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Grim Tales: The Wishes Walkthrough
Welcome to the Grim Tales: The Wishes walkthrough on Gamezebo. Grim Tales: The Wishes is a Hidden Object/Adventure Game created by Elephant Games. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Grim Tales: The Wishes.
Game Introduction – Grim Tales: The Wishes
Welcome to the Grim Tales: The Wishes walkthrough on Gamezebo. Grim Tales: The Wishes is a Hidden Object/Adventure Game created by Elephant Games. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Grim Tales: The Wishes.
General Tips
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 point by clicking the “menu” button in the bottom right 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:
- A magnifying glass indicates areas you can inspect more closely.
- A grabbing hand indicates items you can pick up for your inventory.
- A hand with pointed finger indicates objects that require another action. Usually it means you need to use an inventory item on the object.
Hidden Object Scenes
- All Hidden Object Scenes (HOS) are the standard list of objects to find.
- Items listed in purple lettering require interacting with the scene to reveal the item or combining one or more items in the scene to create the listed object.
- Cursor icons in HOS are the same as in the rest of the game.
- Keeping the point of a hidden object game in mind, only inventory items and solutions for purple-listed items are shown in the screenshots in this walkthrough.
Map
- An interactive map becomes available after the first few objectives have been completed.
- Open the map by clicking the compass with a puppet on it in the lower right corner of the playing scene.
- The map shows all locations needed to complete a particular section of the game.
- A red “X” indicates your current location.
- Moving the cursor over an Exclamation Mark opens a window that shows the name, a screenshot of the location and a list of tasks to be completed. Click the Exclamation Mark to switch to that location. Be sure and fully explore a location so the tasks show on the map.
- A Question Mark means a location has not yet been opened for play.
- Exit the map without changing locations by clicking the X-button in the upper right corner or clicking the compass in the lower right corner.
- Location names in this walkthrough correspond to those on the map.
Hint and Skip Buttons
- In casual and advanced modes there is a hint button in the form of a flower at the bottom left of the screen.
- If there are no actions to be completed in your present location, the hint button will guide you in the direction you need to go for your next action. The hint button only gets depleted and will need to recharge if it finds an action for you to complete.
- The hint button can also be used in HOS.
- In casual and advanced modes puzzles can be skipped once the skip button has charged.
Chapter 1: Opening the Secret Passage
House Entrance
- Zoom in on the front door (A).
- Read the note pinned to the door after the cutscene. Follow the directions in the note.
- Look at the window (B). Take the COAT OF ARMS and MAGNET from the sill.
- Insert the COAT OF ARMS in the slot to unlock the door.
- Enter the house; go right to the Fireplace Room.
Fireplace Room
- Speak to Luisa.
- Look at the photo album on the table; take the LIGHT BULB.
- Go right to enter the Kitchen.
Kitchen
- Peer into the crack in the floor.
- Use the MAGNET to retrieve the KEY.
- Go down twice to return to the Hall.
Hall
- Look at the dangling light fixture.
- Insert the LIGHT BULB and pull the cord.
- Head up the stairs to the Second Floor.
Second Floor
- Examine the locked door on the left.
- Insert the KEY in the lock. Watch the cutscene.
- Pull the note from under the door; take the FIREBOX KEY.
- Exit the house.
House Entrance
- Zoom in on the firebox doors (A).
- Insert the FIREBOX KEY in the padlock to open the doors.
- Take the AX from the firebox (B).
- Return to the second floor.
Second Floor
- Use the AX to break through the locked door.
- Watch the cutscene; enter Brandon’s Room.
Brandon’s Room
- Look closer at the open window (A). Take the SCARF.
- Examine the bed (A). Move the pillow to find Brandon’s diary. Open the diary for story information.
- Go downstairs to the Fireplace Room.
Fireplace Room
- Read the note on the chair; take the FLINT.
- Enter the Kitchen.
Kitchen
- Pull back the curtain (A); take the GRAY PAINT from the stairs.
- Look closer at the table (B).
- Pick up the GREEN PAINT. Use the FLINT to light the candle (yellow).
- Take the lit CANDLE (C).
Fireplace Room
- Zoom in on the area under the chair (A).
- Place the CANDLE on the floor to illuminate the area (B). Move the cloth (yellow). Take the BOWL OF MILK and the BULLET.
- Look closer at the fireplace (C). Use the SCARF (yellow) on the hot SCOOP handle.
- Exit the house.
House Entrance
- Look in the firebox again.
- Put the BOWL OF MILK on the flooring (pink); take a soothed FLUFFY.
- Use the SCOOP (aqua) to dig out a SCOOP WITH SAND.
- Return to the Fireplace Room.
Fireplace Room
- Zoom in on the fireplace.
- Empty the SCOOP WITH SAND (aqua) on the flames; take the COAL from the ashes.
- Return to Brandon’s Room.
Brandon’s Bedroom
- Inspect the puppet.
- Use the COAL to draw a mouth (aqua) to allow the puppet to speak.
- Receive the STAINED-GLASS PIECE for inventory.
- Exit to the hallway.
Second Floor
- Zoom in on the chest on the right.
- Put the STAINED-GLASS PIECE (pink) on the top to open a puzzle.
- The goal is to reassemble the stained-glass image.
- The trick is to rotate the frame using the two arrows (yellow) to fit the pieces rather than rotating the individual shards. Some pieces, such as the new piece, fit without rotation (see dashed inset. A correctly placed pieces locks into position.
- The best strategy is to begin with the fixed piece (orange), find a shape and pattern that fits and either rotate the frame or attach the piece. The dragonfly is a good pattern to match.
- Solution:
- Take the DOOR HANDLE from the open chest.
- Go back to Brandon’s Room.
Brandon’s Room
- Zoom in on the closet door (A).
- Insert the DOOR HANDLE in the empty slot (B).
- Enter the closet.
Closet
- Move each garment aside (yellow) to uncover a HOS in the boxes.
- Open the purse (A) to find the Paper Clip.
- Dab the glue (B) on the broken cup; affix the chip (C) to get the Cup.
- Use the chalk (D) to draw the Eight on the blackboard.
- Find the rest of the listed objects.
- The KNIFE goes to inventory.
Brandon’s Room
- Use the KNIFE to cut the puppet’s strings (A); watch the cutscene for story information.
- The freed puppet (B) directs you back to the closet.
Closet
- Watch the puppet tear the wallpaper from the back wall (A) to reveal the secret passage door.
