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Nightmares from the Deep: The Cursed Heart Walkthrough
Welcome to the Nightmares from the Deep: Cursed Heart walkthrough on Gamezebo. Nightmares from the Deep: Cursed Heart is a Hidden Object Game created by Artifex Mundi. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Nightmares from the Deep: Cursed Heart.
Game Introduction – Nightmares from the Deep: Cursed Heart
Welcome to the Nightmares from the Deep: Cursed Heart walkthrough on Gamezebo. Nightmares from the Deep: Cursed Heart is a Hidden Object Game created by Artifex Mundi. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Nightmares from the Deep: Cursed Heart.
General Tips
This hidden object game requires visiting several locations and using inventory items to advance play.
- Play is mostly linear although there are some options for the order in which to explore locations.
- Select Options to adjust the Music and Sound Volume. You may also toggle Custom Cursor, Voice Overs, play mode and Full or Wide Screen selections.
- Begin play by selecting a mode that suits your style of play: Regular or Expert. The mode may be changed during game play by selection Menu, Options and select or deselect “Expert”.
- A Diary is kept to record story information, tips for solving puzzles, objectives and location maps.
- Hints may be used to direct play or reveal the location of an item in a hidden object scene.
- Hidden object scenes contain items listed in yellow lettering. These items require an extra step to find. Additionally, a Mahjong game may be substituted for the traditional hidden object scene.
- Extras bonus content in the Collector’s Edition includes Music, Concept Art, Wallpapers, Screensaver and Bonus Gameplay. These items may be accessed after completing the main game.
- Many scenes may not progress until a conversation is held with a character. If using the custom cursor, place it over a character to see if it turns to lips. Most dialogs are short.
- Always move the cursor around a scene. Watch the cursor to see if it changes into a hand, magnifying glass or gears.
Walkthrough Tips
- CAPITALIZED inventory items are meant to make it easier to find where this guide may deviate from your own play. Inventory items are highlighted in blue with a white border in the screenshots.
- If you don’t have an item referenced in this guide, click and hold the “Ctrl” key and then press the “F” key. This opens a Find area in your web browser. Type in the name of the object as it appears in this guide to find where else that it’s referenced.
- After the initial scenes, this guide does not indicate that a conversation with a character must take place.
- To minimize back and forth moves, most available inventory items in a scene are picked up when first encountered
Chapter 1: The Exhibit
Hall
- An optional interactive tutorial is available.
- Speak to the deliveryman (A) and your daughter (B).
- Go forward to the exhibition room (C).
Exhibition
- Speak to both the deliveryman and your daughter (A); receive an ELECTRONIC KEY.
- Use the box cutter (B) to open the box on the right.
- Read the note and take the FLINTLOCK PISTOL.
- Zoom in on the crate on the left (D). Remove the all of the swords. Always select the topmost sword to remove first. Take the PIRATE CUTLASS (E).
- Return to the hall.
Hall
- Look at the door on the left (A).
- Use the ELECTRONIC KEY to open the door.
Office
- Look at the key case on the back wall (B); take the BASEMENT KEY.
- Exit the office.
Hall
- Use the BASEMENT KEY to unlock the door on the right.
Basement
- Pull the light cord to illuminate the room.
- Play the hidden object scene.
- Remove the three cloth covers.
- Open the book to find the one hidden Ticket.
- Put the candle in the holder (B) and strike a match to get a Lit Candle.
- The one hidden horse (C) was under a cloth.
- Use the screwdriver to pry off the back of the walkie-talkie (D) and take the Batteries.
- The Crown (F) was hidden behind a cloth.
- Find the rest of the listed objects.
- Receive a CROWBAR for inventory.
- Return to the Exhibition.
Exhibition
- Use the CROWBAR to remove the top on the crate (A).
- Read the document on the side of the crate; look closer at the mouth (B).
- Pry open the mouth (C) and take the CRYSTAL.
- Return to the office.
Office
- Smash the glass on the emergency equipment box (A); take the AX and FLASHLIGHT.
- Read the small note on the desk (B).
- Inspect the book (C); read the note (pink).
- Remove the mask on the wall (D) to find the safe.
- Zoom in on the safe. The combination from the book is taped to the safe (A).
- Rotate the dial left and right to the number indicated on the note.
- The results are shown in the upper panel (B). Use the Reset button if necessary.
- Read the note (pink) inside the safe (C). Remove the cloth covering the case and place the CRYSTAL in the slot. Take the PIRATE NECKLACE.
Exhibition
- Put the PIRATE NECKLACE, FLINTLOCK PISTOL and PIRATE CUTLASS on the pirate (A).
Basement
- Use the FLASHLIGHT to scan the basement.
- Play the hidden object scene.
- If there are any yellow-listed items, please refer to the previous hidden object scene screenshot for this location to see where they are located.
