Film Fatale: Lights, Camera, Madness Walkthrough

Welcome to the Film Fatale: Lights, Camera, Madness walkthrough on Gamezebo. Film Fatale: Lights, Camera, Madness is a hidden object/adventure game played on the PC created by Fugazo. This walkthrough includes tips and tricks, helpful hints, and a strategy guide on how to complete Film Fatale: Lights, Camera, Madness.

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Game Introduction – Film Fatale: Lights, Camera, Madness

Welcome to the Film Fatale: Lights, Camera, Madness walkthrough on Gamezebo. Film Fatale: Lights, Camera, Madness is a hidden object/adventure game played on the PC created by Fugazo. This walkthrough includes tips and tricks, helpful hints, and a strategy guide on how to complete Film Fatale: Lights, Camera, Madness.

How to Use this Walkthrough (Please read)

  • This walkthrough is meant to be used as a guide to assist in solving mini-puzzles and acquiring all items in order to complete the game. You may explore locations in the order you wish, this walkthrough is written to take the most direct route to the game’s finish.
  • Inventory objects will be written in bold. The walkthrough will state, “Use the inventory item on the blah blah,” because it assumes you have the item. If you don’t have the item, on your keyboard, press CTRL+F (at the same time). In the text box, type the name of the item you are looking for and press ENTER. This will scan this page for the appearance of that word.

Gameplay and Tips

  • This is a hidden object adventure game. You will move from location to location solving hidden object hunts, mini-puzzles and picking up items to use in order to proceed in the game.
  • Help on the main screen explains gameplay.
  • There are two difficulty settings. The difficulty setting can be changed at any point during the game. Click Menu and click the difficulty mode in the bottom left corner of the main menu.
  • Regular mode – Hint and Skip buttons charge quickly. Active areas and inventory items are indicated by sparkles.
  • Expert mode – Hint and Skip buttons take longer to charge. Active areas and inventory items are no indicated by sparkles.
  • Move your cursor over every aspect of a scene and watch for it to change, it’s the only way to find everything (especially when playing Expert mode).
  • The Menu button at the bottom left of the screen will bring you back to the main screen.
  • Items collected throughout the game go into your inventory, located at the bottom of your screen.
  • Closing a window – To close the zoom-in windows, click anywhere outside of the window. Tip: If you can zoom in on the area again, you likely haven’t found everything you needed to find.
  • Journal – Your journal is located at the bottom right of the screen. It records the story’s progress and can contain clues to solve puzzles.
  • Mini-puzzles can be skipped once the Skip button fills.
  • Hint system – Hints are available in the bottom left of the screen (the question mark).
  • Hints used in the hidden object scenes will ask you to click on the item you want to find, then it will be highlighted in the scene.
  • Hints used during the adventure mode will point out something to do in that room or tell you there is nothing to do in that room. It will not guide you as to where to go next.
  • Hidden object hunts provide a list of items to find. Click on items in the scene to cross them off the list. Once you have found all the hidden objects, an item is added to your inventory.
  • Hidden object scenes are different each time you play. Hidden objects screenshots will only highlight (yellow highlights) the items added to your inventory.

Map

  • This game has an interactive map located at the bottom right of the screen. The map becomes interactive after you find the sneakers. Note: you have to finish the hidden object scene before you can take the sneakers.
  • Click on the map and click on a room to return to it. You can only jump to rooms you have already visited.
  • This walkthrough will use the names of all the locations and rooms.