- The puppet is combined with a compass (B) on the lower right corner. This icon provides access to an area map.
- Click the puppet to examine the map.
- Use the legend (A) to help decipher the map.
- The current location (B) is signified by the red “X”. It also has an exclamation mark indicating there are unfinished tasks here.
- Placing the cursor over the exclamation mark opens a window showing a screenshot of the location, its name and the unfinished tasks.
- Move the cursor over the Kitchen (C). Note that the entire room lights up. Click the map on the room to exit the map and arrive in the kitchen.
- The map is a good reference as well as a way to move about. Click the “X” button or the compass (D) to exit the map without changing location.
- Go to the Second Floor hallway.
- Enter the door on the right.
Luisa’s Room
- Examine the framed photographs on the wall (A). Straighten each picture.
- Zoom in on the picture that falls to the floor (B). Use the KNIFE to remove the backing; take the BEE.
- If you have already explored this room, you have probably already played the HOS in the hamper (C). If not, do so now.
- Open the box (A) to find the Ring and the hidden Coin.
- Drag the hands to the face of the Stopwatch (B).
- Open the envelope (C) and take the Postcard.
- Find the rest of the listed objects.
- The Paint goes to inventory as RED PAINT.
Brandon’s Closet
- Look closer at the secret door.
- Insert the BEE in the center of the board to open a puzzle.
- The goal is to use the arrows (yellow) to direct the bee around the board to fill all of the honeycombs (pink inset).
- Click an arrow to send the bee in that direction. It will go until it meets a gray barrier, the edge of the board or an already filled cell. The bee cannot cross a filled cell.
- Use the Undo button to reverse movements one at a time. The Reset button erases the entire board.
- The trick is to fill the two sets of boxed in cells (aqua) first and last. Work from the outside in.
- The following set of screenshots shows one solution:
- Begin by going right to the far edge.
- Fill in the cells along the top and left sides in the order shown above.
- The next screenshot shows the ending position and the next steps.
- Follow the arrows shown above to complete the puzzle and open the door.
- Set FLUFFY after the rats (A).
- Look at the top of the oil trough (B).
- Use the FLINT to light the oil and illuminate the secret passage.
Secret Passage
- Pick up the PIPE WRENCH leaning against the container on the right.
- Now is a good time to use the map. Click the compass to open the map (A).
- The current location is now on a different level than the house (B).
- Move the cursor over the exclamation point in front of the house (C). Click to jump to that location.
House Entrance
- Zoom in on the sprinkler.
- Use the PIPE WRENCH to remove the VALVE.
Kitchen
- Open the corner cabinet.
- Use the PIPE WRENCH to remove the HOSE.
- Use the map to get back to the Secret Passage.
Secret Passage
- Inspect the pipe.
- Attach the missing VALVE; turn the valve to shut off the steam.
- Zoom in on the glass tube.
- Attach the HOSE to the spigot. It automatically goes into the glass tube. Open the spigot (aqua) to fill the tube.
- Take the SWORD MEDALLION that floats to the top.
Luisa’s Room
- Examine the box on the top shelf.
- Insert the SWORD MEDALLION in the inset to open the box.
- Take the BALL.
- Look under the bed.
- Put the BALL in the lock mechanism on the box.
- Note the numbers carved into the bedpost (pink). Use the arrows next to the ball to center the numbers 5-9-3. Each correctly aligned number illuminates a green light (aqua).
- Take the pistol from the open box. It automatically combines with the BULLET and returns a LOADED HANDGUN to inventory.
Secret Passage
- Zoom in on the chained mace.
- Use the LOADED HANDGUN to shoot the chain and free the mace.
- The mace shatters the wall and opens the secret passage.
Chapter 2: Following Luisa
Forest Edge
- Peer into the tire.
- Read the note for story information; take the BATTERY.
- Go through the gate to the Forest Thicket.
- Enter the Shelter.
Shelter
- Look closer at the note on the chair (A). Look again after the cutscene.
- Read the note for story information; take the HEXAGONAL WRENCH.
- Play the HOS on the windowsill (B).
- Take the hammer wedged in the back fence (A) and smash the bottle; take the Ship.
- Open the box (B). Attach the blades to complete the Windmill.
- Find the rest of the listed objects.
- The LOCOMOTIVE goes to inventory.
- Use the map to return to the Fireplace Room.
Fireplace Room
- Zoom in on the model train set (A). Attach the LOCOMOTIVE to the train.
- Look at the controls (B). Insert the BATTERY (yellow); move the control lever to “Max”; flip the switch (pink) to run the train.
- Examine the hole in the wall where the train emerged (C); take the SUN MEDALLION.
- Use the map to return to the Forest Thicket. Go forward to the Swamp.
Swamp
- Examine the stand of bamboo.
- Use the KNIFE to whack off a BAMBOO stick.
Forest Edge
- Zoom in on the underside of the tree house.
- Use the BAMBOO stick to remove the wasp’s nest.
- Let FLUFFY knock the rope ladder down.
Tree House Entrance
- Pick up the pair of TONGS (A).
- Read the note on the sill (B). Take the FUNNEL and PAINT BRUSH.
- Play the HOS on the railing (C).
- Open the box (A) to find the Clown.
- Use the corkscrew to remove the Cork from the bottle (B).
- Pry out the Nail with the crowbar (C).
- Find the rest of the listed objects.
- The GAS CAN goes to inventory.
Swamp
- Use the TONGS to widen the gap in the old log.
- Take the CHAIN.
Forest Thicket
- Inspect the chainsaw.
- Remove the top from the gas tank (yellow).
- Insert the FUNNEL in the top of the tank (A); fill the tank from the GAS CAN.
- Put the CHAIN on the chainsaw’s bar (B).
- Insert the HEXAGONAL WRENCH in the slot (C); turn the wrench twice to tighten the chain.
- Take the CHAINSAW.
Swamp
- Look at the base of the tree.
- Use the CHAINSAW to cut down the tree to span the gap to the Swamp House.
Swamp House
- Peer in the window of the house (A) to watch a cutscene.
- The demon comes out of the house.
- Zoom in on the pile of leaves (B); ignite the leaves with the FLINT to get rid of the demon.
Demon’s Living Room (map location name)
- Play the HOS on the hutch.
- Open the tap on the urn to fill the cup with tea (A).
- Use the knife to cut a slice of lemon (B).
- Put the lemon (C) in the Cup of Tea.
- Find the rest of the listed objects.
- Receive a CROWN for inventory.
- Read the entry from the diary on the floor (A).
