited areas with incomplete tasks. Click the location icon to switch to that site.
  • A glowing circle around an icon shows your current position.
  • The medical chart (B) shows the current symptom being investigated.
  • Replay cutscenes (C) to review story scenes.
  • Exit the map without changing locations by clicking the Close tab at the bottom of the screen or clicking the compass in the lower left corner.
  • Location names in this walkthrough correspond to those on the map.

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Additional Features

  • Aura Flowers – Collect the brightly glowing flowers in the scenes. Spend them in the shop to decorate your office. View the screenshots at the end of this walkthrough to see the location of all of the flowers.
  • Flower Purse – appears on the screen each time a flower is collected. The counter shows the total flowers collected. Click the purse to open the shop.

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  • Shop – Access the Shop by clicking the Flower Purse during game play or selecting My Office from the Main Menu and then clicking the Shop icon.
  • View all of the available items (A) or shop by category (Furniture, Decor or Special). Use the scroll arrows to view all offered items.
  • Each item shows how many flowers are required for the purchase (B). Click the “Buy now!” tab to purchase the item and deduct the amount from the Flower Purse.
  • Click the “Close” tab at the bottom of the screen to exit the shop.

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  • My Office – Purchase an item in the Shop or click My Office from the Main Menu to view the office contents.
  • Select the Shop tab to add contents to the office.
  • Purchased items cannot be returned or rearranged.
  • Click the back wall to open the Achievements area.
  • Click the “Close” tab to exit to the office.

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  • Achievements – Complete various tasks throughout the game to win achievement awards. A pop out appears on the game screen each time an Achievement is awarded.
  • View Achievements by selecting Achievements from the Main Menu, clicking the Achievements wall in from the My Office location or clicking the pop out when it appears on the game screen.
  • A complete list of achievement may be found at the end of this walkthrough.

Collector’s Edition

  • This walkthrough covers the Collector’s Edition content of Surface: The Noise She Couldn’t Make.
  • Bonus Content – Complete the main adventure to access the bonus material. The content includes Bonus Game Play, Screensavers, Wallpapers, Concept Art, three Extra Mini-games, Music and Cut Content.

Chapter 1: Curing the Fever

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Town Gate

  • Collect the first Aura Flower.  Screenshots and the locations of all flowers are available at the end of this walkthrough. This is the only location where the flower is pointed out in the game-play screenshot.
  • Click Jane to view the first symptom and the task required to eliminate it.
  • Any video or cutscene may be reviewed by clicking the Map icon (Please review the Map section in the General Tips for this walkthrough for more information).

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  • Zoom in on the dock.
  • Pick up the NET. It automatically goes to inventory.
  • Use the NET to scoop up the PAPER BOAT.

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  • Look closer at the flower by the side of the path on the right.
  • Pick up the KEY.
  • Examine the old cupboard.
  • Insert the KEY in the lock to open a HOS.

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  • Find the items listed on the bottom of the screen.
  • The Magic Wand goes to inventory as a MAGICIAN’S WAND.
  • Take the path on the right.

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Near the Wrecked Ship

  • Look closer at the cannon (A); pick up the SHARP KNIFE.
  • Examine the contents of the small boat.
  • Use the SHARP KNIFE to cut the red cloth (B).
  • Take the CARROT and PIECE OF CLOTH.

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  • Zoom in on the rabbit hole.
  • Put the CARROT on the ground in front of the hole to lure the rabbit.
  • Grab the RABBIT.
  • Return to the Town Gate. Take the path on the left.

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Near the Decrepit House

  • Look at the stump on the left; pick up the TORCH.
  • Examine the top hat.
  • Put the RABBIT in the hat. Place the PIECE OF CLOTH over the rabbit and hat.
  • Use the MAGICIAN’S WAND to work some magic.
  • Take the MAGICIAN’S SCARVES out of the hat.
  • Open the Map. Click the Near the Wrecked Ship location.

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Near the Wrecked Ship

  • Look inside the small boat.
  • Attach the MAGICIAN’S SCARVES to the hook.
  • Take the GRAPPLING HOOK.

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Town Gate

  • Throw the GRAPPLING HOOK onto the tree.
  • Look closer at the dangling scarves.
  • Pull the end of the scarves to lower the tree branch.
  • Take the BUCKET OF WATER.

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  • Zoom in on Jane.

Throw the BUCKET OF WATER on Jane to cure her fever.

Chapter 2: Opening the Gates to Jane’s Mind

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Town Gates

  • Examine the area where Jane was sitting.
  • Pick up the crystal ball to view a cutscene.
  • Put the TORCH in the flame on the bush. Take the BURNING TORCH.
  • Pick up the HAMMER and LEVER.

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Near the Wrecked Ship

  • Zoom in on the mechanism on the side of the ship.
  • Insert the LEVER in the slot.
  • Pull the lever to open the gate and lower the rope ladder.

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Wrecked Ship

  • Take the big SHIP’S WHEEL.

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  • Examine the windlass.
  • Use the HAMMER to dislodge the wedge to lower the net.
  • Play the HOS in the net.

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  • Find the listed objects.
  • The SKULL goes to inventory.

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  • Look closer at the map stand.
  • Open the oyster and take the PEARL (1/3).
  • Pick up the COMPASS.
  • Zoom in on the globe.
  • Insert the COMPASS in the inset to open a puzzle.

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  • Put the PAPER BOAT in the slot to begin play (A).
  • The tabs on the right (B) appear and the Hint globe changes to a Skip globe for Casual and Advanced modes.
  • Click the “Info” for instructions on how to play.
  • The goal of this mini-game is to sink all of the apple signs by hitting them with the boat.
  • Pop the circled bubbles to propel the boat. A new bubble begins to grow immediately in the same place as a popped bubble. Larger bubbles move the boat faster.
  • View the video to see one way to sink the signs:


  • Sinking all of the apple signs opens a hidden compartment (C). Take the WOODEN APPLE.
  • This location is complete. Exit the ship.

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Near the Wrecked Ship

  • Zoom in on the carving on the side of the ship.
  • Replace the apple core with the WOODEN APPLE.
  • Pick up the GUNPOWDER and DOORBELL.

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Near the Decrepit House

  • Examine the door.
  • Attach the DOORBELL to the loose wires.
  • Ring the doorbell expose the insides of the dollhouse.

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Dollhouse

  • Look closer at the box on the chest in the lower left room.
  • The mirror above the chest explodes.
  • Look again at the chest; take the MIRROR SHARD.
  • Pick up the IRONING BOARD in the room on the top right.

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Near the Ship Wreck

  • Zoom in and click the cannon to rotate it.
  • Put the GUNPOWDER and then the SKULL in the end of the cannon barrel.
  • Click the cannon again to aim it toward the ship.
  • Ignite the fuse with the BURNING TORCH.

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  • Look at the hole in the side of the ship.
  • Bridge the gap between the ship and shore with the IRONING BOARD.

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Wrecked Ship’s Hold

  • Tip over the bottle on the table (A).
  • Look closer at the map area (B).
  • Pick up the BUTTERFLY IN A JAR and the GEAR.

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Town Gate

  • Examine the flower beside the path.
  • Place the BUTTERFLY IN A JAR on the flower to get it to blossom.
  • Take the MEDALLION from the flower.

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Wrecked Ship’s Hold

  • Examine the chest.
  • Insert the MEDALLION in the chest’s lock to open a puzzle.

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  • The goal is to use the blue and red magnets to force the gems into their slots and illuminate them.
  • Position the magnets anywhere on the board. The red magnets attract gems and blue magnets repel gems.
  • The above inset shows the result of placing a blue magnet to repel the three gems into their slots.
  • Solution:

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  • The above screenshot shows the position of the magnets. Adjust them slightly until all of the gems fall into their slots.
  • Completing the puzzle unlocks the chest.