- Find the listed objects.
- The FUSES go to inventory.
- Open the electrical box on the back wall.
- Remove the three burned out fuses (A).
- Place the new FUSES on the work area (B); place each fuse in its corresponding colored fuse location to open a puzzle.
- The goal is to rotate the switches so the current flows to all three fuses.
- The best strategy is to start at the bottom and light the yellow fuse and then the blue and red fuses. The solution is shown (C).
- Turn the switch (D) to turn the lights back on.
Exhibition
- Look at the bottom of the crate (A); move the packing material to expose a GOLDEN SIGNET.
Office
- Remove the top of the box (B).
- Read the note (pink); insert the GOLDEN SIGNET in the casket.
- Take the DOUBLOON (C).
Hall
- Watch the cutscene; speak to your daughter to continue.
- Click the ladder (A) to move it against the side of the ship.
- Use the AX to widen the access hole (B).
Chapter 2: Escaping the Ghost Ship
Passage
- Speak to the crewmember; receive a map of the ship (A). Note the legend in the upper left corner. Let the cursor hover over an explored area to get its location name.
- Click the new Map icon (B) to consult the map at any time.
- Remove the growth on the beam (C); take the GOLD STARFISH.
- Go through the door at the back to enter the crew quarters.
Crew Quarters
- Pick up the SKELETON HAND and HACKSAW (A).
Passage
- Examine the hatch (B); use the HACKSAW to remove the seal band.
Infirmary
- Inspect the hanging barrel.
- Find the parts of the HAMMER.
- Go forward through the door.
Water Reserves
- Pull off the loose planks (A) and peer under the steps.
- Spring the trap with the SKELETON HAND; take the BRONZE KEY.
- Look closer at the small barrel (B); remove the staves with the HAMMER to open a follow-the-sequence puzzle.
- Play four rounds to receive a second DOUBLOON. Use the Reset button (yellow) if needed.
- Examine the large barrel (C); take the second GOLD STARFISH.
- Enter the galley (D).
- Play the hidden object scene.
- Unfold the fan (A) to find the Crane.
- Open the book for the Recipe (B).
- Use the knife to cut an Open Coconut (C).
- Find the rest of the listed items.
- The COAL goes to inventory.
- Move the bucket off the trapdoor to enter the hold.
Hold
- Zoom in on the door on the right to open a place-the-object puzzle (A).
- Use the images etched above each crate as a hint for the type of object it contains.
- Correctly placed items lock into place. Right-click a selected item to release it.
- Solution:
- Go through the unblocked door.
- Play the hidden object scene.
Armory
- Insert the key to get an Open Padlock (A).
- Put a ball in the musket (B) for a Loaded Rifle.
- Use the gloves to pick up the Electric Eel (C).
- Remove the cloth to find the Shackles and Bomb.
- Find the rest of the listed objects.
- The CHISEL goes to inventory.
- Go back five times to reach the passage. Enter the crew quarters.
Crew Quarters
- Look through the crack in the deck (A); talk to your daughter.
- Use the CHISEL and HAMMER to remove the third GOLD STARFISH (B); take the CORKSCREW.
- Zoom in on the rear door (C).
- Put the three GOLD STARFISH in the slots to open a puzzle.
- The goal is to rotate the starfish to obtain three solid color gems.
- Solution: Top – Red; Left – Green; Right – Blue
Captain’s Cabin
- Play the hidden object scene.
- Open the left (A) and right (B) cupboard doors to find the Red cloth, Feather, Tiara, Horn and Ink.
- Put the knob on the drawer (C); open the drawer to find the TAP.
- Find the rest of the listed objects.
- Read the diary for more story information (A). Take the DOUBLOON from the top of a page.
- Zoom in on the storyteller (B). Give him the first three of the needed twelve DOUBLOONS to open the chest. Receive story narrative for each doubloon.
Passage
- Speak to the crewmember; receive an EMPTY BOTTLE.
Infirmary
- Remove the cover from the worktable.
- Play the hidden object scene.
- Remove the boot (yellow) to discover the Wooden Foot.
- Find the rest of the listed objects.
- The TWEEZERS go to inventory.
Water Reserves
- Look closer at the barrel (A).
- Replace the PLUG with the TAP. Turn the tap to get a BUCKET OF WATER.
Galley
- Play the hidden object scene.
- Put the measuring stick in the lobster claw (A) to get a Meter Stick Half.
- Pour the bottle of wine (B) to get a Glass of Wine.
- Find the rest of the listed objects.
- The CRACKERS go to inventory.
Armory
- Pick up the CANNON BALL.
- Inspect the pirate’s peg leg (A); use the CORKSCREW to remove the cork.
- Zoom in on the hollow in the wood (B); use the TWEEZERS to remove the SILVER KEY.