Chapter One

  • When you start the game, play the tutorial to learn the elements of gameplay.
  • Take the map and the journal.
  • The tutorial has you click on the sealed door. Turn the mirrors to direct the light beams.
  • Solution:
 Lights, Camera, Madness
  • Enter the grand foyer.
 Lights, Camera, Madness
  • Click on the crates to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A hairpin is added to your inventory.
  • Click on the camera on the right. Use the hairpin to unscrew the cover. Press the large arrow button.
  • Go through the doorway on the left to the red carpet.
 Lights, Camera, Madness
  • Take the audio tape (1/5).
  • Leave the area (move down) and go through the right doorway to the Hall of Fame.
 Lights, Camera, Madness
  • Take the screwdriver.
  • Go through the right doorway to the kitchen.
 Lights, Camera, Madness
  • Take the audio tape (2/5). Pick up the envelope. Read the note, then take the red kaboom powder and the green kaboom powder.
  • Click on the vent. Use the screwdriver to remove the vent.
  • Climb into the vent.
  • Take the audio tape (3/5). Go left.
  • After the animation, click on the vent twice to break through. Enter the crew’s quarters.
 Lights, Camera, Madness
  • Take the note from the bottle and read the instructions (added to your journal). Click anywhere outside the window to close it.
  • Click on the trunks to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A jug is added to your inventory.
  • Move forward to the cafeteria.
 Lights, Camera, Madness
  • Take the giant crab.
  • Click on the poster. Tear the corner away to reveal a combination. Click anywhere outside the window to close it.
  • Move down to the crew’s quarters.
 Lights, Camera, Madness
  • Click on the cabinet and enter the combination you just saw behind the poster (it’s in your journal). When it opens, take the writer’s room key.
  • Move forward to the cafeteria.
  • Click on the door. Unlock it with the writer’s room key and turn the handle.
  • Enter the writer’s room.
 Lights, Camera, Madness
  • Take the light bulb (1/2) and power cell 1.
  • Click on the dartboard. Remove the pencils from the cartoon. Flip the cartoon over and read the instructions (added to your journal).
  • Open the door and enter the equipment storage.
 Lights, Camera, Madness
  • Take the audio tape (4/5) and the cartoon (added to your journal).
  • Move forward to prop room 1.
 Lights, Camera, Madness
  • You can’t take the sneakers yet.
  • Click on the overturned shelves to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. An M.W. tile is added to your inventory.
  • Now you can take the sneakers. This will allow you to use the map to jump from room to room (note: you can only jump to rooms you have already visited).
  • Click on the map. Click on the Hall of Fame to jump to that room.
 Lights, Camera, Madness
  • Click on the rubble on the floor.
  • Add the green kaboom powder and the red kaboom powder to the cracks. After the explosion, take the sea serpent.
  • Click on the back wall. Add the M.W. tile. A mini-puzzle starts. Click on the tiles to complete the design. Clicking on a tile affects all its surrounding tiles.
  • Solution:
 Lights, Camera, Madness
  • Enter the meeting room.
  • Click on the desk to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A light bulb (2/2) is added to your inventory.
  • Click on the map and jump to prop room 1.
 Lights, Camera, Madness
  • Click on the area above the door. Add the two light bulbs. Enter lot 1 corridor.
 Lights, Camera, Madness
  • Take the audio tape (5/5).
  • Move forward to the vehicles lot.
 Lights, Camera, Madness
  • Take the bolt cutter and the note (added to your journal).
  • Move toward the car chase scene (towards the exit sign).
 Lights, Camera, Madness
  • Lower the car jack, then take it. Put the jug under the water to get the water jug.
  • Move towards the nightclub exit.
 Lights, Camera, Madness
  • Take the snuff box. Click on the bar to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A stopper is added to your inventory.
  • Click on the map and jump to the vehicles lot.
 Lights, Camera, Madness
  • Click on the crates. Use the snuff box to gather the film fixer.
  • Click on the map and jump to prop room 1.
 Lights, Camera, Madness
  • Use the car jack on the Statue of Liberty head, then take the undeveloped film.
  • Click on the map and jump to the equipment storage.
 Lights, Camera, Madness
  • Click on the trunk. Use the bolt cutter to break the locks. Click on the chest to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A red lens is added to your inventory.
  • Click on the map and jump to the meeting room.
 Lights, Camera, Madness
  • Click on the machine on the left. Add the five audio tapes. A mini-puzzle starts. Recreate the shapes in the upper left monitor. Click on a line to change its colour (from red to green or green to red). Do this five times.
  • Solutions:
 Lights, Camera, Madness
 Lights, Camera, Madness
 Lights, Camera, Madness
 Lights, Camera, Madness
 Lights, Camera, Madness
  • Take the film developer.
  • Click on the map and jump to the nightclub set.
 Lights, Camera, Madness
  • Click on the sink.
 Lights, Camera, Madness
  • Put the stopper in the basin on the right. Fill the three basins with the water jug. Pour the film developer in the far left basin. Pour the film fixer in the middle basin.
  • Put the undeveloped film in the left basin. Wait a few seconds and when it flows to the top, take the film and click and drag it into middle basin. Wait a few seconds, then click and drag it into the far right basin. Once it’s finished, take the developed film.
  • Click on the map and jump to the meeting room.
 Lights, Camera, Madness
  • Put the developed film on the overhead projector.
  • Watch the cutscene.
  • Open the panel on the screen and pull the lever.
  • Click on the map and jump to the red carpet.