- Zoom in and take the CRYSTAL BALL (B).
- Examine the frames on the wall (C).
- Insert the SUN MEDALLION in the frame (aqua) to open a puzzle.
- The goal is to rotate the rings to find the image.
- Each ring rotates itself and one other ring. Moving the cursor over the rings highlights the related rings.
- Solution:
- Recreate the image by rotating the rings in the following order (click the Reset button if necessary).
- A, Bx3, Cx2, Dx5.
- The glass falls away from the frame.
- Brandon gives instructions for the next set of tasks and adds PUZZLE BLOCKS to inventory.
Chapter 3: Recovering a Memory
Brandon’s Room
- Lift the carpet and zoom in on the hidden compartment access lock.
- Add the PUZZLE BLOCKS to open a puzzle (A).
- The goal is to move identical cubes next to each other to remove them.
- Click a cube to activate it (aqua) and see the directional arrows. Use the arrows to move the cube right or left. Cubes drop down a row when the cube under it is moved or destroyed.
- Complete three rounds to open the compartment.
- Solutions:
Round One
- The numbers on the blocks indicate their movement order. The arrows show the movement direction and their ending position.
- Purple (A) – Move block (1) left; it falls to the bottom row. Move block (2) right; it replaces block (1) on the second row. Move block (3) right; it falls on top of block one and destroys all three blocks.
- Orange (B). Move block (1) one position right.
- Green (C). Move block (1) two positions to the right.
- Aqua (D). Move block (1) three positions to the right.
Round Two – Purple
- Move and position the first three blocks in the order and direction shown (A) to remove them.
- Remove the last two blocks (B).
- Inset (C) shows the position of all blocks prior to the final move.
Round Two – Brown
- Remove the blocks in a group of three and a group of two.
- Drop the first three blocks on the top row (A) to the blocks on the second row and then position them on the bottom level as shown. Move them individually in the order indicated on the block.
- The last two blocks (B) need only be dropped to the second tier.
- Please see inset (C) for the position of all blocks prior to the final move (green).
Round Three – Top Row
- Eliminate the orange blocks first. Position block (1) to the left of block 3. Move block (2) on top of block 3 to remove all three. Inset (A) shows their positions prior to the last move.
- Move purple block (4) on top of the purple block (5).
- Move green block (6) on top of the green block (7).
- Please refer to inset (B) for their positions.
Round Three – Bottom Rows
- All of these blocks (A) can be eliminated in pairs.
- Eliminate the purple blocks (1) first. The orange block drops down.
- Eliminate the two orange blocks (2). The purple block drops down.
- Eliminate the two purple blocks (3).
- Move the aqua block down and over (B) to eliminate this pair.
- Move the green block down and over (C) to eliminate this pair.
- Eliminate the remaining orange blocks to open the compartment.
- Take the QUILL.
Shelter
- Zoom in on the drawing desk.
- Put the RED, GREEN and GRAY PAINTS in the slots. Put the PAINT BRUSH in the tray.
- Insert the CROWN in the slot to open a puzzle.
- The goal is to create a child’s drawing.
- Step One. Dip the PAINT BRUSH in one of the color pots and then apply the color to a white section.
- Paint the tops of the castle towers red (A) as shown.
- Dip the brush in the green paint. Apply the paint to one of the treetops (B) to color all of them (dashed green).
- Paint both of the shrubs behind the ogre (C).
- Dip the brush in the gray paint; paint the wolf (D).
- Dip the brush in the red paint; paint the hat on the girl (E).
- Correctly painting the picture swaps the characters in the scene and opens part two of the puzzle.
- Part Two. Find the hidden characters.
- Pull tab (A) to open the cottage door and reveal another gnome (green inset).
- Push tab (B) to release the leaf in front of the ogre. Lift the leaf to find another gnome (aqua inset).
- Move the two uncovered gnomes to the empty slots (red) behind and in front of Snow White (C).
- Part Three. Swap the characters to place them in their original positions. Click the bush behind the ogre to slide it back and forth as needed.
- Solution:
- The drawing transforms into one of Brandon’s memories.
- Take the CHILD’S DRAWING.
Demon’s Living Room
- Zoom in on the empty frame.
- Place the CHILD’S DRAWING in the frame.
- Put the QUILL on the drawing to activate the memory.
Chapter 4: The Snake Bite
Fishing Pier
- Look at Luisa’s leg.
- Go forward to the House Entrance.
House Entrance
- Look at the telephone stand; take the THREAD.
- Examine the drain; remove the RAG.
- Send FLUFFY to knock the cat jar (A) off the ledge.
- Look closer at the broken jar (B); take the first COIN and GLASS SHARD.
- Head left (C) to the Boat Dock.
Boat Dock
- Inspect the motor (A); take the CRUCIBLE.
- Use the RAG to clean the spotlight lens (B).
- Click the spotlight once (C) to focus the light on the bear.
- Look into the boat in the water (A). Take the second COIN and STEERING WHEEL.
- Zoom in on the lock mechanism on the boathouse (B). Insert the STEERING WHEEL in the inset to open the doors.
Boathouse
- Look at the cabinet on the left (A); take the CRAB AMULET.
- Scoop up a handful of GRAIN from the spill (B).
- Examine the worktable (C); pick up the FILE.
- Take the EMPTY BUCKET (D).
Boat Dock
- Use the EMPTY BUCKET to bail out the water in the boat; receive a BUCKET WITH WATER.
House Entrance
- Zoom in on the chained cabinet.
- Use the FILE to remove the chains.
- Open the doors to play a HOS.
- Use the key to open the safe (A); take the Butterfly.
- Open the purse (B) to find the Domino.
- Find the rest of the listed objects.
- The ARROW goes to inventory.
Fishing Pier
- Look closer at the birds on the pier (A).
- Insert the CRAB AMULET in the lock (aqua) to free the birds. Open the case; take the LEAD PLUMMETS.
- Examine the table (B). Pick up the third COIN; read the document about the properties of lemons.
- Inspect the purse (C). Cut the strap with the GLASS SHARD.
- Play the HOS in the purse.
- Use the lipstick to fill in the Heart (A).
- Open the box (B). Drag the two lenses (aqua) to the Sunglasses frame (C).
- The Key goes to inventory as a HOUSE KEY.
- Find the rest of the listed objects.
House Entrance
- Zoom in on the door.
- Insert the HOUSE KEY in the lock to open the door.
Hall
- Look closer at the top of the stove (A).