Captain’s Cabin
- Examine the cabinet (A); use the PLUG for the missing knob.
- Open the book (B); take the BARREL OF RUM.
- Zoom in on the parrot cage (C). Open both cage doors. Feed the CRACKERS to the parrot; receive the GOLDEN KEY.
Crew Quarters
- Inspect the top hatch (A).
- Insert the GOLDEN, BRONZE and SILVER KEYS in the slots.
Deck
- Go to the Pier.
Chapter 3: Exploring Skull Island
Pier
- Examine the board (A).
- Take the map of the island (pink).
- Note: The map of the ship is still available (B). Click the map under the top one to switch maps.
- Be sure and look at the fishing pole on the pier (C). It is missing a hook and bait.
- Go forward.
Stairs
- Speak to the caged pirate for more story information (A).
- Look closer at the steps (B). Move the rocks to uncover a DOUBLOON.
- Examine the front of the crypt (C); take the CANDLE.
- Zoom in on the skeleton (D). (Note: if the skeleton cannot be accessed, return to the pier and examine the fishing pole).
- Pick up the five worms and cup to get BAIT.
- Go forward.
Wall
- Speak to the caged skeleton (A); receive a KNIFE.
- Ride the platform (B) down to the eyehole.
Eyehole
- Play the object assembly scene in the tree.
- Pick the six LIMES.
- Click down to return to the wall.
- Return to the ship’s deck.
Deck
- Inspect the netting on the rail (A).
- Use the KNIFE to free the RAMMER.
- Zoom in on the cannon (B).
- Follow the directions (A) for firing the cannon.
- Crank (1) the cannon mouth up. Add the gunpowder (2) and CANNONBALL. Use the RAMMER (4) to tamp the cannonball down. Crank (5, 6) the cannon to aim it. Light the fuse (7) with the CANDLE. See the explosion on the island.
- Go below deck and forward to the captain’s cabin.
Captain’s Cabin
- Play the hidden object scene.
- Use the letter opener to slit the envelope (A) and take the Love Letter.
- Find the rest of the listed objects.
- The SPICES go to inventory.
- Go to the galley. Switch to the ship’s map if necessary.
Galley
- Open the lower door on the stove (A); add the COAL.
- Zoom in on the stove top (B). Follow the Grog Recipe pinned to the back of the stove.
- Add the BUCKET OF WATER (1), BARREL OF RUM (2), LIMES (3) and SPICES (4) to the pot. Stir with the spoon on the stove (C).
- Dip the EMPTY BOTTLE into the mixture; take the BOTTLE OF GROG.
Passage
- Give the BOTTLE OF GROG to the pirate in exchange for the CHEMICAL.
Deck
- Play the hidden object scene.
- Attach the monkey head with pirate hat, peg leg and hooked arm to the body to make a Pirate Monkey.
- Find the rest of the listed objects.
- The SCRAPER goes to inventory.
- Return to the island.
- Go up the stairs to the wall.
Wall
- Watch the cutscene of the cannonball breaking the wall.
- Enter the newly exposed yard.
Yard
- Look at the captain to trigger a hidden object scene.
- Play the hidden object scene.
- Use the broom to sweep the sand pile into the bag; take the Bag of Sand (A).
- Insert the blade into the handle to make a Saw (B).
- Find the rest of the listed objects.
- Receive a TILE for inventory.
Stairs
- Examine the side of the crypt.
- Use the SCRAPER to remove the vines.
- Place the TILE in the empty slot to open a puzzle.
- The goal is to swap the tiles to form a picture.
- The best strategy is to swap those tiles with an edge pattern on them first. Next arrange the edge pieces according to the pattern in the corners. Continue swapping pieces based on the pattern.
- Solution:
- Take the FIRE DISC from the compartment when the bas-relief is complete.
- Zoom in on the front of the crypt.
- Place the FIRE DISC in the hands of the statue on the right to open the door to the crypt.
Crypt
- Read Mary’s diary (A) for more storyline.
- Take the IRON ROD.
- Play the hidden object scene (B).
- Open the violin case (A); place the violin (B) in the case; take the Encased Violin.
- Find the rest of the listed objects.
- A VIAL is added to inventory.
- Return to the ship. Switch maps if necessary.
Infirmary
- Zoom in on the lab table.
- Add the CHEMICAL and VIAL (pink) to open a puzzle.
- Follow the directions behind the chemicals.
- Turn the knob (1) to begin the process. Lift the beaker top (yellow); pour in the CHEMICAL (2); close the beaker top (3). Turn the sieve (4) to fill the tray (5). Add the blue chemical (5) to the tray.
- Turn the handle (6) to take the liquid and pour it into the beaker (7). Add the red chemical (7) to the liquid in the beaker. Remove the stopper (8).