Chapter Two

  • Move forward into the theatre room.
 Lights, Camera, Madness
  • Take the blue lens.
  • Click on the map and jump to the equipment storage room.
 Lights, Camera, Madness
  • Click on the viewfinder. Add the blue lens and red lens. Click on the viewfinder again and note the symbols.
  • Click on the map and jump to the meeting room.
 Lights, Camera, Madness
  • Click on the safe on the right. Press the buttons in the order shown in the viewfinder. When the safe opens, take the projector room key.
  • Click on the map and jump to the red carpet.
  • Click on the door on the right. Add the projector room key, turn the key and then turn the handle. Enter the projector room.
 Lights, Camera, Madness
  • Take the scissors and the kraken.
  • Go through the right door to the film library.
 Lights, Camera, Madness
  • Take the cartoon. Click on the crate. Take power cell 2. Move forward to leave the scene.
  • Move forward.
  • Open the door and enter lot 2 corridor and move forward to ship set – interior.
 Lights, Camera, Madness
  • Take the cartoon.
  • Enter prop room 2 on the right.
 Lights, Camera, Madness
  • Take power cell 3. Take the folder. Read the entry in your journal.
  • Click on the crates to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A mutant shark is added to your inventory.
  • Return to the ship set – exterior and move forward to the ship set – exterior.
 Lights, Camera, Madness
  • Move forward to the crane.
  • Watch the cutscene. Click on the hole in the door.
  • Move down and go right into the models room.
 Lights, Camera, Madness
  • Click on the table and take the battery.
  • Click on the map and jump to prop room 2.
 Lights, Camera, Madness
  • Click on the table. Use the scissors to cut the tentacles holding the UFO. When the UFO is freed, add the battery. Take the cycloptic bat.
  • Click on the map and jump to the ship set – exterior.
 Lights, Camera, Madness
  • Click on the waves. Arrange the cycloptic bat, mutant shark, sea serpent, kraken and giant crab according to the instructions to the Effects Department that’s in your journal.
  • Solution:
 Lights, Camera, Madness
  • Enter the fx (special effects) department.
 Lights, Camera, Madness
  • Take the cartoon and the dry ice.
  • Click on the cabinet to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. Power cell 4 is added to your inventory.
  • Click on the map and jump to the models room.
 Lights, Camera, Madness
  • Click on the robot at the right.
  • Add the four power cells. A mini-puzzle starts. Press the cells that are the sum of the symbols shown. Note the drawing in the bottom right. Green symbols are positives. Red symbols are negatives. The soldier symbol is 1. The UFO is 2. The tank is 3. The bomb is 4.
 Lights, Camera, Madness
  • Figure out the sum on the left and add it to the sum of the symbols on the right.
  • For the first puzzle, you have two green UFOs and one red UFO. The equation is 2 + 2 – 2 = 2. Press the 2 button.
  • For the second puzzle, you have one green tank, two red UFOs, one green bomb and one green UFO. The equation is 3 – 2 – 2 + 4 + 2 = 5. Press any two cells that equal 5.
  • For the third puzzle, you have two green soldiers, one red bomb, one green tank, two green UFOs and one green tank. The equation is 1 + 1 – 4 + 3 + 2 + 2 + 3 = 8. Press cells 4, 3 and 1.
  • When you are finished, take the crane key.
  • Click on the map and jump to the ship set – exterior.
  • Click on the crane.
  • Use the crane key in the crane’s lock. Press the Up button.