- Put the CRUCIBLE on the hot plate; add the LEAD PLUMMETS.
- Take the LEAD.
- Examine the casket on the wall.
- Note the symbols (aqua) on the empty circles: man, arrow and an alarm clock.
- Put each of the three COINS in the empty circles to open a puzzle.
- The goal is to arrange the coins in the correct row in ascending growth/evolutionary order.
- Drag a coin to a new position to swap it with the existing coin. Placing the coins in the right row and in the correct order locks the coins and highlights them in green.
- Solution:
- Solving the puzzle open the cover.
- Take the AX from the casket.
Fishing Pier
- Take the path to the right of the cabin to the Forest.
Forest
- Use the BUCKET OF WATER to douse the flames.
Forest
- Look closer at the pile of clay.
- Pour the crucible of LEAD into the mold; take the SHARK.
- Go forward.
Gap in the Road
- Inspect the pipe head.
- Pick up the FORKED STICK.
Hall
- Zoom in on the lock on the trap door.
- Insert the SHARK in the inset to gain access to the Attic.
Attic
- Put FLUFFY to work (A) to reach the pot.
- Pick up the fallen (dashed green) STOCKPOT.
- Examine the contents on top of the chest (B).
- Read the note for a clue; take the HANDLE.
Hall
- Look at the refrigerator door; attach the HANDLE (yellow).
- Use the RAG to remove the grime (A).
- Count the number of stars, triangles and squares that are uncovered.
- Spin the first tumbler (B) until it is equal to the number of stars. Match the second tumbler to the number of triangles and the third to the number of squares.
- Solution: 3-2-4.
- Pull the handle to open the refrigerator (C).
- Take the FROZEN MEAT and JUICER.
- Zoom in on the stove.
- Put the FROZEN MEAT on the burner; take the COOKED MEAT.
Forest
- Look closer at the note on the ground in the clearing (A).
- Follow the directions on the note (aqua) to trap the bird.
- Put the STOCKPOT (1) on the ground. Prop it up with the FORKED STICK (2). Attach the THREAD to the stick (3). Place the GRAIN on the ground under the pot (4).
- The bird arrives. Pull the thread (5) to trap the bird; pick up the DRAGON AMULET.
Gap in the Road
- Zoom in on the lock (A); insert the DRAGON AMULET in the inset.
- Look closer at the green demon root (B). Chop the root with the AX.
- Peer into the tree hollow to play a HOS.
- Use the knife to cut a Piece of Pumpkin (A).
- Break the egg with the rock (B); take the Yolk.
- Find the rest of the listed objects.
- Receive a SCREWDRIVER for inventory.
Boat Dock
- Use the SCREWDRIVER to remove the cover on the motor.
- Take the CORD.
Boathouse
- Zoom in on the worktable on the right.
- Put the CORD on the table to open a puzzle.
- The goal is to use the parts to assemble an engine.
- Use the silhouettes that appear to find the right part.
- Solution:
- The engine can be assembled in two parts.
- The numbers indicate the order they are added. The colored outline shows which section they belong to.
- Put the cover (A) on the assembled parts.
- Pull the cord (B) to start the engine and lower the suspend boat.
- Toss the COOKED MEAT to the crocodile (A).
- Pick up the WOODEN COIN and GREEN VIAL from the bottom of the boat (B).
Attic
- Zoom in on the chest.
- Add the WOODEN COIN to the top to open a puzzle.
- The goal is to place the wooden numbered coins in the empty slots so each row, column and quadrant contains only one occurrence of the numbers 1, 2, 3 and 4.
- Use the set numbers in the squares to help solve the puzzle.
- Begin with the upper left quadrant (A). The set number 1 square (aqua) eliminates a one occurring in any of the slots in the column above it (aqua line). This leaves only one slot in quadrant (A) to put the number 1 (aqua circle). Use this logic to solve the puzzle.
- See the solution for the top left quadrant (B) for additional help.
- Correctly solving the puzzle turns the light at the top of the board green and opens the chest.
- Solution:
- Take the VALVE from the open chest.
Gap in the Road
- Put the VALVE on the pipe head to turn on the water.
- Take the WHEEL that floats by.
Boathouse
- Put the WHEEL on the broken WHEELBARROW (A).
- Put the WHEELBARROW on the tracks leading to the boat (B).
- The boat leaps onto the wheelbarrow. Take the BOAT.
Gap in the Road
- Zoom in on the ditch.
- Put the BOAT (pink) in the water.
- The WHEELBARROW automatically returns to inventory.
Boat Dock
- Put the WHEELBARROW on the deck next to the boat (A).
- Look at the control panel (B).
- Slide the button on the lower panel (1) to the right. The boat lifts out of the water.
- Look at the control panel again. Slide the button on the top panel (2) to the right.
- The boat is loaded in the wheelbarrow (C).
- Take the BOAT.
Gap in the Road
- Put the second BOAT in the ditch (pink) next to the first one.
- Cross the boat bridge.
Ambulance
- Look closer at the lower tree branch.
- Use FLUFFY to retrieve the MEDALLION.
Forest
- Zoom in on the tortoise. Insert the MEDALLION in its shell to open a puzzle.
- The goal is to use the ramps (1) and catapults (2) to place the planets in colored slots.
- The colors of the planets sort of match the colored slots.
- Begin by building a ramp to the circle where the planet belongs. Select a catapult and place it to the right or left at the end of the ramp.
- The size and position of the catapult depends on the barriers in the ring. Place a catapult to avoid a stone barrier. Use a large catapult to break a glass barrier otherwise, use a small catapult.
- Press the Start button (3) to launch the planet.
- The dashed inset shows the ramps and catapult used for the first planet.
- Solution:
- The numbers next to the balls in the circle correspond to the numbers below the planets in the groove.
- The following list shows the number of ramps and the size/location of the catapults by planet number:
- 1 – 5 ramps – small/right
- 2 – 2 ramps – large/left
- 3 – 3 ramps – large/right
- 4 – 0 ramps – large/left
- 5 – 4 ramps – small/right
- 6 – 1 ramp – large/left
- 7 – 7 ramps – no catapult needed.
- Take the BOW from the opening. The BOW and ARROW automatically combine to create a CHARGED BOW in inventory.
House Entrance
- Zoom in on the target on the tree branch.
- Use the CHARGED BOW to hit the target.
- Pick up the ACORNS at the base of the drain spout.
Forest
- Put the ACORNS on top of the anthill to tempt the pig.