- Take the VIAL OF ACID.
- Go forward and down to the hold.
Hold
- Open the storage locker (A).
- Pour the VIAL OF ACID on the chains; open the cage door. Take the WEDDING INVITATION (B).
- Return to the deck.
Deck
- Play the hidden object scene.
- Open the clamshell (A) to find the Chess Piece and Spiked Club.
- Drag the upper flipper (B) to the one on the deck; take the Pair of Fins.
- Put the record on the turntable (C). Take the Music notes that come out of the gramophone.
- Find the rest of the listed objects.
- The FISHING NET goes to inventory.
- Return to the island. Go up the stairs and enter the yard.
Yard
- Zoom in on the stone blocking the door (A).
- Use the IRON ROD as a lever (B). Click the rod several times to roll the stone out of the way.
- Pour the VIAL OF ACID on the chains (C) baring the door.
Lobby
- Take the FISHBOWL from the cloth-draped table.
- Exit.
Yard
- Play the hidden object scene.
- Use the flyswatter to kill the fly; take the Dead Fly.
- Find the rest of the listed objects.
- Receive DEAD FLIES for inventory.
- Return to the crypt.
Crypt
- Play the hidden object scene.
- Put the pile of tobacco in the pipe (A); take the Pipe with Tobacco.
- Open the locket (B) to find the Portrait.
- Attach the two scraps of paper to the Letter (C).
- Find the rest of the listed objects.
- The FISH HOOK goes to inventory.
- Go down to the pier.
Pier
- Zoom in on the fishing pole (A).
- Attach the FISH HOOK to the end of the line. Add the BAIT to the hook.
- Click the fishing pole to catch a fish. Place the FISHBOWL next to the pole; use the FISHING NET to put the FISH in the bowl.
- Go up the stairs to the yard; enter the lobby.
Lobby
- Go to the pond in the middle of the room.
- Place the FISH in the pool to the left of the maze to open a puzzle.
- The goal is to rotate the rings to create a path to the center of the maze.
- Solution:
- Rotate the rings as shown above (A).
- The fish swims to the center of the maze, picks up the ring, goes down the center drain, comes up through the drain on the right and deposits the RING (B).
- Insert the RING in the door on the left to open it (A).
Terrace
- Peer in the lit doorway (B) for a cutscene.
- Examine the mechanism on the gondola (C); take the PORTRAIT PIECE.
- Return to the crypt.
Crypt
- Zoom in on the frame (A).
- Attach the PORTRAIT PIECE (B); watch the cutscene.
- Receive a copy of the MAP LEGEND (C) for inventory.
- Play the hidden object scene (D).
- Open the violin case; place the violin inside (A); take the Encased Violin.
- Open the locket (B) to find the Portrait.
- Find the rest of the listed objects.
- The OILCAN goes to inventory.
- Return to the terrace.
Terrace
- Examine the mechanism on the gondola again (A).
- Use the OILCAN to lubricate the gears; turn a lever to take a gondola ride
Chapter 4: Repairing the Lighthouse
Landing
- Take the PLIERS dangling from the gondola cable.
- Head left.
Shipwrecks
- Pick up the STONE on the beach.
- Return to the landing; go forward to the lighthouse.
Lighthouse
- Zoom in on the window (A).
- Unwrap the cloth on the window ledge; take the SMALL ROOT.
- Use the STONE to break the window; take the LIGHTHOUSE KEY.
- Unlock the padlock on the door (B) with the LIGHTHOUSE KEY.
Inside the Lighthouse
- Inspect the worktable (A); take the MECHANICAL EYE.
- Pick up the STEERING WHEEL PART (B).
- Read the diary for more storyline (C).
- Examine the top part of the light (D); take the COG.
- Open the light door (E).
- Play the hidden object scene.
- Put the red card with the hand of cards (yellow) to get a Royal Flush.
- Pick up the three gems (pink) and place them in the pouch; take the Gem Pouch.
- Put the mirror fragments (aqua) in the Mirror.
- Find the rest of the listed objects.
- Receive a CRANK HANDLE for inventory.
- Return to the landing.
Landing
- Prepare to return to the island.
- Replace the broken gondola mechanism (A) with the COG and CRANK HANDLE.
- Go all the way down to the pier.
Pier
- Inspect the message board (A).
- Use the PLIERS to remove the nails holding the second MECHANICAL EYE (B).
- Go up to the wall, through the yard and enter the lobby.
Lobby
- Examine the door on the right (C).
- Insert the two MECHANICAL EYES in the sockets to open a puzzle.
- The goal is to place all of the gears so all are rotating from top to bottom.
- Solution:
- Completing the puzzle closes the face.
- Insert the WEDDING INVITATION in the mechanical mouth (A) to open the ballroom doors.
Ballroom
- Pick up the BOAT HOOK.