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  • Peer into the trunk.
  • Pick up the page from Jane’s memory to view more story information.
  • Take the PEARL (2/3) that was under the paper.

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Dollhouse

  • Examine the small cabinet in the upper right.
  • Insert the GEAR in the empty slot to open a lock puzzle.
  • Rotate the gears to connect the groves for the ball (see above inset for the solution).
  • Take the SPRING from the cabinet.

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  • Zoom in on the height adjustment mechanism on the stool.
  • Swap the old spring with the new SPRING.
  • Turn the red handle three times to lower the stool.

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  • Look at the scarf on the doll’s neck.
  • Unfasten and take the PIN.
  • Use the MIRROR SHARD to cut the necklace.
  • Pick up the PEARL (3/3) that comes loose.

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Town Gates

  • Zoom in on the gates.
  • Place the three PEARLS on the door to open a puzzle.

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  • Use the glass ball at the bottom to adjust the stars to match each constellation.
  • The patterns don’t have to be exact.
  • Completing each constellation opens the gates.

Chapter 3: Researching the Fever

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Main Street

  • Examine the carriage wheel.
  • Take the BRIDE FIGURINE and the MAILBOX DOOR.
  • Be sure to use the Map to zip around.

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Wrecked Ship’s Hold

  • Zoom in on the toy soldier.
  • Use the PIN to pry out the WINDUP KEY.

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Dollhouse

  • Look closer at the gilded box.
  • Insert the WINDUP KEY.
  • Take the MOUSE from the open box.

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  • Zoom in on the plastic wedding cake.
  • Put the BRIDE FIGURINE in the heart with the groom.
  • Push the heart aside to open the top of the cake.
  • Take the wilted flower to view a cutscene.
  • Pick up the MECHANICAL HAND that was under the flower.

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Main Street

  • Look at the carriage wheel again.
  • Use the MECHANICAL HAND to extract the MAILBOX FLAG from the thorny branches.

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Near the Decrepit House

  • Zoom in on the broken mailbox.
  • Follow the directions on the side of the box:
  • Attach the MAILBOX FLAG and MAILBOX DOOR.
  • Raise the flag and close the door.
  • Open the door to find a package.
  • Unwrap the package; take the BLACK PAINT.

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Main Street

  • Inspect the sign on the side of the carriage.
  • Use the BLACK PAINT to obliterate the “Do Not Enter” text and open the carriage door.

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Ambulance Carriage

  • Play the HOS on the sofa.
  • Find the listed objects.
  • The ROOK goes to inventory.

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Wrecked Ship’s Hold

  • Look closer at the small cage.
  • Swap the ROOK for the KNIGHT.
  • Return to Main Street.
  • Go forward to the Tower Gate.

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Tower Gate

  • Examine the lion.
  • Take the STAR and the STATUE’S HAT.
  • Inspect the tower gates.
  • Pick up the BELT.

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  • Look at the stable doors.
  • Take the SCALPEL.
  • Insert the KNIGHT in the inset to open the doors.

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Stables

  • Look closer at the boot on the ladder.
  • Take the BOOT and then the LADDER.

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  • Attempt to open the stall door.
  • Use the BELT to replace the broken strap.
  • Affix the SHIP’S WHEEL to the gear.
  • Spin the ship’s wheel to raise the stall door.
  • Play the HOS.

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  • Find the listed objects.
  • The horseshoe-shaped KEY goes to inventory.

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Main Street

  • Zoom in on the horse’s head.
  • Insert the KEY in the slot on its head.
  • Open its mouth; take the STONE PIPE.

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  • Lean the LADDER against the side of the building.
  • Climb up to look at the lantern.
  • Remove the GOOD-LUCK MEDALLION from the lantern.
  • Open the access to the lantern; pull the chain to turn off the lamp.
  • Unscrew the LAMP bulb.

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Ambulance Carriage

  • Zoom in on the top of the cabinet in the back.
  • Insert the LAMP bulb in the flash; take the CAMERA.
  • Examine the covered figure on the table.
  • Use the SCALPEL to slit the cover and remove it.
  • Take the MONOCLE from the mannequin.

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Stables

  • Look closer at the doghouse.
  • Pick up the collar for more story information.
  • Place the CAMERA in front of the dog’s bowl.
  • Press the button to take a picture; take the PICTURE OF A BONE.

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Wrecked Ship’s Hold

  • Inspect the statue below the painting.
  • Place the STATUE’S HAT, MONOCLE and STONE PIPE as shown in the painting.
  • Take the BRAIN from the compartment.

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Ambulance Carriage

  • Zoom in on the frame with the broken glass.
  • Feed the MOUSE to the snake; take the HEART.

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  • Look closer at the mannequin.
  • Place the HEART, BRAIN and PICTURE OF A BONE in the slots as shown above.
  • Place the stomach sign in the middle slot.
  • Look inside the open stomach compartment to start a puzzle.
  • Place the jigsaw pieces in the grid to solve the puzzle. Correctly positioned pieces do not lock into position.
  • Solution:

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  • Correctly solving the puzzle opens a compartment.
  • Take the DEFIBRILLATOR from the puzzle compartment.

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Tower Gate

  • Zoom in on the doors to the tower.
  • Place the DEFIBRILLATOR on the door to blast it open.

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Throne Room

  • Look at the seat of the throne.
  • Read the memory page for additional story information.
  • Move the pillow; take the GAS.

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Ambulance Carriage

  • Examine the broken mechanism.
  • Replace the broken canister with the GAS canister to start the machine.
  • Take the PLUNGER.

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Throne Room

  • Use the PLUNGER to repair the mechanical door.
  • Touch the water chamber to view the next symptom.

Chapter 4: Researching the Reservoir

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Lake Coast

  • Examine the Orca to view a cutscene.
  • Look inside the canoe.
  • Take the FISHING ROD.
  • Go left.

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Near Windmill

  • Peer into the window for a cutscene.
  • Look at the spider’s body; take the BUCKET WITH TAR.
  • Examine the target.
  • Pluck the RUBY from the center; take the dangling ARROW FLETCHING.

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  • Inspect the shed doo.
  • Place the FISHING ROD on the door to unhook the latch.
  • Pick up the OAR.

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Lake Coast

  • Zoom in on the statue on the rock.
  • Insert the RUBY in the belt; take the WEIGHT.

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Near Windmill

  • Look at the gate.
  • Attach the WEIGHT to the hook to raise the gate.

Cave

  • Examine the backpack.
  • Remove the SPRAY CAN.

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Near Windmill

  • Look at the barrel with the yellow toy.
  • Fasten the SPRAY CAN to the valve on the toy to blow it up. Literally.
  • Pick up the BOARD from the remains of the barrel.

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Lake Coast

  • Look inside the canoe.
  • Put the BOARD on the bottom.
  • Pour the BUCKET OF TAR over the board.
  • Put the OAR in the boat to open the Island location.

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Island

  • Examine the cobwebbed figures.
  • Pick up the ring to view a cutscene.
  • Play the HOS in the debris pile.

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  • Find the listed objects.
  • The Red Ribbon goes to inventory as a RIBBON.

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Near Windmill

  • Look inside the shed.
  • Put the RIBBON on the loose twigs.
  • Take the BROOM.

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Island

  • Use the BROOM to remove the cobwebs from the two figures.
  • Bestow the GOOD-LUCK MEDALLION to one of the players to gain access to the tree.