- Pick up the uncovered LEAF AMULET.
Ambulance
- Insert the LEAF AMULET in the lock on the case; take the SYRINGE NEEDLE.
Ambulance Interior
- Examine the glove compartment.
- Use the SYRINGE NEEDLE to pick the lock; take the SCISSORS.
Fishing Pier
- Use the SCISSORS to snip off a part of the FISHNET on the pier (A).
- Look closer at the table.
- Put the JUICER on the table (B). Squeeze a lemon in the juicer. Pour the contents into the glass.
- Take the glass of LEMON JUICE.
Attic
- String the racket with the FISHNET (A); take the SCOOP NET.
- Look at the cabinet (B).
- Pour the LEMON JUICE into the container; take the YELLOW VIAL.
Ambulance
- Use the SCOOP NET to retrieve the CADUCEUS KEY.
Ambulance Interior
- Examine the medical kit.
- Insert the CADUCEUS KEY in the slot to open a HOS.
- Move the mask (A) to find the Scalpel.
- Find the rest of the listed objects.
- Receive the PINK VIAL for inventory.
House Entrance
- Zoom in on the medicine cabinet.
- Insert the GREEN, PINK and YELLOW VIALS in the injector gun.
- Take the ANTIDOTE.
Fishing Pier
- Examine Luisa’s leg.
- Administer the ANTIDOTE.
Chapter 5: Protecting Brandon
Chapter 5: Protecting Brandon
Demon’s Living Room
- Examine the book.
- Take the LAVENDER and read the note.
- Pick up BRANDON.
Brandon’s Room
- Hang the LAVENDER from the light fixture.
- Put BRANDON in the bed; take the HORSE after the cutscene.
Kitchen
- Zoom in on the door.
- Insert the HORSE in the lock inset to open the door.
- Go through the door to the Backyard.
Backyard
- Play the HOS on the table.
- Apply the oil to the rusty nut and bolt; take the Metal Nut.
- Put a nut in the nutcracker’s mouth (B); press to get a Cracked Nut.
- Open the case (C) to find the Binoculars.
- Find the rest of the listed objects.
- The TOTEM goes to inventory.
- Examine the pipe connector; take the ZIPPER PULL.
- Go through the opening in the back fence.
Playground
- Look at the hobbyhorse.
- Attach the ZIPPER PULL to the broken zipper; take the piece of GLASS from the unzipped pouch.
Brandon’s Room
- Put the TOTEM on the shelf in the left corner.
- Look at the top of the case in the right corner; take the DOVE.
House Entrance
- Zoom in on the mailbox.
- Put the DOVE in the inset to unlock the box; take the FISH.
- Open the letter (pink) and read both pages.
Swamp
- Watch the cutscene.
- Follow the new wooden path.
Waterfall
- Examine the water lily.
- Use the empty drinking GLASS to scoop up the FLOWER.
- Take the GLASS BALL.
- Look at the sensor on the pipe.
- Replace the broken glass with the piece of GLASS.
- Loosen the nut; take the SENSOR.
Backyard
- Put the MAGNET in the empty birdbath.
- Attach the SENSOR to the pipe connection; click the knob to turn on the water.
- The FISH hanging from the bird adheres to the magnet when the bird flies off. It automatically goes to inventory.
Shelter
- Examine the trap door.
- Insert both FISH symbols in the grooves to open the door.
Shelter Basement
- Look closer at the case in the corner.
- Open the case; take the CYLINDER.
Playground
- Zoom in on Pinocchio.
- Insert the CYLINDER in the empty control slot to open a puzzle.
- The goal is to press the cylinders in the correct combination so the nose is fully extended.
- Solution: C-R-C-C.
- Take the HANDLE.
- Go down once.
Backyard
- Insert the HANDLE prongs in the holes in the workshop door latch.
Workshop
- Look closer at the toolbox; pick up the PLIERS.
Shelter Basement
- Use the PLIERS to free the SPONGE and WIRE from the pipe.
Workshop
- Look at the rope.
- Click the strands on the end of the rope to twist them.
- Attach the WIRE to the end of the rope; use the PLIERS to secure the wire.
- Take the ROPE.
Tree House Entrance
- Zoom in on the window.
- Click the curtains to wrap them around the boards.
- Attach the ROPE to the curtains.
- Push the weight off the rail to pull the boards from the window.
Tree House
- Examine the contents on the table.
- Read the note; take the KEY.
- Look closer at the bottom of the toy car.
- Use the SCREWDRIVER to open the compartment; take the FUSE.
- Play the HOS on the sofa.
- Open the pouch (A) to find the Scissors.
- Insert the coin in the gumball machine (B); turn the handle and take the Candy.
- Find the rest of the listed objects.
- The TOTEM goes to inventory.
Brandon’s Room
- Put the TOTEM on the top of the cabinet on the right.
- Look at the spot on the floor where the two purple beams meet.
- Pick up the first part of the MEDALLION.
- Go down once.
Second Floor
- Look at the tabletop.
- Use the SPONGE to soak up the spilled OIL.
Kitchen
- Use the KEY to open the electrical panel.
- Take the TOGGLE.
Waterfall
- Open the panel door on the mechanism.
- Insert the FUSE (aqua) in the empty slot.
- Use the TOGGLE (yellow) to connect the wires. Flip the toggle switch to “On”.
- Receive the SPRING in inventory.
Playground
- Zoom in on the pinball machine.
- Remove the broken spring and attach the new SPRING (yellow inset).
- Pull the plunger; take the BALL.
Shelter Basement
- Drop the BALL in the middle of the foosball table (A) to open a puzzle.
- The objective is to use the blue players to pass the ball and score goals.
- Position a player by clicking it (B). Red bars show where the player can move on the pole (red circles above). Click a bar to move the player to that position. Click each player to set the direction to pass the ball by selecting one of the direction arrows (C).
- When all players are in position and direction arrows set, press the “Start” button (D) to begin passing the ball.
- Score three goals (E) to win.
- Solutions:
Round One
Round Two
Round three
- Take the second MEDALLION piece.
Hall
- Look closer at the doll.
- Insert the two MEDALLION pieces in the inset.
- Remove the rust on the clasp with the OIL on the sponge (B).
- Pop open the clasp; take the DIAMOND (C).
- Go right.
Fireplace Room
- Inspect the locked door on the left.
- Cut through the glass with the DIAMOND to reach the handle.
Basement
- Zoom in on the washing machine.
- Insert the GLASS BALL in the slot on the box.