- Zoom in on the chair (A) to open an object construction puzzle.
- Pick up the parts for the STONE HAND.
- Exit the ballroom to the lobby. Enter the left door to the terrace.
- Return to the landing; go left to the shipwrecks.
Shipwrecks
- Zoom in on the floating chest (A).
- Use the BOAT HOOK to retrieve the chest. Take the LENS and TORN PAGE.
- Play the hidden object scene (B).
- Pick up the five bobbers and place them in the box (A) for a Full Fishing Set.
- Click the crab to send it under the colander. Click the colander to get a Trapped Crab.
- Find the rest of the listed objects.
- Receive the second STEERING WHEEL PART for inventory.
- Return to the lighthouse.
Inside the Lighthouse
- Play the hidden object scene.
- Click the handle (yellow) to get a functioning Corkscrew.
- Find the rest of the listed objects.
- The two pieces of FLINT go to inventory.
- Zoom in on the broken light (A).
- Fill the beaker with the contents of the OILCAN; light the wick with the FLINT.
- Look at the back of the light (B).
- Insert the LENS to open a puzzle.
- The goal is to rotate the lenses to match the background pattern.
- Solution:
- Completing the puzzle focuses the lenses.
- Follow the beam created by the light and lenses (A).
- The eyehole cave is now lit.
- Return to the island.
- Exit the yard to the wall and ride the platform down to the eyehole.
Eyehole
- Play the hidden object scene.
- Lift the eye patch (pink) to find the Glass Eye.
- Find the rest of the listed objects.
- The third STEERING WHEEL PART goes to inventory.
- Return to the lobby.
Chapter 5: Searching the Hideout
Lobby
- Zoom in on the broken wall.
- Add the three STEERING WHEEL PARTS to complete the steering wheel.
- Click to open the door to the hideout.
Hideout
- Play the hidden object scene.
- Use the rag to get a Clean Plate (yellow).
- Put the three candles in the candelabra (pink); take the Full Candelabra.
- Find the rest of the listed objects.
- Receive the SHOVEL for inventory.
- Examine the desktop (A).
- Take the MODEL SHIP.
- Pick up the diary; read the entry and take the LOCK OF HAIR. Turn the page in the diary for more information.
- Look closer at the map on the wall (B).
- Place the MAP LEGEND on the map to open a puzzle.
- The goal is to follow the directions to find the treasure.
- Moving one square at a time, go in the direction and number of squares displayed on the legend.
- Solution:
- “X” marks the spot.
- Exit the hideout.
- Return to the wall; go down the platform to the eyehole.
Eyehole
- Zoom in on the flower at the edge of the cave (A).
- Remove the flower. Use the SHOVEL to dig up the DELICATE ROOT.
- Play the hidden object scene.
- Find the listed objects.
- The Ice Pick goes to inventory as a METAL SPIKE.
- Return to the lobby; exit through the right door to the terrace.
- Go back to the shipwrecks.
Shipwrecks
- Zoom in on the old grave.
- Pick the JATROPHA FLOWER.
- Use the SHOVEL to uncover the treasure chest; take the DOUBLOON.
- Return to the hideout.
Hideout
- Zoom in on the lab table on the left.
- Place the SMALL ROOT, DELICATE ROOT and JATROPHA FLOWER on the table to open a puzzle.
- Examine the book. The page on the left shows the instruments to use on each ingredient; the right shows how much and the order in which to add them.
- Grate the small root (A).
- Peel (B) and slice (C) the delicate root.
- Use the measuring spoon (pink) to add three scoops of the grated root and three slices of the delicate root to the mortar (D).
- Pluck four petals from the flower, one at a time, and put them in the mortar (A).
- Add one drop of liquid (B). Mix the ingredients with the pestle (C).
- Pour the mixture into the small bowl and add the paintbrush (aqua).
- Take the small bowl with the paintbrush for inventory as GREEN DYE.
- Return to the terrace.
Terrace
- Zoom in on the closed door.
- Pour the GREEN DYE over the panel to open a puzzle.
- The goal is to find a demon’s face in the background pattern.
- Click a segment and watch the changes. Try to connect lines to find the face.
- Solution:
- Enter the tower.
Tower
- Play the hidden object scene.
- Pour the contents of the bottle into the green bowl (red); take the Green Liquid.
- Click the lizard (pink) to turn it into a Lizard.
- Click the red ball to get Vision.
- Find the rest of the listed objects.
- The LIZARD TONGUE goes to inventory.
- Inspect the chest (A).
- Take the PAINTING PIECE and BONE LEVER.
- Examine the table (B).
- Put the TORN PAGE in the book (pink). Look closer at the book to see the needed contents of the regeneration ointment.
- Return to the hideout.
Hideout
- Play the hidden object scene.
