Mortimer Beckett and the Time Paradox Tips Walkthrough

Check out our walkthrough for Mortimer Beckett and the Time Paradox. The locations of the fragmented pieces will vary with every game, so no two games will be the same. The number of pieces that will be revealed at the end of each round can also vary. Keep this in mind when using the walkthrough. We've divided the guide into two parts, a walkthrough for the sequence of events that I received while playing (which might be different than what other players are seeing). Followed by a li…

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a:1:i:0;a:2:s:13:”section_title”;s:42:”Mortimer Beckett and the Time Paradox Tips”;s:12:”section_body”;s:112851:”

Check out our walkthrough for Mortimer Beckett and the Time Paradox.

  • The locations of the fragmented pieces will vary with every game, so no two games will be the same. The number of pieces that will be revealed at the end of each round can also vary. Keep this in mind when using the walkthrough.
  • We’ve divided the guide into two parts, a walkthrough for the sequence of events that I received while playing (which might be different than what other players are seeing). Followed by a list of where the inventory items belong in each chapter.
  • All items highlighted in red will be items that are taken from your inventory box at the bottom of the page.
  • All the items that are in blue will be the hostspots, meaning the location of where the inventory items need to be placed. These hotspots will have gears over them when you hover your cursor over them.
  • If you see that when you perform an action the scene is moving, wait until that action is complete or you will miss the last piece of an item or an important clue. For example, if you see that water is draining from a barrel, let it drain all the way because there might be something at the end of that barrel.
  • When you see a scene flash briefly after you’ve placed certain items, that means that you need to go that location because something there needs your attention.
  • You can right click to get rid of an item on your cursor or you can just click it back onto the inventory bar at the bottom.
  • When you click on the hint, and the game is showing you where the item is, you will not be able to click on the piece until the item stops shimmering.
  • I found it easier to look for all the pieces in a chapter first before I started placing them. It made it easier for me to figure out where everything went. In order to make sure that you have all the pieces, click on the hint button and it will let you know for sure. This was my method but you can use whatever method works best for you.

HINTS

  • You can click on the hint button that is on the lower right side of the page and it will show you where one of the fragmented pieces is located.
  • The hints are unlimited in this game but you have to wait for it to recharge itself before you can use it again. It usually takes about a minute before you can use the hint again.
  • The hints will NOT help you find where the items go once they are pieced back together. To find clues as to where the pieces go, you have to try different options for yourself. You can also look in the book for clues that will help you solve mini games.
  • The hints will let you know when you’ve found all visible pieces since some pieces will not be visible until you’ve performed certain actions.

INVENTORY

  • Once you’ve completed an item by finding all of its fragmented pieces, the completed piece will go into inventory. The inventory box is located at the bottom of your scene.
  • You must use these inventory items in what we call hotspots. These are items that have gears over them when you hover your mouse over them.
  • Keep in mind that the location in which you found a piece in, is not always the location in which it will be used.

PLEASE READ BEFORE FOLLOWING WALKTHROUGH

  • Find all the fragmented pieces in each location first if you want to follow this walkthrough from beginning to end.
  • You will know that you found all available pieces for this chapter when you click on the hint and Mortimer tells you that:”Not all pieces of the items may be visible at first. “
  • Please keep in mind that the walkthrough for each chapter can vary per person because the pieces are distributed differently for each game. Even if your game does not start out the same way, know that all the inventory pieces will always go in the same spot.

CHAPTER 1 THE VIKING AGE

VILLAGE

  • You will be able to find all the pieces in this location, the first time around.
  • Take the eggs from inventory and place them on the nest that is located on the lower right side, it blends in with the soil quite well.
  • Click in the back of the scene to access the ship.

VILLAGE-THE SHIP-WHEEL

  • The Ship is located on the far right side of the scene, where you see the red and white sails. Once you place your cursor over it you will see a golden arrow which will point to that location.
  • There is a wheel on the right hand side, it is a mini puzzle that needs to be solved. Click on the inner circles so you can complete the puzzle to form the right picture.
  • You can right click or left click the puzzle to go back and forth until you get all the inner circles lined up correctly.
  • This puzzle is random so you may not always get the same picture.
  • Once the circles are all in place the center of the puzzle will open, take the piece of stone that is inside.


VILLAGE-THE SHIP

  • Take the patch from inventory and place it on the hole that is in the torn sail, upper right corner.
  • Take the chain and place it on the anchor that is on the left hand side.
  • You’re done in this location. Please go to the Tavern location.

VILLAGE-TAVERN

  • All pieces will be available except the last piece of the firewood.
  • Take the old shoe and place it on the cat that is on the lower left side, once the cat moves the last piece of the firewood will be visible.
  • Place the tray from inventory and place it in the hands of the Tavern Keeper (right side, by the telephone).
  • Go to the Frost giant location for now.

FROST GIANT

  • Take the hammer and place it on the anvil that is on the lower right side.
  • Take the stone crown and place it on the stone statue that is on the lower left side, he is half buried in the snow.
  • Then take the 2 pieces of firewood and place them on the fireplace.
  • Take the flint stones and place them in the fireplace that sits directly in front of the cave. You have to place the 2 pieces of firewood in the fireplace first before the fire will light up.
  • Once you get the fire going you can enter the cave and explore its surroundings.

FROST GIANT-CAVE

  • Find the rest of the pieces that you could not find outside the cave.
  • Place the ruby in the ruby shield that is on the left side.
  • Place the bead in the necklace that is in the lower right corner.
  • You’re done with this location for now, you’ll have to come back here to enter the Time Portal.
  • Go back to the Village.

VILLAGE

  • Take the piglets and place them with the pig that is in the lower left side, by the two wheels.
  • Take the ladder and place it in the middle of the scene, leaning against the wall.
  • Once the ladder has been put in place, click on the large flag that is above the building and MB will tell you that there are some numbers written on the flag that can be found in the notebook.
  • Once you close out his message the notebook that is on the right side will open up, revealing a set of numbers. Those numbers will be used in the Tavern location, they are for dialing numbers on the payphone.
  • You are completely done in this location.

VILLAGE-TAVERN

  • Place the wing on the viking helmet of the man in the green shirt.
  • Click on the payphone to open a mini game.

VILLAGE-TAVERN-PAYPHONE

  • Click on the payphone and you will get a close-up view. Click on the Notebook that is in the lower right side and you’ll see some numbers that need to be added or subtracted to get the end number. Your goal is to add or subtract or multiply the numbers so you can dial the numbers on the payphone. The solution is random so I will give you an example of what to do with the numbers that I received.
  • 4+5=9
  • 2X2=4
  • 3+1=4
  • 2X4=8
  • 6-5=1
  • 5+3=8
  • 8-3=5
  • According to this example you would dial the numbers 944 8185, dial the number that is in your notebook.
  • Once you’ve dialed the number correctly, the phone will ring and you’ll see the scene in the Temple flash quickly on the screen.
  • Look on top of the payphone the black crow will fly away, once he does the last piece of the “cat statue head” will be revealed. Go to the Temple and click on that last piece.
  • You can open and close the book as you enter the numbers and it will not interfere with the process.
  • You’re done with this location.