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Tree of Wishes

  • Inspect the painting for a cutscene.
  • Look at the frog.
  • Take the CROWN and the OPENER.
  • Attach the ARROW FLETCHING to the end of the stick in its mouth.

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Island

  • Look closer at the top on the car.
  • Use the OPENER to make a slit in the fabric.
  • Pull the exposed lever to lower the top on the car.

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Car

  • Examine the bag on the seat.
  • Pull the zipper tab to open the bag; the zipper pull goes to inventory as a CLAPPER.
  • Take the SCREW from the bag.
  • Pick up the THROWING STAR.

Near Windmill

  • Look in the windmill window.
  • Use the THROWING STAR to hit the KEY.

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Lake Coast

  • Zoom in on the train car.
  • Attach the CLAPPER and take the BELL.

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Tree of Wishes

  • Examine the model train.
  • Ring the BELL in the conductor’s hearing aid; take the TICKET from his pocket.
  • Look at the lock on the table.
  • Insert the KEY; receive the LOCK.

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Lake Coast

  • Zoom in on the train car.
  • Insert the TICKET into the slot; pull the lever to open the door.

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Train

  • Look at the case on the seat on the left (A); take the CODE PAPER.
  • Remove the WHEELS from the cart on the seat on the right (B).
  • Play the HOS in the luggage bin (C).

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  • Find the listed items.
  • Receive a pair of SCISSORS for inventory.

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Cave

  • Use the SCISSORS to cut the pocket on the backpack.
  • Take the BUTTON from the opening.

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Train

  • Look at the case on the left seat.
  • Insert the BUTTON in the empty slot.
  • Press the buttons until they are all in the down position. Each button affects itself and at least one other.
  • Solution: Press the buttons in this order: 3rd (yellow), 1st (aqua) and 5th (pink).
  • Pick up the ship-in-a-bottle from the case. It separates and goes to inventory as a SHIP and a BOTTLE.

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Car

  • Inspect the glove compartment.
  • Attach the CODE PAPER to the torn scrap.
  • Input the code in the dials; pull the lever.
  • Take the KEY from the compartment.

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  • Use the KEY to unlock the BRACELET on the steering wheel.

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Train

  • Examine the trunk on the floor at the back of the train.
  • Insert the BRACELET in the center of the lock to open another magnet and gem puzzle.
  • The two colors on the magnets affect those same colored gems: blue and red; red and green. The bottom magnet affects only blue gems.
  • Use the magnets to attract and repel the gems into their slots to illuminate them.
  • Solution:

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  • Position the five magnets as shown above to open the trunk.

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  • Look inside the trunk.
  • Pick up the memory page (pink).
  • Take the FORK that was under the page.

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Island

  • Zoom in on the back of the car.
  • Use the FORK to pry out the KEY stuck in the lock.
  • Attach the chain to the bumper with the LOCK.

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Lake Coast

  • Look at the stranded whale.
  • Attach the WHEELS to the cart.

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Near Windmill

  • Look at the top of the spider’s body on the windmill door.
  • Put the lock and KEY between the pincers to extract the CAR KEY.

Car

  • Insert the CAR KEY in the ignition switch.
  • Turn the key to start the car and pull the whale off of the rocks.

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Lake Coast

  • Look closer at the freed whale.
  • Take the SPIDER KEY from its mouth.
  • Open the Map.
  • Note the Car location is not complete but is now blocked. Not to worry, this isn’t a mistake.

Chapter 5: Restoring Jane’s Respiration

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Near Windmill

  • Zoom in on the door to the windmill.
  • Insert the spider KEY in the slot.

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Windmill

  • Read the memory page on the chamber door.
  • Take the DRILL BIT that was under the page.

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  • Examine the top of the table (A).
  • Pick up the MATCHES and the HANDLE.
  • Play the HOS in the crate (B).

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  • Find the listed objects.
  • The Old Cloth goes to inventory as an OLD RAG.

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Island

  • Look closer at the tool chest.
  • Pick up the PLASTER HEAD.
  • Insert the DRILL BIT in the end of the drill. Take the DRILL.

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  • Zoom in on the bottom of the car.
  • Put the BOTTLE on the ground below the leak.
  • Use the DRILL to bore a hole in the leaking tank.
  • Pick up the BOTTLE WITH FUEL.

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Cave

  • Look at the pedestal by the waterfall.
  • Place the PLASTER HEAD on the pedestal to transfer the tiara from the statue to the head.
  • Take the TIARA.

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Tree of Wishes

  • Zoom in on the frog statue.
  • Put the TIARA on the frog’s head to get it to open its mouth.

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  • Wrap the OLD RAG around the end of the stick (A).
  • Pour the BOTTLE WITH FUEL over the rag.
  • Use one of the MATCHES to light the fuel soaked rag (B).
  • Take the BURNING ARROW from the mouth (C).

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  • Inspect the round table.
  • Insert the HANDLE in the center slot to open a puzzle.

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  • The goal is fill all of the circles on the tabletop. Create new items by combining two existing items.
  • Place the cursor over a circle (A) to see what new item to create.
  • Click two existing items (B) to put them in the side compartments.
  • Press the combine button (C) to create the new item (D).
  • The new item and the two existing items return to the tabletop.
  • Solution:

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  • Horse and Wheel = Cart.
  • Man and Hourglass = Wiseman.
  • Crown and Wiseman = King.
  • Bush and Hourglass = Tree.
  • Man and Tree = House.
  • King and House = Castle.
  • Man and Castle = Knight.
  • House and Grain = Windmill.
  • Completing the puzzle replaces the items on the tabletop with a LANTERN.

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Windmill

  • Return to the small table.
  • Place the BURNING ARROW on the bow.
  • Take the LONGBOW.

Cave

  • Use the LONGBOW to burn the scarecrow blocking entry to the back of the cave.

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Tent in Cave

  • Open the tent flap.
  • Hang the LANTERN in the tent.
  • Read the memory page lying on the sleeping bag.
  • Take the HANDKERCHIEF from the sleeping bag.

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  • Look at the table.
  • Insert the SCREW (yellow) to repair the ICE AXE.
  • Pick up the GLOVES.

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Cave

  • Examine the burning scarecrow.
  • Use the GLOVES to retrieve the WRENCH.

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  • Look closer at the rock outcropping.
  • Use the ICE AXE to chip off a piece of CHALK.

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Tent in Cave

  • Use the HANDKERCHIEF to clean the lens on the telescope.
  • Attach the STAR to the end of the string.

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  • Examine the drawing on the cave wall.
  • Place the CHALK on the faint figure to darken its outline and open a puzzle.

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  • The goal is to have the caveman collect the wood, tools, clothes and shoes (aqua) without running out of food.
  • The food bar along the top (pink) shows how much and what kind of food is available. Moving one square consumes food.
  • Pick the berries; use the fishing pole to get the fish and the spear for the boar.
  • Solution:

Surface: The Noise She Couldn't Make

  • The above screenshot shows one possible path through the grid.
  • Collect the STOPWATCH from the center of the grid.

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Windmill

  • Zoom in on the chamber cover.
  • Use the WRENCH to remove the four bolts.

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  • Insert the STOPWATCH in the empty slot on the chamber door to open a puzzle.
  • The goal is to place each timer in a slot so the glass ball moves from one end of the track to the other.
  • Select and swap the timers two at a time. Press the “Go” button when all of the timers are in place.
  • Solution:

Surface: The Noise She Couldn't Make

  • The timers are in the following sequence: 2:00, 7:00, 4:00, 4:00, 4:00, 6:00 and 8:00.
  • Note that the last timer in the 4:00 position (circled above) has a smaller red streak on the side than the other two.