- Take the FERTILIZER, HOOK and POWDER.
- Play the HOS on the rocking chair.
- Open the case (A) to find the “B” and Palette.
- Open the box (B) to find the Mask.
- Use the scissors to cut the string on the package (C); take the Rose.
- Connect the two parts (D) of the Heart.
- Find the rest of the listed objects.
- The TOTEM goes to inventory.
Brandon’s Room
- Look at the spot on the floor where the two purple beams meet.
- Place the TOTEM on the floor to complete the protective circle.
- Take the METAL ROSE that appears on the rug after the cutscene.
Chapter 6: Recovering another Memory
Kitchen
- Examine the cabinet drawer on the right.
- Insert the HOOK in the hole to open the drawer.
- Take the CITRIC ACID.
Swamp House
- Pour the FERTILIZER on the liana vines.
- Take the FIGURE from the blossomed vine.
Demon’s Living Room
- Insert the FIGURE in the frame (aqua) to open the cabinet door.
- Take the bottle of ALCOHOL off the shelf.
Workshop
- Zoom in on the mixer.
- Insert the METAL ROSE obtained from Brandon’s Room in the inset to access the mixer.
- Refer to the ingredient list in the upper left corner.
- Add the ALCOHOL, POWDER, CITRIC ACID and FLOWER to the mixer container (A) and trigger a puzzle (B).
- The goal is to use the use the arrows to direct the electrical charge from the plus sign (yellow) through the grid to the minus sign (yellow).
- Solution:
- Completing the puzzle opens the lower compartment; take the COGWHEEL.
- Switch the blender on.
- Take the SOLVENT.
Shelter
- Zoom in on the lifting jack under the table.
- Attach the COGWHEEL to the slot on the right.
- Click the cogwheel to free the JACK.
Workshop
- Place the JACK between the bars of the cage.
- Click the handle to spread the bars; take the PITCHFORK.
Forest Thicket
- Look into the end of the log.
- Use the PITCHFORK to remove the leaves.
- Send FLUFFY in to rout the raccoon.
- Play the HOS in the cleared log.
- Use the knife to sharpen the Pencil
- Drag the match along the side of the box for a Striking Match.
- Find the rest of the listed objects.
- The Turtle Figurine goes to inventory as a TURTLE BUTTON.
Tree House
- Insert the TURTLE BUTTON in the inset of the easel cover to open a puzzle.
- The goal is to swap adjacent pieces to form one of the pictures shown (A).
- Only one of the pictures needs to be solved. Moving two adjacent pieces changes both the position and the view of the piece to either the day or night version.
- Assemble the whole picture so that all pieces are on the same time of day.
- Pour the SOLVENT over the complete picture to uncover the memory drawing (dashed green).
- Use the QUILL to bring the memory to life.
Chapter 7: The Accident
Rock
- Head up the hill to the left.
Landing
- Look inside the balloon basket (A); take the SNOWSHOES.
- There is no need to pick up the available Crosspiece yet as it isn’t needed until much later.
Rock
- Put the SNOWSHOES in the ravine (B) to open the route down the mountain.
Lumberjack’s Camp
- Pick up the SAW.
- Continue forward along the path.
Forest Well
- Send FLUFFY up the tree (A) to do what Fluffy does best.
- Pick up the fallen first PART OF TOTEM (B).
- Inspect the log (C); take the BRANCHES.
- Peer into the well.
- Take the ICE AX from the top of the well cover.
- Go down once.
Lumberjack’s Camp
- Inspect the lantern.
- Open the pane and take the BULB.
- Use the ICE AX to cut open the frozen carpet.
- Play the HOS in the shed.
- Lift the lid (A) to find the Chess Piece.
- Insert the leaf in the cabinet door (B); take the Samovar and Swan.
- Open the casket (C) to find the Thread.
- Find the rest of the listed objects.
- The GAS CAN (D) goes to inventory.
Forest Well
- Look closer at the bridge.
- Pour the contents of the GAS CAN on the ice.
- Use the FLINT to ignite the gas and melt the ice.
- Cross the bridge.
Shaman’s House
- Examine the tree roots.
- Use the SAW to free the second PART OF TOTEM.
- Inspect the frozen niche.
- Use the ICE AX to uncover an unlit torch; apply the FLINT.
- Take the lit TORCH.
Shaman’s Living Room
- Use FLUFFY to climb up and knock the FISH to the floor.
- Pick up the LADDER.
- Climb the stairs.
Shaman’s Attic
- Inspect the contents of the desktop.
- Flip the switch on the battery charger; take the charged BATTERY.
Rock
- Zoom in on the camera.
- Pop the BULB into the flash.
- Open the compartment; insert the BATTERY.
- Take the CAMERA.
Forest Well
- Zoom in on the well.
- Place the CAMERA on the well cover to create a flash and open a puzzle.
- The goal is have the last move while clearing the beetles off the board.
- A round consists of removing 1, 2 or 3 beetles from a row. Once a row is selected (A), beetles cannot be removed from any other row during that round. If there is only one beetle left in a selected row, removing that beetle completes the round. If less than 3 beetles are removed, click the lizard’s yellow button (B) to signal the end of the round. The lizard then removes 1 to 3 beetles for its round.
- The only way to win the game is to have 5 beetles left when it is your turn. Remove one of them to win the game (pink inset). The moves the lizard makes are random.
- Please watch the video to see how the game is played:
- Winning the game unlocks the well cover.
- Remove the cover and place the LADDER down the well to access the underground chambers.
Bottom of the Well
- Put the TORCH in the holder in the niche.
- Take the ELECTRICAL TAPE.
Lumberjack’s Camp
- Zoom in on the broken totem by the chopping block.
- Wrap the ELECTRICAL TAPE around the split totem.
- Take the third PART OF TOTEM.
Bottom of the Well
- Add each PART OF TOTEM to the base of the totem pole.
- The correct order is shown above.
- Enter the Icy Corridor.
- Continue through to the Icy Room.
Icy Room
- Examine the ice chunk showing the fire instructions (A); take the LEAF.
- Play the HOS in the debris pile (B).
- Use the corkscrew to open the bottle; take the Note.
- Find the rest of the listed objects.
- The BEAR statue goes to inventory.
- Go down once.
Icy Corridor
- Zoom in on the fish niche on the far left.
- Put the FISH in the top to suspend it in a beam and open the bottom compartment.
- Take the FISH OIL.
- Look closer at the bear niche next to the fish niche.
- Put the BEAR statue in the top part to open the compartment.