ALTERNATE PAYPHONE SOLUTIONS #1

  • Since there is more than one solution for this game. I’ve added other solutions for the puzzles that I encountered.
  • 3+4=7
  • 3+2=5
  • 9-6=3
  • 0X4=0
  • 8/4=2
  • 3+3=6
  • 2X4=8
  • According to this example you would dial the numbers 753 0268, dial the number that is in your notebook.


ALTERNATE PAYPHONE SOLUTION #2

  • 9-4=5
  • 6×0=0
  • 5-3=2
  • 8/2=4
  • 9+0=9
  • 5/5=1
  • 1+6=7
  • According to this example you would dial the numbers 502 4917, dial the number that is in your notebook.


TEMPLE

  • Take the jug and place it on the jugs that are located on the top right side.
  • Grab the rope knot and place it on the ropes that are on the left side.
  • After you’ve entered the phone number on the payphone in the Tavern, you’ll notice that the crow will fly away. You will find the last piece of the “stone statue head” in the place where the crow was standing on top of the red telephone booth, click on it.
  • Take the cat statue head and place it on the cat statue that is in the lower right side and you’ll Freya, the Goddess of war appear on the screen.
  • Give Freya the Goddess the golden shield and the golden sword from inventory.
  • You will be automatically taken to the Time Portal in the cave, click on the portal to go to your next time zone.

BAREBONES WALKTHROUGH FOR CHAPTER 1-THE VIKING AGE
This part of the walkthrough contains ONLY the placement of the inventory items. If you want more detailed instructions, please read the section above this one. We did this because the game varies depending on which version you’re playing. Thanks and Enjoy!

TAVERN

  • Take the old shoe and place it on the cat that is on the lower left side, once the cat moves the last piece of the firewood will be visible.
  • Place the tray from inventory and place it in the hands of the Tavern Keeper (right side, by the telephone).
  • Place the wing on the viking helmet of the man in the green shirt.

VILLAGE

  • Take the eggs from inventory and place them on the nest that is located on the lower right side, it blends in with the soil quite well.
  • Take the piglets and place them with the pig that is in the lower left side, by the two wheels.
  • Take the ladder and place it in the middle of the scene, leaning against the wall.

VILLAGE-SHIP

  • Take the patch from inventory and place it on the hole that is in the torn sail, upper right corner.
  • Take the chain and place it on the anchor that is on the left hand side.

FROST GIANT

  • Take the hammer and place it on the anvil that is on the lower right side.
  • Take the stone crown and place it on the stone statue that is on the lower left side, he is half buried in the snow.
  • Then take the 2 pieces of firewood and place them on the fireplace.
  • Take the flint stones and place them in the fireplace that sits directly in front of the cave. You have to place the 2 pieces of firewood in the fireplace first before the fire will light up.


FROST GIANT-CAVE

  • Place the ruby in the ruby shield that is on the left side.
  • Place the bead in the necklace that is in the lower right corner.

TEMPLE

  • Take the jug and place it on the jugs that are located on the top right side.
  • Grab the rope knot and place it on the ropes that are on the left side.
  • After you’ve entered the phone number on the payphone in the Tavern, you’ll notice that the crow will fly away. You will find the last piece of the “stone statue head” in the place where the crow was standing on top of the red telephone booth, click on it.
  • Take the cat statue head and place it on the cat statue that is in the lower right side and you’ll Freya, the Goddess of war appear on the screen.
  • Give Freya the Goddess the golden shield and the golden sword from inventory.
  • You will be automatically taken to the Time Portal in the cave, click on the portal to go to your next time zone.

CHAPTER 2-THE FRENCH REVOLUTION

BASTILLE

  • The first time you enter this location, the 3 pieces of the book, the last pieces of the photo and the last piece of the apple will not be available right away.
  • Take the plane propeller and place it on the plane motor of the red airplane that is on the right side.
  • Grab the yellow umbrella and give it to the lady in green that is in front of the castle.
  • Place the compact disk on the paper that is on the pole that is on the right side, it says ” examine inscription” It tells you the tale of the white king, which you will need once you enter the Chateau location.
  • Go to the Chateau and you will come back to this location later.

CHATEAU

  • When you first enter the scene , the 2 pieces of the crown and the gold coin will not be visible right away.
  • Place the globe on the globe holder that is on the lower right side.
  • Click on the cabinet and a mini game will appear. There are 3 solutions to this mini game so please read below for all the solutions.
  • ** The following section contains all 3 solutions for the puzzles you may encounter in the cabinet puzzle. Please scroll down for the solution that you need.

THE TALE OF A TOY SOLDIER

  • You will take the instructions in the book and you must place the figurines in the order according to the book.
  • To switch the pieces around, place your cursor at the bottom and you will see some arrows going round and round. The direction of the arrows show you which two pieces will be swapped.
  • There is more than one puzzle in this section.
  • This is the solution for the The Tale of a Soldier
  • From left to right the correct position of the figurines is: Horse, Lion, Soldier, Lady, General and Flowers.
  • Once the figurines are in the right position a small cabinet will open above,revealing a small lock, place the key in it and the Secret Chamber will be unlocked.

THE TALE OF THE WHITE KING

  • You will take the instructions in the book and you must place the chess pieces in the order according to the book.
  • From left to right the correct position of the chess pieces is: White King, White Knight, White Queen, White Pawn, Black Knight and Black Castle.
  • Once the figurines are in the right position a small cabinet will open above,revealing a small lock, place the key in it and the Secret Chamber will be unlocked.

THE TALE OF A POOR LITTLE GIRL

  • You will take the instructions in the book and you must place the figurines in the order according to the book.
  • There is more than one puzzle in this section.
  • This is the solution for the The Tale of a Poor Little Girl.
  • From left to right the correct position of the figurines is: Little Girl, Lighthouse, Cat, Statue, Chef and Bird.
  • Once the figurines are in the right position a small cabinet will open above. revealing a small lock, place the key in it and the Secret Chamber will be unlocked.

SECRET CHAMBER

  • Place the candle on the candlestick that is on top of the cabinet, right side.
  • The 2 crown pieces will be in that location, click on them to pick them up.
  • Leave this location for now and come back to it later.

SHOP

  • The last piece of the mask will not be available right away.
  • Give the shop owner the crown and he will give you the last piece of the mask, which will appear on the desk in front of the shop owner.
  • Take the tank gun and place it on the tank model that is on the top right side.
  • Grab the loudspeaker and place it on the hi-fi that is on the left side.
  • You are done with this location go back to the Chateau.

CHATEAU

  • Give the mask to King Louis XVI who’s sitting on the right side of the room and he’ll give you the last piece of the gold coins. The coin will appear on the round table in front of him.
  • Go back to the Bastille location.

