Time Mysteries: The Ancient Spectres Walkthrough

Welcome to the Time Mysteries: The Ancient Spectres Collector’s Edition walkthrough on Gamezebo. Time Mysteries: The Ancient Spectres Collector’s Edition is a Hidden Object Game played on the PC created by Artifex Mundi. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Time Mysteries: The Ancient Spectres Collector’s Edition.

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Time Mysteries: The Ancient Spectres – Game Introduction

Welcome to the Time Mysteries: The Ancient Spectres Collector’s Edition walkthrough on Gamezebo. Time Mysteries: The Ancient Spectres Collector’s Edition is a Hidden Object Game played on the PC created by Artifex Mundi. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Time Mysteries: The Ancient Spectres Collector’s Edition.

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.
  • Some items in hidden object scenes are “sticky”. Clicking or interacting with an object may require multiple clicks to find the right spot.
  • CAPITALIZED inventory items are meant to make it easier to find where this guide may deviate from your own play. Hold down the “Ctrl” and “F” keys simultaneously to open a box to search this walkthrough for a specific item.
  • Always move the cursor around a scene. Watch the cursor to see if it changes into a hand or magnifying glass.

Main Menu:

  • Play – Begin or resume a game. The first time you play you must select a difficulty level:
    • Regular – Hint and Skip buttons recharge faster. Hidden object areas are illuminated. There is no penalty for clicking too many times in hidden object scenes.
    • Expert – Hint and Skip buttons take longer to recharge. Interactive areas are not indicated. A penalty for rapid clicking in hidden object scenes is assessed.
  • Options – Change music and sound effects volume. You may select or deselect full screen and a custom cursor. You may change the designated play mode by selecting or deselecting the Expert button.
  • Exit – Quit the game.
  • Extras – Replay mini-games, read time travel facts, play a bonus chapter or select wallpaper. The bonus play is unlocked after completing the game. The other extras are available after completing the bonus chapter.
  • Profiles – Follow the “click here to change player” link to create, delete or switch player profiles.

Screen Navigation:

  • Menu – Change your options, resume the game or return to the main menu.
  • Hint/Skip Bar – Clicking will show a random item from an itemized list. Hints are not limited and the bar refills quickly. The bar turns into a Skip bar for puzzles.
  • Diary – Clicking an object can add clues or information. There is also an “Objectives” section to provide general guidance for play.
  • Inventory/Item List – A scrollable list of icons showing available items or a list of hidden items to be collected.

Symbol Meanings:

  • Magnifying Glass – Zoom in on interactive area.
  • Gears – Interact with an object.
  • Hand – Pick up an item.
  • Sparkles – Hidden object areas.

Walkthrough

A short clip explains the background and introduces the story line for play.

If you are not familiar with hidden object games, click “Yes” when asked if you would like a tutorial. This will show you how to interact with objects and characters.

Only inventory items are circled in hidden object scenes. They are highlighted in white with a blue border. Objects listed in orange lettering indicate an additional step is needed to get an item. Move your cursor around until it turns into a gear, magnifying glass or hand to help locate the needed item or interactive area. Note: These objects, just as the rest of the items in a list, are randomly generated. Your scene may not have the same interactive items as the screen shot. Hold down the “Ctrl” and “F” keys simultaneously to open a box to search this walkthrough for a specific item.

With the exception of a hidden object area, most inventory items are not collected from a scene until they are needed.

Seal 1: Fire

 The Ancient Spectres

Home

  • Open the box (A) and take the MEDALLION.
  • Pick up the UMBRELLA in the corner (B).
  • Click the door handle to open the door. Speak to the deliveryman (C) and take the PACKAGE.
  • Place the PACKAGE in inventory on the desk (D).
  • Zoom in on the box to trigger a hidden object scene on the desk (E).
 The Ancient Spectres
  • Orange items: drag the 1kg weight to the scale (A). Take the 1kg of salt.
  • Drag the “+” sign and the “=” sign to the numbers (B). Pick up the Equation 2+2=4.
  • Use the Sonar to see a silhouette of an item by placing the cursor over it (C). This does not count as a Hint.
  • Click the dice on the Toggle Mini tab to open a mini-game. This is a match-3 game. Click at least three symbols around the bricks to explode them. Every time the golden gear is released an item from the object list is deleted. Click the dice again to return to the hidden object scene. This is a good option for a hard to find item with out using a Hint or to get a break from finding objects.
  • Find the listed objects. The SCISSORS are retained in inventory.
 The Ancient Spectres
  • Look at the package on the desk (A). Use the SCISSORS to cut the string. Read the letter and look at the two drawings.
  • Put the MEDALLION in the impression on the small box at the bottom of the package (C). Take the CRYSTAL HANDLE and SEAL.
  • Go outside.
  • Speak to the people of the street.
  • Click the left arrow to get in the carriage and go to the mansion gates.
 The Ancient Spectres
  • Pick up the KNIFE HANDLE on the ground (A).
  • Use the UMBRELLA to retrieve the SHORT ROPE (B).
  • Hang the SHORT ROPE on the gargoyle (C).
  • Climb the rope to the mansion grounds.
 The Ancient Spectres