- Take the HUMMINGBIRD.
Shaman’s House
- Inspect the Shaman.
- Pour the FISH OIL over his hand to loosen his grip.
- Take the POWDER flask.
Shaman’s Living Room
- Open the first-aid chest (A); take the BANDAGE.
- Take the WINCH attached to the post (B).
- Zoom in on the chest with herbs (C).
- Insert the LEAF in the inset to open a puzzle.
- The goal is to have more red flowers in the cells than yellow at the end of the game.
- The best strategy is to try and build up a large section of red flowers while the yellow flowers are distracted. Capturing corners helps but an isolated flower (above right) is doomed. Flowers can jump to empty cells or move to adjacent cells. Moving a red flower into a cell next to yellow flowers changes the yellow flowers around that cell to red and vice-versa.
- Win the game to open the herb cabinet.
- Take the MANDRAKE root.
Shaman’s Attic
- Use the HUMMINGBIRD in the cage door lock.
- Take the EAGLE.
Icy Corridor
- Look at the eagle niche on the right.
- Put the EAGLE in the top to open the compartment.
- Take the HAY.
- Play the HOS in the icy niche.
- Put the red chili in the mortar; grind it into powder with the pestle. Take the Chili Powder.
- Find the rest of the listed objects.
- The THISTLE goes to inventory.
Icy Room
- Look closer at the place to make a fire.
- Put the HAY on top of the wood; light the hay with the FLINT.
- Follow the directions found earlier on the ice chunk and add the POWDER, MANDRAKE root and THISTLE to the burning fire.
- Pick up the BAS-RELIEF disk next to the changed bear.
Shaman’s Attic
- Zoom in on the altar.
- Put the BAS-RELIEF disk on the empty slot (yellow) to open a puzzle.
- The goal is to covert the nasty weather disk into a sun.
- Start by clicking the sun and then one of the plain disks (pink). This directs the sun’s rays along the path. Converting the blank disks into suns raises the power of the suns as reflected by the numbers on the disks. Direct the suns at the bad weather disk until it turns into a sun.
- One solution for the first round is shown in the dashed inset.
Round Two
- Send the sun’s rays to the blank disk on the left until it is converted into a sun.
- Repeat the process with the blank disk on the right.
- The two new suns are blocked from attacking the weather disk but they can give power to the center sun.
- See the dashed inset for a method of defeating the weather disk.
Round Three
- Click as many disks around the outside of the circle as necessary to destroy the center weather disk.
- Take the TUNING FORK from the opening in the altar.
Icy Room
- Examine the crack in the ice wall.
- Insert the TUNING FORK in the crack to shatter the ice.
Cave
- Take the SUN MEDALLION from Gray’s pocket.
- Pick up the ROPE.
Landing
- Pick up the CROSSPIECE.
- Insert the SUN MEDALLION in the lock on the wicker chest.
- Play the HOS in the chest.
- Open the case to find the Compass.
- Open the paper sack to find the Thermometer.
- Use the screwdriver to remove the Bolt.
- Find the rest of the listed objects.
- The STRETCHER goes to inventory.
Rock
- Zoom in on the gap.
- Use the CROSSPIECE to span the gap.
- Affix the WINCH to the crosspiece.
- Hang the ROPE from the winch into the gap.
Cave
- Examine Gray’s leg.
- Put the BRANCHES on the leg and secure them with the BANDAGE.
- Put the STRETCHER on Gray to move him onto it.
- Click the dangling rope to fasten it to the stretcher.
- Pick up the GLASS TUBE that was under Gray.
Rock
- Zoom in on the gap.
- Tap the winch to raise Gray.
- Add GRAY to inventory.
Landing
- Put GRAY in the balloon basket.
- Examine the damaged balloon motor.
- Insert the GLASS TUBE in the center of the motor to open a puzzle.
- The goal is to arrange a set of numbered disks in the visible column in ascending numerical order.
- Swaps are made based on the information displayed in the panel at the top of the screen (A).
- The number on the left (pink) is the replacement disk for a disk in the column (aqua). Find where this disk number fits numerically in the column: it is either larger or smaller than an existing disk.
- Please refer to inset (B) to see the first move. Click the number 3 in the panel to highlight it. There is no number in the column less than 3 so it goes on top. Click the top disk, number 36 (aqua), to swap it with the number 3.
- The result of the swap is shown in inset (C). A new number appears in the swap panel.
- Continue swapping disk pairs until all ten disks in the column are correctly arranged.
- Solution:
- Correctly swapping the disk pairs opens the left column and starts the balloon motor.
- Pair swaps in order: 3-36; 45-13; 36-16; 25-23; 47-49; 7-12; 13-46 and 4-11.
- The balloon lifts off.
Chapter 8: Freeing Luisa
Tree House
- Exit the Tree House.
Forest Edge
- Speak with Gray; receive an EAGLE MEDALLION.
Waterfall
- Examine the creature behind Gray.
- Insert the EAGLE MEDALLION to stop the waterfall.
- Enter the room that was hidden by the waterfall.
Totem Room
- Look at the table.
- Place the CRYSTAL BALL in the center indentation; take the CHALK.
- Play the HOS in the objects between the two totems on the left.
- Open the locket (pink) to find the “7”.
- Open the box (green) to get the Ring.
- Find the rest of the listed objects.
- The Moon goes to inventory as a MOON SYMBOL.
- Go through the tunnel at the back of the room.
Asylum
- Speak to Gray and give him the CHALK.
- Pick up the STEPS.
- Inspect the book Gray translated (A).
- Put the MOON SYMBOL in the center of the bookmark; take the MOON STONE.
- Read the book on the desk (B). Collect the first CRYSTAL.
Kitchen
- Use the STEPS to replace the rotten boards on the staircase.
- Head up the stairs.
Hall over the Kitchen
- Examine the chest.
- Use the SCREWDRIVER to open the top compartment door.
- Take the second CRYSTAL.
- Go forward.
Bathroom
- Look at the cabinet.
- Use the DIAMOND to cut a hole in the glass; take the SUN medallion.
- Play the HOS in the bathtub.
- Attach the sail to the Ship (A).
- Put the stone in the setting (B); take the Ring.
- Find the rest of the listed objects.
- The DOOR HANDLE goes to inventory.
Hall over the Kitchen
- Put the DOOR HANDLE on the door on the left.
Attic
- Pick up the PLUG from the stack of books on the right.
- Examine the objects on the floor; take the RUBY.