BASTILLE

  • Give the gold coins to the prison guard that is standing by the gates and he will open the gates so that you can go into the Bastille.

BASTILLE GATE

  • Find the missing pieces that you need.
  • Place the blender jug on the kitchen blender that is on the lower right side.
  • Give the wooden eye to the wooden totem that is on the left side.
  • Take the sharp tool and place it on the loose stone block that is on top of the wall and the last piece of the portrait will be behind the stone.
  • Go back to the Chateau.


CHATEAU

  • Place the wig on the bald Marquise that is hanging on the top right side of the wall.
  • Go down to the secret chamber.

CHATEAU-SECRET CHAMBER

  • Place the book on the top left side of the bookshelf.
  • You will now have to arrange the pictures on the wall in the correct order, please read the next section for the solution.

FAMILY TREE-CHATEAU-SECRET CHAMBER

  • You must place the portraits on the wall in their correct position.
  • Place the portrait from inventory in the spot on the wall that says “missing portrait” and solve the puzzle by arranging the portraits in the correct order.
  • The pieces will not be solved until all the pieces are in the right places. Each piece will not lock automatically.
  • Once you put the family tree together you will have a piece of the bomb added.
  • TOP ROW, From left to right: Jeanne, Marie, Yves, Sophie.
  • MIDDLE ROW, From left to right: Serge, Rene, Gerard, Julie.
  • BOTTOM ROW, From left to right: Pascal and Claude.

STREET

  • All the pieces will be available right away.
  • Take the door knocker and place it on the door that is on the right side.
  • Take the pharaoh mask and place it on the sarcophagus that is on the right side.
  • Give the little boy the apple that is in inventory.


BAREBONES WALKTHROUGH FOR CHAPTER 2-THE FRENCH REVOLUTION.

This part of the walkthrough contains ONLY the placement of the inventory items. If you want more detailed instructions, please read the section above this one. We did this because the game varies depending on which version you’re playing. Thanks and Enjoy!

BASTILLE

  • Take the plane propeller and place it on the plane motor of the red airplane that is on the right side.
  • Grab the yellow umbrella and give it to the lady in green that is in front of the castle.
  • Place the compact disk on the paper that is on the pole that is on the right side, it says ” examine inscription”
  • Give the gold coins to the prison guard that is standing by the gates and he will open the gates so that you can go into the Bastille.


BASTILLE GATE

  • Find the missing pieces that you need.
  • Place the blender jug on the kitchen blender that is on the lower right side.
  • Give the wooden eye to the wooden totem that is on the left side.
  • Take the sharp tool and place it on the loose stone block that is on top of the wall and the last piece of the portrait will be behind the stone.

CHATEAU

  • Place the globe on the globe holder that is on the lower right side.
  • Give the mask to King Louis XVI who’s sitting on the right side of the room and he’ll give you the last piece of the gold coins. The coin will appear on the round table in front of him.
  • Place the wig on the bald Marquise that is hanging on the top right side of the wall.

CHATEAU-SECRET CHAMBER

  • Place the candle on the candlestick that is on top of the cabinet, right side.
  • Place the book on the top left side of the bookshelf.

SHOP

  • Give the shop owner the crown and he will give you the last piece of the mask, which will appear on the desk in front of the shop owner.
  • Take the tank gun and place it on the tank model that is on the top right side.
  • Grab the loudspeaker and place it on the hi-fi that is on the left side.

STREET

  • All the pieces will be available right away.
  • Take the door knocker and place it on the door that is on the right side.
  • Take the pharaoh mask and place it on the sarcophagus that is on the right side.
  • Give the little boy the apple that is in inventory.

CHAPTER 3 THE WILD WEST

WESTVILLE

  • Give the Chinese food box to the character named Wong Fei that is in front of the door.
  • Place the letter “N” on the signboard that is on the top left side, and it will complete the word Bank.
  • The air conditioner goes on the flexible hose that is above the red sign that says “OK CORRAL”
  • Go to the Plains.

PLAINS

  • Place the newspapers in the newspaper stand that is on the left side.
  • The drumsticks go on the drum that is on the lower right side, next to the tepee.
  • Give the Hota Iye (The man sitting in front of the tepee) the gold blanket and he will send smoke signals out. The book will open and tell you the following words:The first one is one. The second one is three. The third one is four. The fourth one is two. The fifth one is five. You will use this message to help you decipher a puzzle in the dam.
  • Go to Eastville

EASTVILLE-MAIN SCENE

  • Place the spurs on the cowboy boots that are on the lower left side.

EASTVILLE-GENERAL MERCHANDISE

  • Place the wine opener on the water barrel and it will drain all the water out, exposing the last piece of the key inside of the barrel.
  • The bag goes on the bagpipe that is on the top right side.

EASTVILLE-COACH

  • After you find the last piece of the key in the water barrel, use it on the locked briefcase that is on the seat and it will open up. The last piece of the raccoon hat will be inside.
  • Place the buckle on the belt that is on the top left side.
  • This location is completed.

FOREST

  • Give the raccoon hat to the Trapper and he will give you the last piece of the badge. It will appear on the lower part of his shirt, click on it.
  • Place the gold metal cap on the radiator of the red car that in on the left side.

WESTVILLE

  • After you get the sheriff star from the trapper in the forest, give it to the guard that is by the safe.

WESTVILLE- SALOON-CARDS

  • When you first approach the saloon you will see board with some scrambled playing cards. unscramble them to get a clue.
  • Click on 2 cards anywhere on the board and they will switch places.
  • Please look at the screenshot so you can see what the picture should look like. The solutions may vary so I will post all the answers I was able to get.
  • Once you get the cards in the right place, the cabinet on the right will open up.

WESTVILLE-SAFE

  • Once the guard gives you authorization to pass, click on the safe to get a closer view and you will see that you need to enter a combination.
  • You will see that above the safe, it says “cards hold the key” You need to enter the numbers on the card in order to access the safe.
  • The cards I had were “7”, “9” and the letter “A” so that means that you have to enter the numbers “7 9 1” since the letter “A” stands for the number one.
  • Click on each number so that they say 791 from left to right and the safe will open.
  • Alternate Answer: 5 7 3
  • Make sure that you pick up the pieces that are scattered in that scene as well.
  • Once the safe is open, place the dirty socks in the basket of laundry that is on the right side.
  • This time zone is completed.

PLAINS-DAM

  • Place the dynamite stick in the fourth slot that says dynamite slot and you will receive a message from Mortimer.
  • He tells you that you need to place the sticks in order for the explosion to have the right effect.