- Put the pin in the Doll to complete it.
- Find the rest of the listed objects.
- The EAR goes to inventory.
- Insert the BONE LEVER in the slot beside the red curtain (A). Pull to lower the curtain.
- Look closer at the painting (B). Note that there is still a missing lever (yellow).
- Return to the eyehole.
Eyehole
- Play the hidden object scene.
- Put the mug under the keg (pink); take the Mug of Beer.
- Click the rope (yellow) to turn it into a Noose.
- Find the rest of the listed objects.
- The BONE LEVER goes to inventory.
- Return to the hideout.
Hideout
- Insert the BONE LEVER on the right side of the painting.
- Pull to open a secret passage.
Chapter 6: Creating the Restoration Ointment
Catacombs
- Zoom in on the bones on the left to open a construct the object scene.
- Pick up the six scales to form DRAGON SCALES.
- Return to the tower.
Tower
- Zoom in on the worktable.
- Place the EAR, LOCK OF HAIR, DRAGON SCALES and LIZARD TONGUE in their outlines on the table to open a puzzle.
- Open the two drawers and the upper left cabinet door. Use the DRAGON SCALES in the inset to open the right cabinet door (A).
- Begin construction the doll. Put the body (1) on the outline. Place the bow on the lock of hair. Click to turn it into a braid with a bow (B). Put the braid (2) on the doll. Add her dress (3) and button eye (4). Place the pin (5) in her. Liquid is added to the bottle.
- Use the key (pink) on the mouse cage padlock (A).
- The mouse falls out of the bottom of the cage; the snake rises up. Put the lizard tongue in the snake’s mouth (B). The snake’s rattle is added to the bottle.
- Insert the ear into the skull (C). The skull swivels. Rotate through the eyes until they match. Take the liquid from the open skull (D) for the bottle.
- Take the bottle of RESTORATION OINTMENT (E).
- Go down to the crypt.
Crypt
- Zoom in on the sarcophagus (A). Feed the DEAD FLIES to the hungry plants.
- Pour the RESTORATION OINTMENT over the skeletal hand; take the COUNTESS’ SYMBOL from the temporarily restored hand (B).
- Run back up to the tower.
Chapter 7: Breaking the Pact
Tower
- Examine the small chest.
- Insert the COUNTESS’ SYMBOL in the nose (A).
- Take the SKULL KEY and DOUBLOON from the chest (B). Read the pact (pink).
- Look in the container (C). Take the PIRATE NECKLACE.
- Play the hidden object scene (D).
- Receive a WOODEN ARM for inventory.
- Return to the lighthouse.
Inside the Lighthouse
- Play the hidden object scene.
- Put the cork in the wineskin; take the Corked Wineskin.
- Find the rest of the listed objects.
- Receive a STONE SPYGLASS for inventory.
- Zoom in on the worktable. Add the WOODEN ARM to open a puzzle.
- Add the head and arm with the trident to the unfinished figurine.
- Adjust the tentacles to resemble the drawing.
- Take the DOUBLOON from the compartment in the figurine’s stand.
- Return to the landing.
Landing
- Zoom in on the broken statue (A).
- Attach the STONE ARM and STONE SPYGLASS.
- The spyglass beam focuses on the lighthouse (B).
Lighthouse
- Inspect the wall where the beam shines (A).
- Use the METAL SPIKE to pry out the loose stone; take the DOUBLOON.
- Return to the island.
- Enter the hideout and go through the secret passageway to the catacombs.
Catacombs
- Zoom in on the door at the bottom of the steps (A).
- Examine the glowing skull on the left (B); insert the SKULL KEY in its nose to open the door.
Treasury
- Examine the worktable.
- Take the PORTRAIT PIECE.
- Return to the crypt.
Crypt
- Zoom in on the portrait.
- Add the PORTRAIT PIECE to receive more information.
- Make a copy of the NECKLACE PATTERN (A).
- Return to the treasury.
Treasury
- Go to the worktable.
- Put the PIRATE NECKLACE in the box; remove the cracked shards (A).
- Add the NECKLACE PATTERN to the table to open a puzzle.
- The goal is to use the pieces on the left to recreate the necklace shown in the pattern.
- Sort through the pieces to find a likely piece. Left-click to rotate the piece. Correctly placed pieces lock into position.
- Solution:
- Take the COUNTESS’ NECKLACE.
- Place the COUNTESS’ NECKLACE in the center of the pedestal (A) to open the doors.
- Go through to the bay (B).
- Speak to the captain.
- Return to the treasury.
- Play the hidden object scene on the big crab.
- Use the blue thread the mend the tear in the dress (yellow); take the Mended Dress.
- Put the medal on the bust (aqua); take the Admiral Bust.
- Open the chessboard (A) to find the Knight.
- Put the lower swan with the upper swan (pink); take the Swans.