Chapter 6: Reversing the Paralysis

Surface: The Noise She Couldn't Make

Desert

  • Pick up the MAGNET on the path.
  • Play the HOS in the junk pile.

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  • Find the listed objects.
  • The GUITAR PICK goes to inventory.
  • Go forward.

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Sand River

  • Zoom in on the base of the cactus.
  • Use the MAGNET to remove the needles; take the DROPPER.
  • Look closer at the sand building. Pick up the LEVER.
  • Go back to the Desert. Head left to the Statue.

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Statue

  • Click Jane for a cutscene.
  • Use the BOOT to flick off the scorpion.
  • Use the DROPPER to get the TEAR.

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  • Zoom in on the withered sprout.
  • Use the TEAR to bring the wasteland back to life.

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  • Examine the statue to the left of Jane.
  • Pick up the BRUSH.
  • Take the MEDALLION WITH DOG hanging from the hand of the statue on the right.
  • Go right to the Oasis.

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Oasis

  • Zoom in on the soldier.
  • Take the flower to activate a cutscene.
  • Pick up the SMOKE BOMB.
  • Return to the statue. Take the left path.

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Fork in the Road

  • Pick up the memory page beside the column.
  • Look closer at the flowering bush.
  • Use the SMOKE BOMB to calm the bees; take the FLOWER.
  • Follow the path on the left.

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Hall of Ropes

  • Zoom in on the mechanism on the steps of the rope-covered gazebo.
  • Insert the LEVER in the top to tighten the ropes.

Surface: The Noise She Couldn't Make

  • Inspect the board on the side of the pedestal to open a puzzle.
  • The goal is to use the spool of rope to connect the pegs without retracing a line.
  • The best strategy is to begin at the bottom center peg and complete the two small outside triangles. Close the bottom middle triangle and then the top left. Close the top center triangle and end with the top right.
  • Solution:

Surface: The Noise She Couldn't Make

  • Place the spool on the red and white circled peg to begin.
  • Go left, up and down to return to the starting peg and close triangle (A).
  • Go right, up and down to return to the starting peg and close triangle (B).
  • Go up to the green and yellow-circled peg and left to close triangle (C).
  • Go up and down to the green and yellow-circled peg to close triangle (D).
  • Go right to close the remaining bottom triangle (E).
  • Go up to close triangle (F).
  • Go right and down to the white and blue-circled peg to close triangle (G) and complete the puzzle.

Surface: The Noise She Couldn't Make

  • Zoom in on the top of the glowing pedestal.
  • Pick up the GUITAR and BLUNT BLADE.
  • Now is a good time to begin using the Map to zip around.

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Desert

  • Look closer at the two rocks to the left of the compasses.
  • Use the smaller rock to turn the BLUNT BLADE into a SHARP BLADE.

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Hall of Ropes

  • Examine the box at the bottom of the steps.
  • Use the SHARP BLADE to cut the rope. The ROPE goes to inventory.
  • Take the RAKE out of the box.

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Oasis

  • Look again at the soldier.
  • Put the FLOWER in the vase to get the soldier to lower his arm.
  • Pick up the NON-LOADED MUSKET.
  • Open the pouch and take the PIPE BRUSH.

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Fork in the Roads

  • Peer into the well.
  • Unscrew the VALVE.
  • Clear the clogged pipe with the PIPE BRUSH.
  • Take the FORM that floats to the top.

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Oasis

  • Look at the sandy beach.
  • Use the RAKE to loosen the sand.
  • Push the FORM into the sand; take the SAND FISH.

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Sand River

  • Put the SAND FISH in the empty bowl.
  • Pick up the SAND CAT.

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Hall of Ropes

  • Use the SAND CAT to scare off the birds.
  • Take the cleared path to the Hall of Birds.

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Hall of Birds

  • Look at the vice on the pile of rocks.
  • Pick up the SCREWDRIVER.

Hall of Ropes

  • Examine the open box.
  • Use the SCREWDRIVER to free the THREE-EYED MUZZLE.

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Hall of Birds

  • Zoom in on the birdcage on the right.
  • Use the BRUSH to clean off the metal plate.
  • Place the THREE-EYED MUZZLE in the open slot.
  • Open the cage by rearranging the heads until they are in the correct position.
  • The single dot on the left side of the plate and the five dots on the right side are hints for the progression sequence.
  • The eyes on a correctly placed head lights up.
  • Solution:

Surface: The Noise She Couldn't Make

  • The eyes are arranged based on the number of eyes from fewest (the single eye in the center of the head) to the most (five eyes on the head).
  • Take the CLIMBING GEAR and LIGHTER from the cage.

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Oasis

  • Zoom in on the rocky face below the steps.
  • Place the CLIMBING EQUIPMENT on the rocks to open a new area to explore.

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Rocky Slope

  • Examine the front of the flying machine (A); take the LEVER.
  • Inspect the big fan (B); get the BELLOWS.
  • Play the HOS in the rear of the flying machine (C).

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  • Find the listed objects.
  • The CLOCK HANDS go to inventory.

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Hall of Birds

  • Look closer at the hole in the column.
  • Place the ROPE between the two gears.
  • Take the HYPNO-MEDALLION and IRON BALL.

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  • Examine the vice.
  • Insert the LEVER in the end (aqua). Turn the lever to free the TONGS.

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Sand River

  • Look at the snake.
  • Use the HYPNO-MEDALLION to charm the SNAKE.
  • Look closer at the sand building on the left.

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  • Put the CLOCK HANDS on the clock face to open the compartment (A).
  • Click the gate directly below the clock face to close it.
  • Put the METAL BALL in the opening behind the clock face (B).
  • Push the ball to roll it down the steps to the bottom (C).
  • Take the VITRUVIAN MAN.

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Desert

  • Zoom in on the rocks to the left of the compass circle.
  • Send the SNAKE into the crack to get the PRISM.

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Oasis

  • Inspect the tree.
  • Remove the nails with the TONGS to lower the bird’s nest.
  • Take the MECHANICAL EGG from the nest.Surface: The Noise She Couldn't Make

Rocky Slope

  • Zoom in on the front of the flying machine (A).
  • Put the VITRUVIAN MAN in the slot on the case.
  • Open the case; take the BOMB.
  • Look closer at the metal bird (B).

Surface: The Noise She Couldn't Make

  • Put the MECHANICAL EGG in the slot on the left and the PRISM in the right slot to open a puzzle.
  • The goal is to direct the beam through all of the mirrors to heat the egg.
  • Rotate a mirror until the pink or green colored beam penetrates the same-colored circle surrounding another mirror.
  • Continue rotating mirrors to complete the path. The first move is shown in the above inset.
  • Solution:

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  • Take the hatched MECHANICAL BIRD.

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Hall of Birds

  • Look closer at the deflated bag at the base of the tree (A).
  • Inflate the bag with the BELLOWS.
  • Inspect the tree branches (B).
  • Put the MECHANICAL BIRD on its tree limb.

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  • Take the FLUTE from the sparkling stand.
  • Go down twice.

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Fork in the Road

  • Look at the fallen column blocking the path on the right.
  • Put the BOMB next to the column.
  • Use the LIGHTER to light the fuse and open up two new locations.
  • Go forward twice.

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Hall of Rain

  • Take the wheelbarrow-shaped CART.
  • Look at the pipes.
  • Pick up the ADHESIVE TAPE and SPADE.

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Rocky Slope

  • Look at the pile of pipes with the fan.
  • Use the CART to load the FAN.
  • Pick up the DRUM STICKS.

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  • Look at the base of the dog statue.
  • Use the SPADE to dig up the casket.
  • Insert the MEDALLION WITH DOG in the lid to unlock the box.
  • Pick up the toy bone for a cutscene.
  • Take the PLASTER HEAD.