SMOKE SIGNAL MESSAGE-DAM

  • Take the numbers that you received when you had the smoke signals, open the book to look at them again.
  • Click on two numbers and they will swap places.
  • The clues says this:
  • The first one is one
  • The second one is three.
  • The third one is four.
  • The fourth one is two.
  • The fifth one is five.
  • From the example that I have, you need to place the sticks in the following order. From left to right: 1, 3, 4, 2, 5

ALTERNATE SMOKE SIGNAL MESSAGE DAM #2

  • Take the numbers that you received when you had the smoke signals, open the book to look at them again.
  • Click on two numbers and they will swap places.
  • The clues says this:
  • The first one is three
  • The second one is five.
  • The third one is two.
  • The fourth one is one.
  • The fifth one is four.
  • From the example that I have, you need to place the sticks in the following order. From left to right: 3, 5, 2, 1, 4

ALTERNATE SMOKE SIGNAL MESSAGE DAM #3

  • Make the numbers that you received when you had the smoke signals, open the book to look at them again.
  • Click on two numbers and they will swap places.
  • The clues says this:
  • The first one is five
  • The second one is four.
  • The third one is three.
  • The fourth one is two.
  • The fifth one is one.
  • From the example that I have, you need to place the sticks in the following order. From left to right: 5, 4, 3, 2, 1

PLAINS-DEBRIS

  • The dam will explode and the Chief will give you an artifact, a stick of dynamite.
  • Once the dam explodes place the helmet on the armor that is on the left side of the wall.
  • Then place the lid on the trash can that is on the lower center of the scene.
  • Place the tap on the water pipe that is on the lower right side.
  • Go through the portal.

BAREBONES WALKTHROUGH FOR CHAPTER 3-THE WILD WEST
This part of the walkthrough contains ONLY the placement of the inventory items. If you want more detailed instructions, please read the section above this one. We did this because the game varies depending on which version you’re playing. Thanks and Enjoy!

WESTVILLE

  • Give the Chinese food box to the character named Wong Fei that is in front of the door.
  • Place the letter “N” on the signboard that is on the top left side, and it will complete the word Bank.
  • The air conditioner goes on the flexible hose that is above the red sign that says “OK CORRAL”
  • After you get the sheriff star from the trapper in the forest, give it to the guard that is by the safe.

PLAINS

  • Place the newspapers in the newspaper stand that is on the left side.
  • The drumsticks go on the drum that is on the lower right side, next to the tepee.
  • Give the Hota Iye (The man sitting in front of the tepee) the gold blanket and he will send smoke signals out.

EASTVILLE-COACH

  • After you find the last piece of the key in the water barrel, use it on the locked briefcase that is on the seat and it will open up. The last piece of the raccoon hat will be inside.
  • Place the buckle on the belt that is on the top left side.

FOREST

  • Give the raccoon hat to the Trapper and he will give you the last piece of the badge. It will appear on the lower part of his shirt, click on it.
  • Place the gold metal cap on the radiator of the red car that in on the left side.


WESTVILLE-SAFE

  • Once the safe is open, place the dirty socks in the basket of laundry that is on the right side.

PLAINS-DAM

  • Place the dynamite stick in the fourth slot that says dynamite slot and you will receive a message from Mortimer.

PLAINS-DEBRIS

  • The dam will explode and the Chief will give you an artifact, a stick of dynamite.
  • Once the dam explodes place the helmet on the armor that is on the left side of the wall.
  • Then place the lid on the trash can that is on the lower center of the scene.
  • Place the tap on the water pipe that is on the lower right side.

CHAPTER 4 A. D. CARIBBEAN PIRATES

FORT MONARCH-BUGLER

  • Once you’re inside Ft. Monarch go in the upper right corner, where you see the Bugler standing.
  • Give the bugle to the bugler and he play his bugle. Once the bugle sounds the guard will leave the front of the Governor’s Office, go back to Fort Monarch to enter the office.

FORT MONARCH-MAIN SCENE

  • Place the cannonballs in the cannon that is on the left side.


FORT MONARCH-GOVERNOR’S OFFICE

  • Look for the missing cracker pieces inside.
  • Give the gunpowder to the soldier that is on the left side.

BLACK SHARK

  • The harpoon head goes on the harpoon that is on the right side.
  • Give the eye patch to the an called “Blind Dog” Maurice.
  • Go into the cabin that is located in the side of the scene.

PORT ROYAL

  • Put the cannon in the cannon hole that is on the ship, left side.
  • Give the parrot the cracker.

PORT ROYAL-UNDERWATER

  • Place the black pearl in the shell that is on the lower right side.
  • Place the hammer on the chain that is on the top left side and you will see a monster named Leviathan come out of the hole that is on the right side of the ship. He asks you to bring him the spyglass.

BLUE ISLAND

  • Place the sun bed (beach chair) on the parasol that is in the sand, right side.
  • Give the bones to the lady, Abeona valkur and she will give you some words, AR DA MSNA RD DCE (These words will vary depending on your game) and the book will open giving you some voodoo witchcraft spells.
  • Place the coconut with the other coconuts on the tree.


BLACK SHARK-CABIN

  • Place the shower handle on the shower that is on the left side of the page.

WORD PUZZLE

SOLUTION 1

SOLUTION 2

SOLUTION 3

  • Pick up the pieces that are scattered around the scene.
  • When you enter the cabin, you will see some letters on the board. Look in the book and swap the letters around until they are in the order shown in the book. Open the book and look at the answer. The words will not look the same in the book as they do on the board. Just look at where each letter ends in order to piece the puzzle together.
  • Click on two pieces that are anywhere on the board and they will swap places.
  • Once the puzzle is completed you will receive a piece of the map and the last piece of the spyglass inside the secret compartment.

PORT ROYAL-UNDERWATER

  • Give the Leviathan the spyglass and he will take the curse off the captain.
  • You are done with this time zone, go back to the Black Shark.

BLACK SHARK

  • When you click on the captain he will tell you that the curse has been lifted and he hands you the last piece of the map. The last map piece will be close to his waist, click on it.
  • You are done with this time zone, go back to the Governor’s Office in the Fort Monarch location.

FORT MONARCH-GOVERNOR’S OFFICE

  • Place the map fragment on the part of the map that says: “Missing Map Fragment”
  • The man will give you the last piece of the stone lever.

FORT MONARCH-MAIN SCENE

  • The windglass goes on the crane that is on the left side, above the cannon.

FORT MONARCH-BUGLER

  • Place the square stone on the square hole that is on the the top left side of the scene.
  • Make sure that you click on the pieces of the lever and the eye patch that is in that location.
  • This location is complete, please go to the Blue Island.

TEMPLE-BLUE ISLAND

  • Give the statue that is holding the red cassette player, the cassette that is inventory.
  • Place the lever on the empty slot that is on the right side of the wall and then pull on the lever and a puzzle will appear.
  • Once you’re done with the circle puzzle make sure that you pick up the last piece of the shovel that appears inside.

CIRCLE PUZZLE

  • In this puzzle your goal is to move the ball that appear on the top left side all the way down to the lower right side.
  • Click on the circles and it will spin them around.
  • left click to make the circle go clockwise.
  • Right Click to make the circle go counterclockwise.
  • Make sure that as soon as you move the circle that there are not any grooves open where the ball is heading to or the ball may go in the opposite direction of where you want it to go to.
  • You cannot move the ball onto the solid blocks, you have to maneuver your way around the puzzle.