Chapter Three

  • Move forward to the voodoo village.
 Lights, Camera, Madness
  • Take the note (added to your journal).
  • Click on the door on the right. Watch the cutscene. Move down.
  • Click on the hut to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A tranquilizer dart is added to your inventory.
  • Click on the brick wall. Add the two kaboom powders. Enter the bricked up room.
 Lights, Camera, Madness
  • Take the newspaper article, the cartoon and mud brick.
  • Click on the ring. A mini-puzzle starts. Flip the switches in a certain order to light up the diamond. Flip a switch and note the direction and how many spots it moves. Then flip the same switch to return it to the beginning. Do this for the remaining five switches. Once you know how the switches move, determine which ones to move to get the light to the diamond.
  • Assuming the switches are labelled A – F from left to right, with the light in the starting position, press E, B and C.
  • Rita’s ring is added to your inventory.
  • Click on the map and jump to the ship set – interior.
 Lights, Camera, Madness
  • Click on the tranquilizer gun. Add the tranquilizer dart. The tranquilizer gun is added to your inventory.
  • Click on the map and jump to the writers room.
  • Click on the typewriter.
  • Read the sticky note. Open your journal and look at the cartoons you’ve collected.
 Lights, Camera, Madness
  • Note the name of each cartoon and the symbol in the cartoon. Close the journal.
 Lights, Camera, Madness
  • Match each symbol to the line on the note, then press the symbol keys in that order.
  • When the panel opens, take the Jewel of Doan. Blueprints are added to your journal. Click Back to get out of the close-up.
  • Click on the map and jump to crocodile pit.
 Lights, Camera, Madness
  • Click on the crocodile. Shoot the crocodile with the tranquilizer gun. Take the blue face paint.
  • Move forward to the voodoo village set and take the right path to the volcano vista.
 Lights, Camera, Madness
  • Take the yellow face paint. Click on the man. Take the tattered gloves from his hands.
  • Open the door straight ahead and enter the gymnasium.
 Lights, Camera, Madness
  • Click on the numbered mat on the floor. A mini-puzzle starts. Watch the feet light up, then click the feet in the same sequence. Press the arrow button to replay the sequence. Do this five times.
  • When you are finished, take the small key.
  • Click on the overturned lockers to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A red face paint is added to your inventory.
  • Move down to the volcano vista. Open the door on the right and enter wardrobe.
 Lights, Camera, Madness
  • Take the baking soda.
  • Click on the octopus diving suit. Pull the panel down (where the arrows are) and add the dry ice. Take note of the laser pattern.
  • Go through the door on the right to the make-up department.
 Lights, Camera, Madness
  • Take the black face paint and the sewing thread.
  • Go left to return to wardrobe.
 Lights, Camera, Madness
  • Click on the sewing machine. Add the sewing thread and then the tattered gloves. When it’s done sewing, take the mended gloves.
  • Click on the map and jump to the models room.
 Lights, Camera, Madness
  • Click on the volcano. Add the baking soda. Click on the top of the volcano and M.W.’s ring gets added to your inventory.
  • Click on the map and jump to the make-up department.
 Lights, Camera, Madness
  • Use the mended gloves on the valve wheel. Turn the wheel.
  • Go through the door to prop room 3.
 Lights, Camera, Madness
  • Click on the display case to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. The Gold Rod of Lim is added to your inventory.
  • Go through the door on the left to corridor 3.
 Lights, Camera, Madness
  • Take the oil can.
  • Move forward to the temple entrance.
 Lights, Camera, Madness
  • Move the snake and take the green face paint.
  • Click on the well. Throw in the Jewel of Doan and the Gold Rod of Lim. After a few seconds, take the Sceptre of Biliku Yasa.
  • Click on the map and jump to the make-up department.
  • Click on the valve wheel. Add the Sceptre of Biliju Yasa to get the powered sceptre.