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Hall of Rain

  • Plug the hole in the column with the PLASTER HEAD.
  • Affix the VALVE to the valve stem. Click a few times to turn on the water.
  • Pick up the DRUM from the stand.

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  • Peer into the water gutter.
  • Launch the SHIP above the grate.
  • The ship floats down and pushes the ARM free.
  • Go down once.

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Hall of Wind

  • Replace the broken blades with the FAN.
  • Patch the hole in the glass with the ADHESIVE TAPE.
  • Peer into the door to open a puzzle.

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  • The goal is to move the triangles around until they match the diamond pattern.
  • Click a piece to select it (pink). Possible moves light up (dashed aqua) and show what the piece will look like at each location. Click a position to move the piece.
  • Solution. The numbers on each piece show its final position in relation to the diamond template.
  • Please view the video to see the moves necessary to complete the puzzle.


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  • Reach inside and take the BAGPIPES.

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Statue

  • Match the items from inventory with the correct statue.
  • The color-coded items and statues are shown.

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  • Look closer at where Jane was standing.
  • Pick up the memory page.
  • Take the SIGNAL KEY.

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Rocky Slope

  • Enter the flying machine.
  • Use the SIGNAL KEY to unlock the steering wheel and free the machine.

Chapter 7: Discovering Jane’s Name

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Main Street

  • Play the HOS in the flying machine wreckage.
  • Find the listed objects.
  • The SAND goes to inventory.

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  • Get closer to the fire.
  • Pour the SAND on the flames.
  • Go forward to the Tower Entrance. Go up the stairs to the Throne Room.

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Throne Room

  • Pick up the orange SPONGE on the floor.
  • Examine the handprint. Take the VALVE.

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  • Look at the ring on the tree trunk.
  • Note that the NON-LOADED MUSKET picked up at the Oasis is now simply a MUSKET.
  • Place the MUSKET on the hooks. Take the BULLET that appears below the musket.
  • Retrieve the BULLET from inventory.
  • Put BULLET in the MUSKET. Take the LOADED MUSKET.
  • Exit the Throne Room.

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Tower Entrance

  • Inspect the ivy-covered wall (A).
  • Take the DETERGENT.
  • Look closer at the dirty area on the horse (B).
  • Spray the DETERGENT on the dirty area. Use the SPONGE to wipe away the grime.
  • Open the compartment and take the HORSE RIDER.

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Throne Room

  • Zoom in on the mechanism on the arm of the throne.
  • Add the HORSE RIDER to the empty slot to open a puzzle.
  • Flip the switches on the side until all three lights on the bottom are green.
  • Press the arrow button to reveal the hidden door.

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Secret Room

  • Zoom in on the dresser shelf.
  • Pick up the PLASTIC HAND.

Throne Room

  • Examine the handprint to the right of the throne.
  • Place the PLASTIC HAND in the inset to open a compartment.
  • Take the PIN.

Secret Room

  • Put the PIN in the lock on the trunk to open a puzzle.
  • Position the six magnets to move the gems into their slots and light the gems.
  • Solution:

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  • Adjust the magnet positions as needed to unlock the trunk.

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  • Peer into the trunk.
  • Take the memory page for a cutscene.
  • Pick up the HOOK and the GREEN GEM that was partially hidden by the memory page.

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Main Street

  • Climb the ladder to get a closer look at the window.
  • Shoot the lock off with the LOADED MUSKET.
  • Open the window and take the BLUE GEM.

Surface: The Noise She Couldn't Make

  • Examine the manhole cover.
  • Insert the VALVE in the center slot.
  • Rotate the cover until the key shapes match the shapes on the outside of the cover.
  • Take the GARDENING SCISSORS

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Tower Entrance

  • Look again at the ivy-covered wall.
  • Use the GARDENING SCISSORS to uncover a PEG and DOOR KNOCKER.
  • Return to Main Street. Go left to the Dark Alley.

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Dark Alley

  • Zoom in on the door of the building on the left.
  • Insert the GREEN GEM and BLUE GEM in the eye sockets to open the mouth.
  • Add the KNOCKER to the mouth.
  • Click the knocker to open the door.

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Memorial

  • Examine the broken gong.
  • Take the memory page for a cutscene.
  • Pick up the ELEPHANT FIGURINE.

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Secret Room

  • Look at the top of the dresser.
  • Insert the ELEPHANT FIGURINE in the empty slot.
  • Take the GONG MALLET from the compartment.

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Memorial

  • Go back to the gong.
  • Use the HOOK to rehang the gong.
  • Use the GONG MALLET to beat the gong and break the glass ball.

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  • Look inside the circle.
  • Pick up the NAMEPLATE.

Chapter 8: Stopping the Nightmares

Surface: The Noise She Couldn't Make

Dark Alley

  • Zoom in on the gate at the end of the alley.
  • Insert the NAMEPLATE in the slot to open a puzzle.

Surface: The Noise She Couldn't Make

  • Drag the button around to form each of the five constellations.
  • Go forward.

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Near the Old Chapel

  • Look into the hole on the hillside.
  • Take the SCYTHE.
  • Zoom in on the chapel door.
  • Pick up the CANDLE.
  • Go through the fence to the Backyard.

Surface: The Noise She Couldn't Make

Backyard

  • Use the SCYTHE to cut down the cattails.
  • Pick up the RAG.
  • Find the DRAGON TOOTH under the rag.

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Throne Room

  • Examine the statue on the left.
  • Insert the DRAGON TOOTH in the mouth.
  • Place the CANDLE to the holder.
  • Push the red button above the mouth to light the candle.
  • Take the LIT CANDLE.

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Backyard

  • Put the LIT CANDLE in the old lantern on the side of the chapel.
  • Look at the back of the cart.
  • Take the WHEEL.

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Near the Old Chapel

  • Look at the battering ram.
  • Attach the WHEEL to the cart.
  • Secure the wheel with the PEG.
  • Push the battering ram down the hill.

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Old Chapel

  • Attempt to speak to Liza.
  • Pick up the STICK on the top of the pew.
  • Exit the Chapel.

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Near the Old Chapel

  • Look again at the hillside.
  • Attach the STICK to the broken PITCHFORK.

Backyard

  • Use the PITCHFORK to remove the straw in the back of the cart.
  • Find the FORCEPS under the straw.

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Dark Alley

  • Look closer at the birdhouse.
  • Use the FORCEPS to extract the HEART-SHAPED BADGE.

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Secret Room

  • Remove the dress from the dress form.
  • Put the HEART-SHAPED BADGE in the heart-shaped slot on the form.
  • Take the NEEDLE AND THREAD from the compartment.
  • Look at the ripped blanket.
  • Use the NEEDLE AND THREAD to stitch up the BLANKET.

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Old Chapel

  • Throw the BLANKET over the nightmare eye.
  • Pick up the LANTERN from the pulpit.
  • Noise takes over and transfers locations.

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School

  • Shine the LANTERN on Noise.
  • Use the RAG to erase the word “noise” on the blackboard.

Chapter 9: Saving Liza

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Hospital

  • Take the notebook page from the nurse.
  • View the cutscenes for new story information.

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Near Hut

  • Zoom in on the door.
  • Pick up the KNOB and the door MAT.
  • Look closer at the side fence.
  • Throw the MAT over the barbed wire.

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Hut Backyard

  • Play the HOS on the lounge chair.
  • Find the listed objects.
  • The SAW goes to inventory.

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  • Examine the sod dog kennel.
  • SAW the wooden bar securing the WELL LID.
  • Look inside.
  • Pick up the EMPTY TRANQUILIZER DART.