BLUE ISLAND-MAIN SCENE

  • Once you complete the puzzle, you will find the last piece of the shovel.
  • Click on the green “back” button that is on the lower left side and to go back to island.
  • Place the shovel on the treasure spot (where the big black “X” is on the lower right side.
  • Enter the portal.

BAREBONES WALKTHROUGH FOR CHAPTER 4-CARIBBEAN PIRATES

FORT MONARCH-MAIN SCENE

  • Place the cannonballs in the cannon that is on the left side.
  • The windglass goes on the crane that is on the left side, above the cannon.

FORT MONARCH-BUGLER

  • Give the bugle to the bugler and he play his bugle. Once the bugle sounds the guard will leave the front of the Governor’s Office, go back to Fort Monarch to enter the office.
  • Place the square stone on the square hole that is on the the top left side of the scene.

FORT MONARCH-GOVERNOR’S OFFICE

  • Look for the missing cracker pieces inside.
  • Give the gunpowder to the soldier that is on the left side.
  • Place the map fragment on the part of the map that says: “Missing Map Fragment”
  • The man will give you the last piece of the stone lever.

BLACK SHARK

  • The harpoon head goes on the harpoon that is on the right side.
  • Give the eye patch to the an called “Blind Dog” Maurice.

BLACK SHARK-CABIN

  • Place the shower handle on the shower that is on the left side of the page.

PORT ROYAL

  • Put the cannon in the cannon hole that is on the ship, left side.
  • Give the parrot the cracker.

PORT ROYAL-UNDERWATER

  • Place the black pearl in the shell that is on the lower right side.
  • Place the hammer on the chain that is on the top left side and you will see a monster names Leviathan come out of the hole that is on the right side of the ship. He asks you to bring him the spyglass.
  • Give the Leviathan the spyglass and he will take the curse off the captain.

TEMPLE-BLUE ISLAND

  • Give the statue that is holding the red cassette player, the cassette that is inventory.
  • Place the lever on the empty slot that is on the right side of the wall and then pull on the lever and a puzzle will appear.

BLUE ISLAND-MAIN SCENE

  • Place the sun bed (beach chair) on the parasol that is in the sand, right side.
  • Give the bones to the lady, Abeona valkur and she will give you some words, AR DA MSNA RD DCE (These words will vary depending on your game) and the book will open giving you some voodoo witchcraft spells.
  • Place the coconut with the other coconuts on the tree.
  • Once you complete the circle puzzle, you will find the last piece of the shovel.
  • Click on the green “back” button that is on the lower left side and to go back to island.
  • Place the shovel on the treasure spot (where the big black “X” is on the lower right side.
  • Enter the portal.


CHAPTER 5 AGE OF ROBOTS

ROBOFACTORY

  • Give the sword to the swordsman that is on the poster that is on the lower right side.
  • Place the round window on the spot that is on the top left side, where it says “windy room”
  • Enter factory hall, which is located in the back of the scene.

FACTORY HALL-SLIDER ROBOT PUZZLE

  • When you enter the hall, you will see some fragmented pieces of a puzzle. This is like a slider puzzle but with a twist.
  • You have to piece the three robots back to their original state.
  • From left to right the robots need to be blue, red and green.
  • You only have one spot open to complete this puzzle.
  • If you find that the puzzle is too hard, you can click on the “Skip Puzzle: button that is on the lower left side and it will out the puzzle back together for you.
  • Once the puzzle is complete you will need to add the brains to each robot. Make sure that each brain the same color as the body of the robot.
  • Robot 1-Place the blue colored brain labeled Robo Brain 1 on the blue robot.
  • Robot 3-Place the green colored brain labeled Robo Brain 3 on the green robot.
  • The last piece of the Robo Brain will not be visible until later on in the chapter.

DOWNTOWN-STORE

  • Give the robo maker the dog leash and he will give you the last piece of the chip.

DOWNTOWN-ROCKET DOME

  • The water bottle goes on the water dispenser that is on the right side.
  • Place the metal detector on the garbage that is in front of the arcade and the last piece of the ticket will appear.
  • Go to the main scene.


DOWNTOWN-MAIN SCENE

  • The grid goes on the hole on the floor.
  • Give the dealer the ticket and the book will open up, showing you the Pilot Program that you need to use in the lab that is located in the crystal tower.
  • Place the wiper on the windscreen of the car that is on the left side.


CRYSTAL TOWER-LAB

  • Place the chip in the memory slot that is on the right side of the page.
  • Open the book and you will see the Pilot Program page in which you will see a lot of numbers.
  • You need to get the numbers that are on the line that says: 90> DATA
  • This number will be different each time. Examples include 90>DATA 1,0,1,1,0,1,0,1 or 90>DATA 0,1,0,0,1,0,1,0 or 90>DATA 1,1,0,0,1,0,0,1
  • Enter those numbers in the order shown on those large keys that are on the screen. After you click on the numbers click on “enter”. You will see the words “correct” flash on the screen when it has been entered correctly. You will also see the last piece of the Robo Brain 2 appear, in the place that you inserted the chip into, right side.

ROBOFACTORY-FACTORY HALL

  • Go to the Robo factory and place the Robo Brain 2 on the head of the red robot and the scientist will tell you to accept a small gift as a token. He says he is also placing a corporate shuttle at the space gate at your disposal. The last piece of the Particle Emmiter will show up in his hand. In order to get the piece you must go back to the Crystal Tower location to get it.


CRYSTAL TOWER

  • Grab the last piece of the Particle Emmitter from the scientist’s hand.
  • Place the fan on the ventilation that is on the top right side.
  • Go to the Space Station.


SPACE STATION

  • The black arrow goes on the red and white traffic sign.
  • The flag goes on the flag pole that is on the top right side.


SPACE STATION-SHUTTLE

  • Once you get the transmitter from the scientist, click on the shuttle and you find a new location. Pick up the pieces that you need in order to get the rest of the pieces together.
  • The record goes in the jukebox that is on the left side.
  • The particle emitter goes in the particle lock that is in the lower center of the scene.
  • The portal will open up but you do not want to go in there until you’ve placed the rest of the pieces you found.

.
DOWNTOWN-STORE

  • The neon light goes in the neon lamp that is above the robot’s head.

DOWNTOWN-ROCKET DOME

  • The joystick goes on the arcade machine that is on the left side.


CRYSTAL TOWER LAB

  • The switch goes in the microphone that is on the left side of the screen.
  • Once you place the last piece, you will be automatically taken to the portal, click on the portal to go to your next location.

BAREBONES WALKTHROUGH FOR CHAPTER 5-THE ROBOT AGE

  • This part of the walkthrough contains ONLY the placement of the inventory items. If you want more detailed instructions, please read the section above this one. We did this because the game varies depending on which version you’re playing. Thanks and Enjoy!