Chapter Four

  • Click on the map and jump to the temple entrance.
 Lights, Camera, Madness
  • Use the powered sceptre on all four demon eyes.
  • Click on the statue that rose from the well. A mini-puzzle starts. Use the five face paints to paint the face according to the Sacrificial Prayer of Colours (in your journal).
  • Solution:
 Lights, Camera, Madness
  • Enter the treasure room.
 Lights, Camera, Madness
  • Take the boom mic.
  • Click on the area on the left to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. A white diamond is added to your inventory.
  • Use the powered sceptre to click on the three demon eyes.
  • Go forward to the inner sanctum.
 Lights, Camera, Madness
  • Use the powered sceptre to light all the orbs.
  • When the mouth opens, use the boom mic to knock down, then take the Sword of Zegunda.
  • Click on the map and jump to the voodoo village set.
  • Click on the door on the right.
  • Add the white diamond to the empty slot on the left. In the “male” slot, add M.W.’s ring and in the “female” slot, add Rita’s ring. A mini-puzzle starts. Click on the diamonds and rings to arrange the lasers so they match the picture.
  • Solution:
 Lights, Camera, Madness
  • Enter Rita’s dressing room.
 Lights, Camera, Madness
  • Click on the jewellery box on the table on the left. Unlock it with the small key. Take the photo scraps.
  • Break the mirror with the mud brick (two clicks). Take reel X.
  • Click on the map and jump to the crew’s quarters.
  • Click on the chests to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. Photo scraps are added to your inventory.
  • Click on the map and jump to the meeting room.
  • Click on the table to start a hidden object hunt.
 Lights, Camera, Madness
  • Find all the objects. Photo scraps are added to your inventory.
  • Click on the map and jump to the projector room.
 Lights, Camera, Madness
  • Put reel X on the projector.
  • Click on the map and jump to the theatre room.
 Lights, Camera, Madness
  • Use the Sword of Zegunda on the X.
  • Enter the secret room.
 Lights, Camera, Madness
  • Take the note from the ceiling. Click anywhere outside the window to close it.
  • Click on the empty frame. Add the three sets of photo scraps. A mini-puzzle starts. Arrange the scraps as you would solve a jigsaw puzzle. When a piece is in its proper position, it will be locked and can’t be moved.
  • Solution:
 Lights, Camera, Madness
  • Go through the newly opened panel to lot 4.
 Lights, Camera, Madness
  • Click on the Down button.
  • Watch the cutscene.
 Lights, Camera, Madness
  • Click on the electrical panels.
  • Watch the cutscene.
 Lights, Camera, Madness
  • Take the beast claw.
  • Move forward towards the volcano rim.
 Lights, Camera, Madness
  • Use the beast claw to cut the ropes on Rita.
  • Watch the cutscene.
  • Click on the Up button.
  • Click on the map and jump to prop room 3.
 Lights, Camera, Madness
  • Use the oil can on the metal gate.
  • Enter the courtyard.
 Lights, Camera, Madness
  • The lighthouse key is added to your inventory. Click on the lighthouse door. Unlock it with the lighthouse key.
  • Enter the lighthouse.
 Lights, Camera, Madness
  • Click on the lower part of the stairs for the lighthouse exit.
 Lights, Camera, Madness
  • Move towards the plane.
 Lights, Camera, Madness
  • Watch the cutscene.
  • Click on the control box. Unlock it with the hairpin. Press the red button. Pull the cargo lever.

The end!