- Find the rest of the listed objects.
- The PORTRAIT PIECE goes to inventory.
- Exit the treasury.
Hideout
- Play the hidden object scene.
- Find the listed objects.
- Receive the PICKAXE for inventory.
Crypt
- Add the final PORTRAIT PIECE to the frame (A); remove MARY’S PORTRAIT from the frame.
- Look inside the empty sarcophagus (B); take the DOUBLOON.
- Return to the bay.
Bay
- Give the captain MARY’S PORTRAIT.
- Receive a MYSTIC PEARL from the captain.
Treasury
- Play the hidden object scene on the crab.
- Open the sarcophagus (A) to find the Bandage.
- Find the rest of the listed objects.
- The URN goes to inventory.
- Exit to the catacombs
Catacombs
- Place the URN in the empty slot on the wall to open a puzzle.
- The goal is to swap the urns so rows and columns are logically ordered.
- The best strategy is to start with the bottom row. Note the roman numerals at the ends of the row. Swap the pink highlighted urns to the bottom row and place in ascending numerical order. Build the columns based on this row. Look at the urns tops and pictures to decide where each should go.
- Solution:
- Completing the puzzle causes one of the urns to crack.
- Take the DOUBLOON.
Ballroom
- Zoom in on the cracked floor tile.
- Use the PICKAX to break the tile and uncover a DOUBLOON.
- Return to the captain’s cabin.
Captain’s Cabin
- Examine the globe.
- Place the MODEL SHIP in the empty slot to open a puzzle.
- The goal is to match the flag on each ship with the image on the globe.
- Click the ships to slide them along the track. See above for the solution (A).
- Take the DOUBLOON from the open globe (B).
- Zoom in on the storyteller at the back of the cabin.
- Give the storyteller each of the DOUBLOONS to hear more of the story.
- Put the MYSTIC PEARL in the empty slot on the chest after all of the doubloons have been placed..
- Take the HEART.
Bay
- Approach the altar.
Altar
- Speak with the captain.
- Zoom in on his chest (A); insert the HEART.
- Watch the final cutscene.
Congratulations! You have finished playing Nightmares from the Deep: Cursed Heart Collector’s Edition. Select “Extras” from the main menu to play the bonus adventure.
Collector’s Edition Bonus Adventure
Pier
- Speak to your daughter.
- Pick up the message in a bottle (A).
- Smash the bottle on the rocks.
- Take the MAP and GLASS SHARD (B).
- Board the ship.
- Speak with the pirate captain (A).
- Take the LADLE hanging from the beam.
- Peer into the crack in the decking (B). Use the LADLE to retrieve the EYE.
- Give the captain his EYE and the MAP (C).
- Inspect the netting (A).
- Use the GLASS SHARD to cut open the net.
- Play the construct the object scene.
- Pick up the pieces to form a COMPASS.
- Give the COMPASS to the captain.
- Before heading down the gangplank, speak to the captain; receive a ROPE.
- Speak to your daughter.
- Open the lantern (B) and take a map for the salvaged ship.
- Enter the lower deck of the ship. Go right into the mess.
Mess
- Play the hidden object scene.
- Find the listed objects.
- The PEARL goes to inventory.
- Remove the old rope on the life buoy (A); attach the ROPE. Take the LIFE BUOY WITH ROPE.
- Look at the end of the bar (B); take the HAND HOOK.
Gangplank
- Open the crab’s cage (A). Use the HAND HOOK to retrieve the KEY.
- Look at the platform (B). Haul it in with the LIFE BUOY WITH ROPE.
- Play the hidden object scene.
- Open the box (A) to find the Necklace.
- Squeeze the squid (B); take the Ink it spews.
- Find the rest of the listed objects.
- The CRUTCH goes to inventory.
Lower Deck
- Zoom in on the second door on the right.
- Use the KEY to unlock the padlock.
Captain’s Cabin
- Take the ROCK and NEWSPAPER from the desk (A).
- Zoom in on the captain. Put the PEARL in the top of a sword (B).
- Watch the cutscene.
- A hidden object scene in the corner is triggered.
- Click the small fish (pink) to turn it into a Porcupine Fish.
- Pour the bottle of poison into the water jug (yellow) to get Poison Water.
- Open the drawers (A) and (B) to find the Pan Flute, Bracelet, Voodoo and Hand.
- Find the rest of the listed objects.
- The KNIFE goes to inventory.
Lower Deck
- Use the CRUTCH to lower the ladder to the upper deck.
- Climb the ladder to the upper deck. Continue to the outside.
Hill
- Pick up the BUTTERFLY NET hanging from the palm fronds on the right.
- Examine the small chest (A). Pry open the lid with the KNIFE. Watch the gull carry off the pearl.
- Play the hidden object scene (B).