ROBOFACTORY

  • Give the sword to the swordsman that is on the poster that is on the lower right side.
  • Place the round window on the spot that is on the top left side, where it says “windy room”

FACTORY HALL-SLIDER ROBOT PUZZLE

  • Robot 1-Place the blue colored brain labeled Robo Brain 1 on the blue robot.
  • Robot 3-Place the green colored brain labeled Robo Brain 3 on the green robot.
  • The last piece of the Robo Brain will not be visible until later on in the chapter.
  • Robot 2-Place the red colored brain labeled Robo Brain 2 on the red robot.

DOWNTOWN-STORE

  • Give the robo maker the dog leash and he will give you the last piece of the chip.
  • The neon light goes in the neon lamp that is above the robot’s head.

DOWNTOWN-ROCKET DOME

  • The water bottle goes on the water dispenser that is on the right side.
  • Place the metal detector on the garbage that is in front of the arcade and the last piece of the ticket will appear.
  • The joystick goes on the arcade machine that is on the left side.

DOWNTOWN-MAIN SCENE

  • The grid goes on the hole on the floor.
  • Give the dealer the ticket and the book will open up, showing you the Pilot Program that you need to use in the lab that is located in the crystal tower.
  • Place the wiper on the windscreen of the car that is on the left side.

CRYSTAL TOWER-LAB

  • Place the chip in the memory slot that is on the right side of the page.
  • Open the book and you will see the Pilot Program page in which you will see a lot of numbers.
  • The switch goes in the microphone that is on the left side of the screen.

CRYSTAL TOWER-MAIN SCENE

  • Grab the last piece of the Particle Emmitter from the scientists hand.
  • Place the fan on the ventilation that is on the top right side.

SPACE STATION

  • The black arrow goes on the red and white traffic sign.
  • The flag goes on the flag pole that is on the top right side.

SPACE STATION-SHUTTLE

  • Once you get the transmitter from the scientist, click on the shuttle and you find a new location. Pick up the pieces that you need in order to get the rest of the pieces together.
  • The record goes in the jukebox that is on the left side.
  • The particle emitter goes in the particle lock that is in the lower center of the scene.

CHAPTER 6-ANCIENT EGYPT

ASWAN

  • Place the oars on the row boat that is in the water. Then click behind the row boat until you see the words “Row Out” appear on the scene and you will enter a new location.
  • Place the ornament on the Golden head that is on the top left side.

ROW OUT-ASWAN

  • The pincers go in the blue toolbox that is on the boat.
  • Place the fish net in the river (left side of the water) and the last piece of fish will be inside the net that shows up on the boat.
  • Go back to the Luxor for now.

LUXOR

  • Give the monk the fish and you will see the portal open up. Look above the portal you will see some symbols in the top left side. That is part of the clue that goes on the columns in Aswan. Click on the hieroglyphs on the wall and the book will open showing you part of the solution.
  • Place the telephone hand set on the telephone that is on the top right side.
  • You are done in this location.

CAIRO-MAIN SCENE

  • The banner goes in the dirigible that is in the sky.
  • The watermelon goes on the fruit stand that is in the back of the scene, on the ground, behind both men.

PALACE-CAIRO

  • Click on Cleopatra and she will ask you to bring her the plans. As soon as she says that, you will notice that the book will open to reveal some hieroglyphic characters.
  • The carpet goes on the stairs.
  • Exit for now and go back to Aswan.


ASWAN-HIEROGLYPHIC MINI-GAME

  • Open the book and you will see some hieroglyphic symbols in it. Your goal is to place the symbols on the columns in the order that is shown in the book.
  • You can swap symbols by clicking on any two symbols and they swap places.
  • Once they are all in one place, the man will have the last piece of the matches in his hands.
  • You are done in this location.


ALEXANDRIA

  • The plant goes in the pot that is on the lower right side.
  • The gas nozzle goes on the gas pump that is on the left side of the screen.

LIGHTHOUSE-ALEXANDRIA

  • The blue gem stone goes on the eye of the stone eagle that is in front of the fireplace.
  • Place the photo with the wet photos that are on the top left side of the scene.
  • The matches go in the fireplace that is in the middle of the scene. Once the fire is lit, you will see a scene from Cairo flash by in which you see an Oriental man standing on the left side, go to Cairo for now.

CAIRO-MAIN SCENE

  • There is an Asian man standing on the left side of the scene, give him the bar of gold and he will give you a bottle of ink.
  • The bottle of ink will appear on the stand where the man was standing.
  • Go to the Library in Alexandria for now.

LIBRARY ALEXANDRIA

  • Give the Scribe the ink and he will give you a drawing of the constellations which you will use in the Cairo location.
  • Place the pendulum in the Grandfather clock.
  • The painting fragment goes in the ceiling where it says:“ceiling painting”
  • You’re done with this location.

CAIRO-PYRAMID-CONSTELLATIONS

  • Open the book and trace reproduce the constellation pattern that you see in the book, on the ceiling.
  • To make the pattern, connect the dots by clicking on any dot, then click on the dot in which you want the line to go to and they will connect.
  • Keep connecting dots until the design looks like the one in the book.
  • There are 3 different solutions for this puzzle and we have posted them all.
  • Once the puzzle constellation puzzle is complete, the last piece of the plans will appear in the ground.
  • The golden plate goes on the statue that is on the right side, above its head.
  • Click on the “back” button and go to the Palace.


CAIRO PALACE

  • Give Cleopatra the plans and you will get another piece of the artifact.
  • You will be the taken to the portal, click on it to leave.

BAREBONES WALKTHROUGH FOR CHAPTER 6-EGYPT

  • This part of the walkthrough contains ONLY the placement of the inventory items. If you want more detailed instructions, please read the section above this one. We did this because the game varies depending on which version you’re playing. Thanks and Enjoy!

ASWAN

  • Place the oars on the row boat that is in the water. Then click behind the row boat until you see the words “Row Out” appear on the scene and you will enter a new location.
  • Place the ornament on the Golden head that is on the top left side.

ROW OUT-ASWAN

  • The pincers go in the blue toolbox that is on the boat.
  • Place the fish net in the river (left side of the water) and the last piece of fish will be inside the net that shows up on the boat.

LUXOR

  • Give the monk the fish and you will see the portal open up. Look above the portal you will see some symbols in the top left side. That is part of the clue that goes on the columns in Aswan. Click on the hieroglyphs on the wall and the book will open showing you part of the solution.
  • Place the telephone hand set on the telephone that is on the top right side.

CAIRO-MAIN SCENE

  • The banner goes in the dirigible that is in the sky.
  • The watermelon goes on the fruit stand that is in the back of the scene, on the ground, behind both men.
  • There is an Asian man standing on the left side of the scene. Give him the bar of gold and he will give you a bottle of ink.
  • The bottle of ink will appear on the stand where the man was standing.


PALACE-CAIRO

  • Click on Cleopatra and she will ask you to bring her the plans. As soon as she says that you will notice that the book will open revealing some hieroglyphic characters.
  • The carpet goes on the stairs.
  • Give Cleopatra the plans and you will get another piece of the artifact.