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Near Hut

  • Jam the WELL LID in the front door to set off the gun.

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Living Room

  • Zoom in on the stairs.
  • Pick up the SCREWDRIVER.

Hut Backyard

  • Examine the doggie door.
  • Use the SCREWDRIVER to open the door.
  • Take the FRIDGE HANDLE.

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Living Room

  • Inspect the old refrigerator.
  • Affix the FRIDGE HANDLE to open the door.
  • Take the PUMPKIN.
  • Insert the EMPTY TRANQUILIZER DART in the bottle. Take the FULL TRANQUILIZER DART.
  • Look at the gun over the fireplace.
  • Load the FULL TRANQUILIZER DART in the gun.
  • Take the LOADED TRANQUILIZING GUN.

Surface: The Noise She Couldn't Make

  • Examine the lock on the door to the right of the stairs.
  • Take the SWITCH BUTTON located on the top right of the lock plate.
  • Look at the trap on the stairs.
  • Use the PUMPKIN to spring the trap.

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Second Floor

  • Use the LOADED TRANQUILIZING GUN to calm the dog.
  • Play the HOS on the bear in the chair.

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  • Find the listed objects.
  • The SHOVEL goes to inventory.

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Hut Backyard

  • Look at the dirt pile beside the back door.
  • Use the SHOVEL to uncover a WIRE.

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Second Floor

  • Enter Liza’s Room.

Liza’s Room

  • Inspect the light switch.
  • Use the WIRE to splice the broken wires.
  • Attach the SWITCH BUTTON to turn on the lights.

Surface: The Noise She Couldn't Make

  • Zoom in on the low table.
  • Attach the drawer KNOB.
  • Take the HUNTING HORN from the drawer.
  • Exit the room.

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Second Floor

  • Look at the stuffed bear.
  • Take the NIPPERS.
  • Insert the HUNTING HORN in the slot.
  • Continue to click the red and yellow balls until they turn purple.
  • Take the PEARL (1/3) from the bear’s mouth.

Surface: The Noise She Couldn't Make

Living Room

  • Inspect the small cabinet on the left side of the stairs.
  • Use the NIPPERS to snip the lock wire.
  • Take the KEY FOR BYRON’S FETTERS and the SNAKE HEAD.

Surface: The Noise She Couldn't Make

  • Look on the fireplace mantle.
  • Attach the SNAKE HEAD to the broken cane.
  • Take the PEARL (2/3) that spills out of the snake’s mouth.

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Hut Backyard

  • Return to the sod dog kennel.
  • Use the KEY FOR BYRON’S FETTERS to unlock the collar.
  • Pick up the PEARL (3/3) beside Byron.

Surface: The Noise She Couldn't Make

Liza’s Room

  • Zoom in on the doll.
  • Place the three PEARLS in the necklace.
  • Take the LOCK PICK.

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Living Room

  • Look at the lock on the cellar door.
  • Insert the LOCK PICK to open a puzzle.
  • The goal is to match the points in the lock pick to the slots in the lock.

Surface: The Noise She Couldn't Make

  • Select a section of the lock. It lights up. Possible swap positions light up to a lesser degree. Select a location to swap the section.
  • Not all sections for a row are already on that row. Some sections need to be moved from the top to the bottom section and vice-versa.
  • See the dashed inset for the solutions.

Congratulations! You have completed the main game of Surface: The Noise She Couldn’t Make. The Collector’ Edition contains bonus game play and other extras that are now available from the Main Menu.

Achievement Awards

Surface: The Noise She Couldn't Make

The following awards may be earned by completing the main story and spending flower auras in the shop.

  • First Cure! – Cure the first symptom
  • For Courage! – Finish the first part.
  • A Gulp of Air! – Cure the second symptom.
  • Action is Life! – Cure the third symptom.
  • Good Night! – Cure the last symptom.
  • Heavy Metal! – Solve the metal patient issue.
  • Friend of a Big Fish! – Save the whale on the shore.
  • Kitty-Kitty! – Solve the fancy cat’s problem.
  • What’s Your Name? – Discover Jane Doe’s real name.
  • Be Quiet, Noise! – Deal with Noise.
  • Man’s Best Friend! – Clarify Byron’s fate.
  • Last Rescue! – Solve the girl’s main crisis.
  • First Buy! – Spend 3 flower auras.
  • Wrap It Up, Please! – Spend 25 flower auras.
  • Keep the Change! – Spend 75 flower auras.
  • True Connoisseur! – Spent 150 flower auras.
  • First Puzzle! – Finish 1 mini-game without a skip.
  • Not Skipping Puzzles! – Finish 3 mini-games without a skip.
  • Experienced Traveler! – Finish 5 mini-games without a skip.
  • No Obstacles! – Finish 10 mini-games without a skip.
  • Advanced Aerobatics! – Finish 15 mini-games without a skip.
  • The Right Way! – Complete 1 HOS without a hint.
  • No Need For Clues! – Complete 3 HOS without a hint.
  • Eagle Eye! – Complete 7 HOS without a hint.
  • Unstoppable Seeker! – Complete 10 HOS without a hint.

Flower Locations

There are 255 flower auras located in scenes in the main game. The screenshots show their locations and are listed in the approximate order they are encountered during game play.

Surface: The Noise She Couldn't Make

Tower Gate

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Near Wrecked Ship

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Near the Decrepit House

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Wrecked Ship

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Dollhouse

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Wrecked Ship’s Hold

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Main Street

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Ambulance Carriage

Surface: The Noise She Couldn't Make

Tower Gate

Surface: The Noise She Couldn't Make

Stables

Surface: The Noise She Couldn't Make

Reservoir

Surface: The Noise She Couldn't Make

Near Windmill

Surface: The Noise She Couldn't Make

Cave

Surface: The Noise She Couldn't Make

Island

Surface: The Noise She Couldn't Make

Tree of Wishes

Surface: The Noise She Couldn't Make

Train

Surface: The Noise She Couldn't Make

Windmill

Surface: The Noise She Couldn't Make

Tent in Cave

Surface: The Noise She Couldn't Make

Desert

Surface: The Noise She Couldn't Make

Sand River

Surface: The Noise She Couldn't Make

Blossoming Statue

Surface: The Noise She Couldn't Make

Oasis

Surface: The Noise She Couldn't Make

Fork in the Road

Surface: The Noise She Couldn't Make

Hall of Ropes

Surface: The Noise She Couldn't Make

Hall of Birds

Surface: The Noise She Couldn't Make

Rocky Slope

Surface: The Noise She Couldn't Make

Hall of Wind

Surface: The Noise She Couldn't Make

Hall of Rain

Surface: The Noise She Couldn't Make

Main Street

Surface: The Noise She Couldn't Make

Throne Room

Surface: The Noise She Couldn't Make

Dark Alley

Surface: The Noise She Couldn't Make

Memorial

Surface: The Noise She Couldn't Make

Near the Old Chapel

Surface: The Noise She Couldn't Make

Backyard

Surface: The Noise She Couldn't Make

Old Chapel

Surface: The Noise She Couldn't Make

Hospital

Surface: The Noise She Couldn't Make

Near Hut

Surface: The Noise She Couldn't Make

Hut Backyard

Surface: The Noise She Couldn't Make

Living Room

Surface: The Noise She Couldn't Make

Second Floor

Surface: The Noise She Couldn't Make

Liza’s Room 

Collector’s Edition Bonus Play

Open Bonus Content from the Main Menu. Click Play to begin bonus game play.