- Click the golf club to move the ball into the hole (yellow) to get a Hole in One.
- Open the case to find the Razor and Chest.
- Find the rest of the listed objects.
- Receive a KNITTING NEEDLE for inventory.
Mess
- Use the BUTTERFLY NET to capture the FIREFLIES.
Gangplank
- Zoom in on the empty lantern. Add the FIREFLIES; take the LANTERN.
- Play the hidden object scene on the platform.
- Find the listed objects.
- Receive a SLEDGEHAMMER for inventory.
Upper Deck
- Look at the bottom of the door (A). Shove the NEWSPAPER under the door.
- Use the KNITTING NEEDLE to push the key out of the lock (B).
- Pull out the newspaper and take the KEY (C).
Trophy Room
- Put the LANTERN on the table to light the room.
- Play the hidden object scene.
- Click the fishing reel to pull in the Marlin.
- Find the rest of the listed objects.
- Receive a GOBLET for inventory.
Upper Deck
- Use the SLEDGEHAMMER to widen the hole in the jammed door.
Library
- Read the journal (A); take the MAP TILE.
- Examine the pictures (B). The image of the trophies is the key to solving a puzzle (C).
- Add the GOBLET to the empty slot on the shelf. Swap the trophies until they are in the same order as the image.
- Solving the trophy arrangement opens the cabinet door (D). Zoom in to open a puzzle.
- The goal is to swap the books until the ship is in the correct order.
- Solution:
- Solving the puzzle opens the drawer.
- Take the CRANK.
Upper Deck
- Put the CRANK on the mechanism in the wall (A).
- The ceiling hatch opens and a ladder drops down (B).
Crow’s Nest
- Throw the rock at the gull (A). Look in the nest; take the PEARL and the second MAP TILE.
- Open the compartment door (B); take the two ROUND TOKENS.
- Play the construct the object scene (C).
- Collect the six pieces of the BROKEN RECORD.
Hill
- Play the hidden object scene.
- Open the case (A) to find the Stockings and the partial calendar. Add the two calendar pages; take the Full Calendar.
- Click the ribbon (pink) to form a Bow.
- Find the rest of the listed objects.
- Receive a third MAP TILE.
- Zoom in on the suitcase (A). Add the two ROUND TOKENS to the empty slots to start a puzzle.
- The goal is to place four tokens in the side slots such that they sum to the number in the center.
- The solution to the first round is shown.
- Solution for round two: 13. Swap out the 1 for a 7. 0+7+2+4 = 13.
- Solution for round three: 21. Swap out the 0 for an 8. 8+7+2+4 = 21.
- Solution for round four: 26. Swap out the 2 and 4 for 6 and 5. 8+7+6+5=26.
- Take the second PEARL from the case.
Captain’s Cabin
- Play the hidden object scene.
- Click the deck of cards (yellow) twice for the Death Card.
- Find the rest of the listed objects.
- Receive an EMBLEM for inventory.
- Zoom in on the gramophone.
- Add the BROKEN RECORD to open a puzzle.
- The goal is to place the record pieces together on the turntable so the pieces interlock.
- The best strategy is to select a piece and rotate it until it fits within the turntable circle. Match pieces based on the shading of the orange center circle color as well as the piece shapes.
- Solution:
- The side compartment opens after the record has played.
- Take the PEARL.
- Add the three PEARLS to the captain’s sword hilts.
Mess
- Zoom in on the chest.
- Insert the seahorse EMBLEM in the inset to open the lid; take the FISH HEAD.
- Play the hidden object scene.
- Use the nutcracker to open the walnut (yellow); take the Walnut Kernel.
- Pour a Cup of Tea from the teapot (pink).
- Open the menu (green) to find a Chicken.
- Find the rest of the objects.
- Receive a fourth MAP TILE for inventory.
Trophy Room
- Examine the map on the back wall.
- Add the four MAP TILES to open a puzzle.
- The goal is to find the pattern to complete the map.
- The best strategy is to swap the tiles with dashed lines and corner pieces first. Work from these pieces to complete the puzzle.
- Solution:
- Complete the puzzle to open the compartment; take the PEARL.
- Play the hidden object scene.
- Find the listed objects.
- The TROPHY BASE goes to inventory.
- Zoom in on the empty space on the trophy wall.
- Place the TROPHY BASE to the wall; add the FISH HEAD to the base.
- Take the HANDLE from the compartment.
Captain’s Cabin
- Add the missing sword HANDLE; insert the PEARL on the end.
- Pick up the MAP HOME after the cutscene.
Deck
- Give the MAP HOME to the captain.
- Watch the final cutscene.
Congratulations! You have finished the bonus adventure for Nightmares from the Deep: Cursed Heart. All bonus materials are now accessible from the “Extras” link on the main menu.
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