ALEXANDRIA

  • The plant goes in the pot that is on the lower right side.
  • The gas nozzle goes on the gas pump that is on the left side of the screen.


LIGHTHOUSE-ALEXANDRIA

  • The blue gem stone goes on the eye of the stone eagle that is in front of the fireplace.
  • Place the photo with the wet photos that are on the top left side of the scene.
  • The matches go in the fireplace that is in the middle of the scene. Once the fire is lit, you will see a scene from Cairo flash by in which you see an Oriental man standing on the left side, go to Cairo.

CAIRO-PYRAMID

  • Once the puzzle constellation puzzle is complete, the last piece of the plans will appear in the ground.
  • The golden plate goes on the statue that is on the right side, above its head.
  • Click on the “back” button and go to the Palace.


CHAPTER 7-A. D. 817 THE DARK AGES

CAMELOT-MAIN SCENE

  • Give the nest to the bird that is on the top left side, on the tree.
  • Place the valve on the water pipes that are in the lower right side. Once the water stops the last piece of the black king (flower) will appear where the water was flowing.
  • Go on the left side, to the Main Hall.

CAMELOT-MAIN HALL

  • The chess piece goes on the chess board.
  • Click on King Arthur and he tells you that you need to rescue the Excalibur first and then he talk about rescuing the knights.
  • On the top right side, there’s an inscription on a metal board, click on it to read it.

GLADE

  • The black king belongs in the soil, lower left side, it will match the picture of the black king. After the black king is placed some black flowers will grow at the base of the statue.
  • The crowbar goes on the heavy rock that is on the lower rights side, in front of the tree. The last piece of the blue cloud will be underneath.
  • Click on the large rock that is underneath the sword that is in the middle of the ground and a puzzle will appear.

GLADE-STONE PUZZLE

  • In this puzzle your goal is to arrange the rocks from largest to smallest starting from the top. If you look on the right side of the wall, you will see the way the stones are supposed to be placed.
  • You have to click on the arrows that are on all 4 sides of the puzzle. The arrows will help you move the stones around so you can position them in place.
  • The arrows will move the stones in that row or column in the direction that the arrows are pointing to.
  • The top row of stones do not move, you have to place the largest stone of that color underneath each matching stone in that row.
  • As each column is done correctly, it will disappear one by one until you’ve positioned all of them in the right place.
  • Once you’re done with the puzzle, Mortimer tells you that you can go back and talk to King Arthur.

CAMELOT MAIN HALL

  • Click on King Arthur and he will tell you that now that he has the Excalibur, you can undo the spell that turned his three knights into stone. Only Merlin the Wizard can help you and you can find him in the old tower. The book opens up revealing the order in which the knocks must be placed on the door.

OLD TOWER-SECRET KNOCK

  • Place the stone block in the hole that is on the right side of the wall.
  • The book says that you must knock in the following order
  • 2 RED
  • 1 GREEN
  • 2 BLUE
  • 1 RED
  • 2 GREEN
  • Once you knocked on the door in that order, it will open up.

ALTERNATE SECRET KNOCK #2

  • 1 RED
  • 2 GREEN
  • 2 RED
  • 1 BLUE
  • 2 RED

ALTERNATE SECRET KNOCK #3

  • 2 BLUE
  • 1 GREEN
  • 2 RED
  • 1 GREEN
  • 2 BLUE


OLD TOWER-ROOM

  • Click on Merlin The Wizard and he tells you that if you want to lift the spell on the knights that you must place the magic flowers in front of each of the knights. Once the flowers are fully grown, the spell will be lifted. It also states that you must find a way to make the flowers grow faster.
  • Pick up the rest of the pieces that you need for your inventory.
  • On the desk next to Merlin there is an alchemy experiment. Place the glass bottle on it.
  • This location is completed.

CAMELOT-MAIN SCENE

  • Place the golden rose on the soil sign, the board matches the color of the picture. Once you do that, you will see the words, golden flowers at the bottom.

FOREST

  • Place the blue cloud on the soil (where the picture of the blue flower is on the left side of the grass) Once it’s there you will see the words “blue flowers” at the base of the statue.
  • Place the revealing potion on the mystical tree that is on the right side. Mortimer will let you know that you found the entrance to Miryana’s Hut.

FOREST-MIRYANA’S HUT

  • Click on the book that is on the chair and Mortimer will tell you that he wished he had his uncle’s glasses with him.
  • Place the Magnifying Glass on the book and it will open up revealing the secret knock
  • 2 RED
  • 1 GREEN
  • 2 BLUE
  • 1 RED
  • 2 GREEN
  • Place the kitchen glove on the hot cauldron and it will move aside showing you the last piece of the night potion.
  • The witch hat goes on the hat holder that is on the floor, next to the chair.


FOREST

  • Place the sea potion on the blue flowers that are at the base of the statue that is on the left side of the scene and you will see the flowers bloom.
  • The iron wheel goes on the train axle, left side

GLADE

  • The night potion goes on the black flowers that are at the base of the statue, left side. The flowers will bloom and will become colorized.
  • The mushroom goes on the lower left side, along with the other mushrooms.

CAMELOT-UPSTAIRS

  • Place the quiver on the long bow that is on the right side.
  • The key goes on the locked music box that is on the left side of the floor.
  • Inside the box you will find the last piece of the fire potion.

CAMELOT-MAIN SCENE

  • Place the fire potion on the golden flowers that are on the statue that is in the back of the scene. The flowers will bloom and the statue will become colorized.
  • Go through the portal.

BAREBONES WALKTHROUGH FOR CHAPTER 7-THE DARK AGES

  • This part of the walkthrough contains ONLY the placement of the inventory items. If you want more detailed instructions, please read the section above this one. We did this because the game varies depending on which version you’re playing. Thanks and Enjoy!

CAMELOT-MAIN SCENE

  • Give the nest to the bird that is on the top left side, on the tree.
  • Place the valve on the water pipes that are in the lower right side. Once the water stops the last piece of the black king (flower) will appear where the water was flowing.
  • Place the golden rose on the soil sign, the board matches the color of the picture. Once you do that, you will see the words, golden flowers at the bottom.
  • Place the fire potion on the golden flowers that are on the statue that is in the back of the scene. The flowers will bloom and the statue will become colorized.

CAMELOT-MAIN HALL

  • The chess piece goes on the chess board.
  • Click on King Arthur and he tells you that you need to rescue the Excalibur first and then he talk about rescuing the knights.


CAMELOT-UPSTAIRS

  • Place the quiver on the long bow that is on the right side.
  • The key goes on the locked music box that is on the left side of the floor.
  • Inside the box you will find the last piece of the fire potion.

GLADE

  • The black king belongs in the soil, lower left side, it will match the picture of the black king. After the black king is placed, some black flowers will grow at the base of the statue.
  • The crowbar goes on the heavy rock that is on the lower rights side, in front of the tree. The last piece of the blue cloud will be underneath.
  • The night potion goes on the black flowers that are at the base of the statue, left side. The flowers will bloom and will become colorized.
  • The mushroom goes on the lower left side, along with the other mushrooms.