Surface: The Noise She Couldn't Make

Pier

  • Look at the diving helmet.
  • Pick up the STONES WITH RUNES (1/3).
  • Examine the strange head at the end of the pier.
  • Take the GLASS EYE and DEAF HEAD.
  • Play the HOS on the bicycle.

Surface: The Noise She Couldn't Make

  • Find the listed objects.
  • The Oiler goes to inventory as an OIL CAN.
  • Follow the path on the left.

Surface: The Noise She Couldn't Make

Coast

  • Inspect the boat motor.
  • Use the OIL CAN to loosen the rusty bolt.
  • Pull the lever to pop open the top.
  • Take the WIRE.
  • Go down once.

Surface: The Noise She Couldn't Make

Pier

  • Look closer at the broken metal detector.
  • Use the WIRE to splice the broken wires.
  • Take the METAL DETECTOR.
  • Go left.

Surface: The Noise She Couldn't Make

Coast

  • Pick up the SCOOP lying on top of the crate.
  • Look closer at the sandy area just past the rocks.
  • Sweep the METAL DETECTOR over the area.
  • Use the SCOOP to dig a hole at the spot marked with an “X”.
  • Collect the COIN.

Surface: The Noise She Couldn't Make

Pier

  • Look again at the strange head at the end of the pier.
  • Insert the COIN in the eye socket to trigger a cutscene.
  • The island area is now open for exploration. Go forward to the island.

Surface: The Noise She Couldn't Make

Land of Forgotten Memories

  • Take the MASK from the stone on the right.
  • Go right.

Surface: The Noise She Couldn't Make

Shore made of Forgotten Books

  • Examine the small front-end loader.
  • Pick up STONES WITH RUNES (2/3).
  • Look closer at the book on the pedestal.
  • Insert the MASK in the slot. Rotate the eyes and mouth to form a happy face.
  • Take the STONES WITH RUNES (3/3).
  • Play the HOS on the book cart.

Surface: The Noise She Couldn't Make

  • Find the listed objects.
  • The FUSE goes to inventory.
  • Go down once.

Surface: The Noise She Couldn't Make

Land of Forgotten Memories

  • Zoom in on the rock on the right.
  • Place the three STONES WITH RUNES in the slots to open a puzzle.
  • The goal is to use the rune stones to remove the metal disks on the board.
  • Put the rune stones into the empty slots so the red arrows align with a metal disk.
  • If the arrows are not in the correct position, use the arrow buttons (yellow) to rotate the rune stones before placing them on the board.
  • A rune stone turns into a metal disk after being placed.
  • Solution:

Surface: The Noise She Couldn't Make

  • Place the three circled rune stones in the corresponding colored slot on the board as shown.
  • The stones eliminate all the metal disks and turn into metal disks with dots on them. The number of dots on the new disks indicates the number of disks they replaced.
  • Remove these new disks.
  • Solution:

Surface: The Noise She Couldn't Make

  • The results of the first moves are shown above.
  • Eliminate the four remaining disks as follows.
  • Place the rune stone (green) with two arrows as shown.

Surface: The Noise She Couldn't Make

  • The result of the previous move is shown.
  • Eliminate the three remaining disks as follows.
  • Place the rune stone (aqua) with two arrows as shown.

Surface: The Noise She Couldn't Make

  • The result of the previous move is shown.
  • Use the rotation arrow (yellow) to rotate the arrows on the rune stone to the positions shown (green).
  • Put the stone between the two remaining disks to complete the puzzle.
  • Take the book with LIZA’S MEMORY.

Surface: The Noise She Couldn't Make

Coast

  • Zoom in on Liza.
  • Give her the LIZA’S MEMORY book.
  • Receive a roll of FILM.

Surface: The Noise She Couldn't Make

  • Look at the crate.
  • Put the FILM in the empty slot to open a puzzle.
  • The goal is to arrange the animals in the proper order in the slots.
  • The holes at the bottom of the slots indicate the order: smallest to largest.
  • Click a slot to scroll through the animals.
  • Solution: mouse, rabbit, dog, lion and elephant.
  • Play the puzzle inside the crate.

Surface: The Noise She Couldn't Make

  • The goal is to remove all of the matching pairs of horseshoes.
  • Use the symbols on the shoes and the pattern guides on the two pieces of paper to find the pairs.
  • Only top pairs can be removed. Plan moves to uncover the most number of matches.
  • The first moves are shown. Remove them in this order: aqua, yellow, green, pink and blue.
  • The next set of moves is as follows:

Surface: The Noise She Couldn't Make

  • Remove the next set in this order: aqua, pink, green and yellow.
  • The last set of moves is as follows:

Surface: The Noise She Couldn't Make

  • The last set of pairs can be removed in any order.
  • Take the DIAMOND.

Surface: The Noise She Couldn't Make

Pier

  • Look at the diving helmet.
  • Use the DIAMOND to cut open the glass.
  • Take the ROPE.
  • Head back across the water.

Surface: The Noise She Couldn't Make

Land of Forgotten Memories

  • Look closer at the boat.
  • Attach the ROPE to the starter.
  • Pull the cord to move the boat.

Surface: The Noise She Couldn't Make

Boat Shed

  • Pick up the SPONGE from the cabinet.
  • Look close at the diving helmet.
  • Take the TWEEZERS.

Surface: The Noise She Couldn't Make

Shore made of Forgotten Books

  • Examine the pile of books in the foreground.
  • Use the TWEEZERS to extract the FIGURINE FISH.

Surface: The Noise She Couldn't Make

Boat Shed

  • Zoom in on the door lock.
  • Put the FIGURINE FISH in the empty slot.
  • Press the buttons from lowest to highest on the food chain.
  • Solution: worm, fish, dolphin and shark.

Surface: The Noise She Couldn't Make

Navigation Tower

  • Look at the corner window.
  • Take the WATERING CAN WITH WATER.
  • Open the electrical panel. Use the FUSE to replace the blown fuse (B).
  • Restoring the electricity lights up the globe in back.
  • Use the SPONGE to wipe off the globe (C) and open a puzzle.

Surface: The Noise She Couldn't Make

  • The goal is to move the ship across the board to the anchor.
  • The ship must always be surrounded by dolphins to move forward. Click a circle to activate it. Use the left or right arrow buttons to rotate the monsters and dolphins within that circle.
  • The following screenshot shows the positions after successfully negotiating the board.

Surface: The Noise She Couldn't Make

  • The last move is to select the circle with the anchor and click the right arrow to move the ship toward it.
  • Exit the building.

Surface: The Noise She Couldn't Make

Land of Forgotten Memories

  • Zoom in on the burning barrel.
  • Use the WATERING CAN WITH WATER to douse the flames.
  • Take the BLACK MARK.

Surface: The Noise She Couldn't Make

Boat Shed

  • Zoom in on the trunk in the corner.
  • Insert the BLACK MARK in the inset on the lid.
  • Open the trunk and take the HOOK.

Surface: The Noise She Couldn't Make

Shore made of Forgotten Books

  • Look at the anchor on the yacht.
  • Attach the HOOK to pull the anchor down.

Surface: The Noise She Couldn't Make

Yacht

  • Examine the harpoon gun.
  • Take the BLUNT HEAD.
  • Look at the life ring.
  • Take the BLIND HEAD.

Surface: The Noise She Couldn't Make

Boat Shed

  • Zoom in on the grindstone.
  • Place the BLUNT HEAD on the stone.
  • Receive the SHARPENED HEAD.

Surface: The Noise She Couldn't Make

Yacht

  • Look at the harpoon gun again.
  • Insert the SHARPENED HEAD. Pull the lever.
  • Look inside the compartment.
  • Take the globe containing LIZA’S MEMORY.