Attic above the Kitchen
- Look at the lamp on top of the cabinet.
- Attach the PLUG to the broken wire.
- Take the READING LAMP.
Bathroom
- Zoom in on the area beneath the bathtub.
- Plug in the READING LAMP to illuminate the area.
- Remove the cobweb to retrieve the CAPTAIN.
- Take the HANDLE OF PUMP hidden behind the captain.
Backyard
- Look at the broken pump.
- Attach the HANDLE OF PUMP; take the repaired PUMP.
Waterfall
- Zoom in on the pumping mechanism.
- Attach the PUMP to the gauge.
- Pump the handle; take the third CRYSTAL.
Totem Room
- Look at the totem on the far left (A).
- Insert the MOON STONE in the slot in the shield (pink) to open a puzzle.
- The goal is to make 15 matches of three or more moon stone gems.
- Swap the gems (B) to align them horizontally or vertically. Matching four or more gems counts as making two matches.
- Take the fourth CRYSTAL from the compartment.
- Look at the middle totem.
- Insert the RUBY in the shield to open the puzzle board.
- Repeat the above strategy for matching 15 sets of ruby gems.
- Take the fifth CRYSTAL from the compartment.
Demon’s Living Room
- Zoom in on the back table.
- Insert the five CRYSTALS in the slots; take the EMERALD from the secret compartment.
Totem Room
- Look at the totem on the right.
- Insert the EMERALD in the shield to open the puzzle board.
- Repeat the previous strategy for matching 15 sets of emerald gems.
- Take the PIECE OF CHART from the compartment.
- Enter the world inside the crystal ball.
Crystal Ball
- Pick up the second PIECE OF CHART at Luisa’s feet.
House in the Crystal Ball
- Look at the control mechanism.
- Take the HANDLE.
- Zoom in on the planetarium.
- Insert the HANDLE to loosen the BELT.
- Play the HOS in the corner.
- Open the box to find the Stamp.
- Find the rest of the listed objects.
- The MOON goes to inventory.
Kitchen
- Zoom in on the drawer.
- Insert the MOON in the box lid; take the ADHESIVE TAPE.
Crystal Ball
- Look closer at the projector controls.
- Attach the BELT to the gears; pull the handle to turn on the projector and lower the light.
- Examine the spotlight.
- Insert the SUN medallion in the inset.
- Take the third PIECE OF CHART.
House in the Crystal Ball
- Look at the work shelf.
- Put the three PIECES OF CHART on the shelf to open a puzzle.
- The goal is to find the image of the scheme by swapping the pieces.
- The pieces do not rotate. The best strategy is to swap the corner pieces first and then match the pattern of the inner pieces
- Solution:
- Use the ADHESIVE TAPE to secure the pieces.
- Take the completed SCHEME.
Attic
- Zoom in on the box on the desk.
- Read about the box (pink).
- Put the SCHEME drawing in the box; close the lid.
- Open the box to get the DEVICE.
House in the Crystal Ball
- Examine the control center.
- Insert the DEVICE in the slot to open a puzzle.
- The goal is to light up the suns with the energy ball.
- Click any square on the board to place the ball. Click a direction arrow to start the ball’s movement.
- The key is to find a square so the ball lights a sun that sends it on a trajectory to light any other sun on the board. Hitting the same sun three times resets the puzzle. Use the “STOP” button to stop the ball and reposition it.
- There are three rounds.
- Solutions:
- The above insets show three possible solutions.
- Place the ball as shown and press the upper right corner in every example.
- Watch the cutscene.
Chapter 9: Saving Brandon
Brandon’s Room
- Play the HOS in the boxes.
- Place the picture in the frame (A); take the Framed Picture.
- Insert the key in the chest (B) to find the Crown.
- Find the rest of the listed objects.
- The ANCHOR goes to inventory.
Playground
- Examine the hammock.
- Insert the ANCHOR in the inset on the box.
- Take the ENSIGN and the PIRATE.
Shelter Basement
- Zoom in on the ship on the back wall.
- Insert the ENSIGN (aqua), PIRATE (pink) and CAPTAIN (yellow) in the slots.
- Use the QUILL to bring the drawing to life.
Swamp House
- Pick up the bar of SOAP from the barrel.
- Dig through the pile of leaves to uncover the RUSTY NIPPERS.
- Go down to the Basement.
Basement
- Put the RUSTY NIPPERS on the grindstone; take the SHARP NIPPERS.
Swamp House
- Creep up on the doghouse.
- Use the SHARP NIPPERS to clip the chain on the WIND MEDALLION.
Basement
- Examine the furnace.
- Insert the WIND MEDALLION to open a HOS.
- Remove the top of the pot (A) to find the Black Rose.
- Attach the handle (B) to the top of the kettle (pink). Find the Abacus.
- Take the key from the kettle (C) to unlock the canister (aqua) and get the Dove.
- Put the dove (D) with the other dove (green) to get a pair of Doves.
- Find the rest of the listed objects.
- The Black Rose goes to inventory as a FORGED ROSE.
Living Room
- Look closer at the demon’s hand.
- Use the SOAP to slip off the RING.
- Zoom in on the hatch in the ceiling.
- Insert the FORGED ROSE in the hatch cover.
Attic
- Read the information contained in the book (A).
- Remove the cloth from the trunk.
- Use the RING to open the trunk lock (B). The RING returns to inventory.
- Take the CRYSTAL BALL from the trunk.
Living Room
- Place the CRYSTAL BALL on the demon; receive a CRYSTAL BALL WITH DEMON in inventory.
Totem Room
- Zoom in on the pedestal.
- Put the CRYSTAL BALL WITH DEMON in the center of the pedestal.
Asylum
- Look closer at the hatch control.
- Insert the RING to open a puzzle.
- The goal is to use the lights in the circle to turn on all of the color combinations in the panel on the right.
- Click a circle to turn it red. Click again to turn the circle green. Click a third time to get orange. The panel combinations are made up of two adjacent circles. The first two (yellow) light up the double red combination in the panel. Turn the third circle green. This circle is paired with the preceding red circle (pink) to light up the red-green combination on the panel.
- Continue making combinations until all the pairs on the panel are lit.
- Solution:
- This is one solution.
- Not all circles need to be used to light up the panel.
- Watch the final cutscene.
Congratulations!
You have completed Gamezebo’s walkthrough for Grim Tales: The Wishes. Be sure to check back often for game updates, staff and user reviews, user tips, forum comments and much more here at Gamezebo!
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