OLD TOWER-ROOM

  • On the desk next to Merlin there is an alchemy experiment, place the glass bottle on it.
  • This location is completed.

FOREST

  • Place the blue cloud on the soil (where the picture of the blue flower is on the left side of the grass) Once it’s there you will see the words “blue flowers” at the base of the statue.
  • Place the revealing potion on the mystical tree that is on the right side. Mortimer will let you know that you found the entrance to Miryana’s Hut.
  • Place the sea potion on the blue flowers that are at the base of the statue that is on the left side of the scene and you will see the flowers bloom.
  • The iron wheel goes on the train axle, left side


FOREST-MIRYANA’S HUT

  • Click on the book that is on the chair and Mortimer will tell you that he wished he had his uncle’s glasses with him.
  • Place the Magnifying Glass on the book and it will open up revealing the secret knock
  • Place the kitchen glove on the hot cauldron and it will move aside showing you the last piece of the night potion.
  • The witch hat goes on the hat holder that is on the floor, next to the chair.

CHAPTER 8-1,000 B. C.-AGE OF THE GODS

UNDERWORLD

  • Place the golf club in the golf bag that is on the lower right side.
  • Click on the “Approach Cave” sign and a puzzle will appear.

SNAKE PUZZLE

  • Click on the tiles and they will rotate the pieces. Left click and the pieces will go clockwise, right click and they will go counterclockwise.
  • Once the puzzle is done the cave will open up and you will be able to enter.

UNDERWORLD CAVE

  • When you click on Medusa’s mirror that is in the middle of the room, Mortimer tells you that he doesn’t want to look at it because everything that she touches turns to stone.
  • Place the petals on the mirror because you want them to turn to stone. Grab the petals off the mirror once it has turned to stone.
  • Take the hammer and place it on the red glass bottle that is on top of the scene and the last relief piece will be inside.


UNDERWORLD GATE

  • The bowling pin goes next to the other bowling pins that are on the steps.

TEMPLE OF DEMETER

  • The corn ear goes in the corn plant that is on the top right side of the scene.
  • The stone flower goes in the goblet that is on the left side. Once you place it in there the last piece of the insomnia cure will appear.
  • The ice ring goes on Saturn, it is on the top left side of the sky.

UNDERWATER

  • The stone disk does on the statue of discobolus that is on the right side.
  • Give the octopus the insomnia cure that you received in the Temple of Demeter. The passage on the left side will now be open.

UNDERWATER-PASSAGE

  • The film reel goes in the film projector that is on the lower right side of the scene.

UNDERWATER-PASSAGE RELIEF PUZZLE

  • When you enter the passage you will see a stone wall.
  • Place the 2 relief pieces from inventory and place them on the empty board. A scrambled picture will appear.
  • Click on any 2 tiles and they will swap places. You have to piece together the picture of a horse with a circle around it.
  • Once you complete the puzzle, you will see that the last piece of the helmet will appear in the scene.

UNDERWATER-TEMPLE

  • Enter the temple on the right side of the scene. Make sure that you take the last piece of the helmet that Zeus is holding.
  • The shell goes on the mermaid that is on the right side.
  • The pincers go on the crab that is on the lower left side.

TEMPLE OF DEMETER

  • The olives go on the Greek salad that is on the lower left side.


UNDERWORLD-GATE

  • Give Hades the helmet and he will give you the last piece of the anvil.

UNDERWORLD-CAVE

  • The mirror goes in the empty frame that is on the top left side of the wall.


TEMPLE OF ZEUS-THE CYCLOPS

  • The leather cap goes on the cyclops’ head, the one on the left.
  • Place the anvil on the anvil base and you will see Zeus appear and he gives you a piece of the artifact as a reward.


TEMPLE OF ZEUS

  • Place the drawing on the vase that is on the lower right side.
  • Go through the gate and put all the artifacts you’ve collected in the right place.
  • The gate is in the back of the scene, right side.


BAREBONES WALKTHROUGH FOR CHAPTER 8- THE AGE OF GODS

This part of the walkthrough contains ONLY the placement of the inventory items. If you want more detailed instructions, please read the section above this one. We did this because the game varies depending on which version you’re playing. Thanks and Enjoy!

UNDERWORLD

  • Place the golf club in the golf bag that is on the lower right side.
  • Click on the “Approach Cave” sign and a puzzle will appear.

UNDERWORLD CAVE

  • When you click on Medusa’s mirror that is in the middle of the room, Mortimer tells you that he doesn’t want to look at it because everything that she touches turns to stone.
  • Place the petals on the mirror because you want them to turn to stone. Grab the petals off the mirror once it has turned to stone.
  • Take the hammer and place it on the red glass bottle that is on top of the scene and the last relief piece will be inside.
  • The mirror goes in the empty frame that is on the top left side of the wall.


UNDERWORLD GATE

  • The bowling pin goes next to the other bowling pins that are on the steps.
  • Give Hades the helmet and he will give you the last piece of the anvil.

TEMPLE OF DEMETER

  • The corn ear goes in the corn plant that is on the top right side of the scene.
  • The stone flower goes in the goblet that is on the left side. Once you place it in there the last piece of the insomnia cure will appear.
  • The ice ring goes on Saturn, it is on the top left side of the sky.
  • The olives go on the Greek salad that is on the lower left side.

UNDERWATER

  • The stone disk does on the statue of discobolus that is on the right side.
  • Give the octopus the insomnia cure that you received in the Temple of Demeter. The passage on the left side will now be open.


UNDERWATER-PASSAGE

  • The film reel goes in the film projector that is on the lower right side of the scene.


UNDERWATER-PASSAGE RELIEF PUZZLE

  • When you enter the passage you will see a stone wall.
  • Place the 2 relief pieces from inventory and place them on the empty board. A scrambled picture will appear.


UNDERWATER-TEMPLE

  • Enter the temple on the right side of the scene. Make sure that you take the last piece of the helmet that Zeus is holding.
  • The shell goes on the mermaid that is on the right side.
  • The pincers go on the crab that is on the lower left side.

TEMPLE OF ZEUS-THE CYCLOPS

  • The leather cap goes on the cyclops’ head, the one on the left.
  • Place the anvil on the anvil base and you will see Zeus appear and he gives you a piece of the artifact as a reward.

TEMPLE OF ZEUS

  • Place the drawing on the vase that is on the lower right side.
  • Go through the gate and put all the artifacts you’ve collected in the right place.

FINAL PUZZLE

  • In the final puzzle, you have to place all the artifacts on the right columns.
  • Just click on any 2 artifacts and they will swap places.
  • The correct order is;
  • Age of Robots-
  • Wild West-Cowboy Boot
  • Viking Age-Viking Helmet
  • Caribbean Pirates-Sword
  • Ancient Egypt-Scarab
  • French Revolution-Accordion
  • Age of Gods-Vase
  • Dark Ages-Helmet

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