SR292

Coast

  • Zoom in on Liza.
  • Hand the LIZA’S MEMORY globe to her.
  • Receive the MUTE HEAD.

Surface: The Noise She Couldn't Make

Land of Forgotten Memories

  • Look at the closed gates.
  • Insert the BLIND HEAD, DEAF HEAD and MUTE HEAD in the slots.
  • Enter through the open gates.

Surface: The Noise She Couldn't Make

Entrance to the Storage of Secrets

  • Click the head to open a cutscene.
  • Go through the left arch to the Lands behind the Storage of Secrets.
  • Look at the rock.
  • Pick up the HANDCUFF KEY.

Surface: The Noise She Couldn't Make

Navigation Tower

  • Examine the desk.
  • Use the HANDCUFF KEY to open the HANDCUFFS.
  • Open the drawer.
  • Take the WRENCH.

Surface: The Noise She Couldn't Make

Pier

  • Inspect the diving helmet.
  • Use the WRENCH to remove the ANTENNA.

Surface: The Noise She Couldn't Make

Yacht

  • Zoom in on the rigging controls.
  • Use the HANDCUFFS to join the two pieces of rope.
  • Turn the handle to lower the sail.
  • Examine the sail.
  • Take the RUBBER STRIP.

Surface: The Noise She Couldn't Make

Navigation Tower

  • Return to the desk.
  • Insert the ANTENNA into the REMOTE CONTROL.
  • Go downstairs.

Boat Shed

  • Zoom in on the diving suit.
  • Use the REMOTE CONTROL to open the helmet.
  • Play the HOS.

Surface: The Noise She Couldn't Make

  • Find the listed objects.
  • The HOSE goes to inventory.
  • Go back upstairs.

Surface: The Noise She Couldn't Make

Navigation Tower

  • Zoom in on the canister.
  • Attach the HOSE.
  • Take the VACUUM CLEANER.

Lands behind the Storage of Secrets

  • Aim the VACUUM CLEANER at the fog to blow it away.

Surface: The Noise She Couldn't Make

  • Examine the arcade machine.
  • Take the GUARD’S MEDALLION.

Entrance to the Storage of Secrets

  • Inspect the left pedestal.
  • Insert the GUARD’S MEDALLION in the base.
  • Take the SAFE HANDLE.

Surface: The Noise She Couldn't Make

Lands behind the Storage of Secrets

  • Look at the old safe.
  • Insert the SAFE HANDLE in the door; no combination is required.
  • Attach the RUBBER STRIP to the v-shaped stick.
  • Add the GLASS EYE and take the SLINGSHOT.

Entrance to the Storage of Secrets

  • Aim the SLINGSHOT at the stained-glass window above the floating face.
  • Examine the steps; take the STAINED-GLASS FRAGMENT.
  • Enter the building.

Surface: The Noise She Couldn't Make

Storage of Secrets

  • Look at the floor in the left corner.
  • Pick up the green TRAFFIC LIGHT.
  • Exit the building.

Lands behind the Storage of Secrets

  • Zoom in on the broken traffic signal.
  • Insert the green TRAFFIC LIGHT in the empty slot.
  • Look across the bridge to play a HOS.

Surface: The Noise She Couldn't Make

  • Find the listed objects.
  • The NIPPERS go to inventory.

Shore of the Forgotten Books

  • Examine the small front-end loader.
  • Use the NIPPERS to cut the wire and retrieve the LEVER.

Lands behind the Storage of Secrets

  • Zoom in on the old arcade machine.
  • Insert the LEVER in the slot to open a puzzle.

Surface: The Noise She Couldn't Make

  • The goal is to find the capsule containing a key.
  • Use the left and right blue arrow buttons to move the claw.
  • A capsule lights up as the claw passes over it.
  • Select the pink down arrow to lower the claw and pick up a highlighted capsule. The claw automatically goes to the capsule tester on the right and places the capsule on the scale.
  • The lights on the tester help determine the color, size and form of the correct capsule. Green is correct; red is incorrect.
  • The correct capsule is random.

Surface: The Noise She Couldn't Make

  • Finding the correct capsule opens the slot at the bottom of the tester.
  • Take the LOCK KEY.
  • The glass on the machine breaks.
  • Reach in and take the CLAW.

Surface: The Noise She Couldn't Make

Storage of Secrets

  • Zoom in on the octopus-like machine on the left.
  • Attach the CLAW to the end of the broken arm.
  • The machine repairs the ladder.
  • Climb up to the roof.

Surface: The Noise She Couldn't Make

Roof of the Storage of Secrets

  • Use the STAINED-GLASS FRAGMENT to cut off a portion of the flag.
  • The CLOTH automatically goes to inventory.
  • Look at the smoking chimney.
  • Cover the chimney with the CLOTH.
  • Remove the cloth to find a PATTERNED TILE.
  • Pick up the FILE that was behind the tile.

Storage of Secrets

  • Use the FILE to free the OWL from its cage.

Roof of the Storage of Secrets

  • Look at the rat.
  • Put the OWL on the rat.
  • Take the SIGNET RING.
  • Exit the building.

Surface: The Noise She Couldn't Make

Entrance to the Storage of Secrets

  • Examine the broken step.
  • Insert the PATTERNED TILE in the empty slot.
  • Take the GEAR.
  • Look closer at the hand statue.
  • Add the SIGNET RING to the finger.
  • Take the WING NUT from the compartment.

Roof of the Storage of Secrets

  • Put the WING NUT on the WEATHERVANE to remove it.

Surface: The Noise She Couldn't Make

Storage of Secrets

  • Inspect the chandelier.
  • Use the WEATHERVANE to secure the chain to the chandelier.
  • Examine the winding mechanism.
  • Use the GEAR to replace the broken gear.
  • Pull the lever to lift the chandelier and raise a platform.
  • Insert the LOCK KEY in the platform to open a puzzle.

Surface: The Noise She Couldn't Make

  • The goal is to activate all locks simultaneously.
  • The locks can only be positioned on the grid within their red lines.
  • Once the locks are positioned, insert the key in the indicated lock to set off the chain reaction.
  • The above screenshot shows the solution.
  • Take LIZA’S MEMORY globe.

Surface: The Noise She Couldn't Make

Coast

  • Give Liza the LIZA’S MEMORY globe to see the final cutscenes.

Congratulations! You have completed the bonus play for Surface: The Noise She Couldn’t Make.

Bonus Play Achievements

Surface: The Noise She Couldn't Make

Earn the following achievements by completing the bonus game available only in the Collector’s Edition of Surface: The Noise She Couldn’t Make.

  • Regular Customer! – Spend 300 flower auras at the shop.
  • The Master of Mysteries! – Finish all mini-games without a skip.
  • Great Searcher! – Complete all the HOS without a hint.
  • Peace and Quiet at Homeā€¦ – Discover the mystery of the bonus hour.

Bonus Play Flower Locations

There are 73 additional flower auras in the bonus play chapter. The following screenshots show their location.

Surface: The Noise She Couldn't Make

Pier

Surface: The Noise She Couldn't Make

Coast

Surface: The Noise She Couldn't Make

Land of Forgotten Memories

Surface: The Noise She Couldn't Make

Shore made of Forgotten Books

Surface: The Noise She Couldn't Make

Boat Shed

Surface: The Noise She Couldn't Make

Navigation Tower

Surface: The Noise She Couldn't Make

Yacht

Surface: The Noise She Couldn't Make

Entrance to the Storage of Secrets

Surface: The Noise She Couldn't Make

Lands behind the Storage of Secrets

Surface: The Noise She Couldn't Make

Storage of Secrets

Surface: The Noise She Couldn't Make

Roof of the Storage of Secrets