Mansion Grounds

  • Play the hidden object scene at the fountain.
  • Find the listed objects. The Oil Can is retained in inventory as OIL.
  • Approach the mansion entrance.
  • Inspect the shutters on the left.
  • Shoo away the bird. Take the SCREW.
  • Return to the fountain.
 The Ancient Spectres
  • Take the MATCHES from the lantern (A).
  • Look closer at the knife blade on the railing (B). Add the KNIFE HANDLE and SCREW. Take the KNIFE.
  • Return to the mansion entrance.
  • Zoom in on the shutters again.
  • Insert the KNIFE between the shutters to lift the hook.
 The Ancient Spectres

Dining Hall

  • Place the MATCHES on the candles on the table (A) to light up the room.
  • Inspect the objects on the table (B). Take the STRANGE MECHANICAL PART (1/3) and DINING ROOM KEY. Read the letter.
  • Use the DINING ROOM KEY in the lock on the door at the rear of the dining room (C).
  • Enter the corridor.
  • Pick up the pieces of paper on the floor in front of the opposite door.
  • Look at the lock to open a puzzle.
 The Ancient Spectres
  • The goal is to turn all of the sections green.
  • There is no reset on the puzzle. Exiting and reentering does not reset it.
  • If you are consulting this guide now your puzzle probably doesn’t look like the starting combination (Position 1). The goal now is to set your puzzle in agreement with this solution.
  • Best strategy: rotate your puzzle until it resembles the inset (Position 2). If you are starting from the original pattern click 3-2 to get to Position 2.
  • Beginning at Position 2, click 3-2-2-2-3-2.

Study/Balcony

  • Open the curtains covering the doors at the end of the study.
  • Affix the CRYSTAL HANDLE to the door.
  • Use the OIL on the left ladder gear. Click the ladder to lower it.
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Garden

  • Look closer at the symbol on the lower right behind the small tree (A).
  • Place the SEAL in the impression.
  • Look again at the symbol after the cut scene (B). Make a note of the numbers.
  • Pick up the PLANK (C).
  • Return to the study.

Seal 2: Water

 The Ancient Spectres

Study

  • Inspect the safe in the desk drawer (A).
  • Rotate the tumblers until they match the code found on the seal: 2-5-9.
  • Insert the MEDALLION on the inner door.
  • Read the entry in the book (C) and take the WOODEN FACE.
  • Exit the study. Go forward to the main hall
 The Ancient Spectres

Main Hall

  • Zoom in on the corner of the pillar (A). Take the RUSTY SCREW.
  • Place the PLANK across the gap (B).
  • Click the chest on the far side of the gap (C). Take the STRANGE MECHANICAL PART (2/3).
  • Proceed down the corridor.
 The Ancient Spectres

Corridor

  • Pick up the piece of paper (A) and the RAG on the floor (B).
  • Play the hidden object scene (C).
 The Ancient Spectres
  • Find the listed objects. The Star is added to inventory as an ORNAMENT STAR.
  • Examine the doors on the left to open a puzzle.
  • The goal is to arrange the three rows of tiles in order of occurrence.
  • Click each tile to rotate it.
  • The next screen shot shows the solution.
 The Ancient Spectres
  • When the sequence is correct, a bar retracts.

Study

  • Open the curtains at the end of the study.
  • Use the RAG to clean the window. Pick up the STRANGE MECHANICAL PART (3/3).
  • Inspect the family tree above the fireplace to open a puzzle.
  • Click the exposed part of the tree to zoom in.
  • Insert the WOODEN HEAD in the empty slot.
  • The goal is to place the heads on the correct body.
  • The best strategy is to select a head and move it over a body to see if it fits in with the background. Continue fitting the heads in this manner until all are correctly placed (the Venice family member begins to glow).
  • See the next screen shot for the solution.
 The Ancient Spectres
  • Click the seal on the glowing Venice family member (A) to open the shield.
  • Take the VENICE 1576 button (B). Read the note behind it.
  • Inspect the desk.
  • Rotate the letters on the tumblers until they match the password from the family tree note: H-I-T-S.
  • Insert the MEDALLION in the groove on the inner door.
  • Read the note. Take the TIME DEVICE.
  • Follow the step-by-step directions for using the time device.
 The Ancient Spectres

Dining Room

  • Play the hidden object scene.
  • Find the listed objects. The Clover is added to inventory as a CARVED CLOVER (1/5).
  • Open the Time Device. There should only be one exclamation mark on the map. If more than one shows, go to those locations to complete the tasks. It is usually reading something for the diary.
  • Click on the green exclamation mark in the main hall.
  • Zoom in on the chest across the gap.
  • Insert the ORNAMENT STAR in the yellow slot. Take the CARVED CLOVER (2/5).
  • Open the Time Device again.
 The Ancient Spectres
  • Drag the three STRANGE MECHANICAL PARTS from inventory to the glowing spots on the device (A).
  • Three slots appear.
  • Insert the VENICE 1576 button in the middle slot (B). Click the button to change the map on the screen (C).
  • Click the green exclamation mark on the map to activate the location preview (D).
  • Click the preview to transport to Venice.
 The Ancient Spectres

Garden, 1576

  • Zoom in on the fallen column (A).
  • Insert the MEDALLION in the embossed area to open the compartment (B).
  • Take the VENICE 1410 button from the box (C).
  • Put the button in the first slot (D) and depress it to change the map.
  • Click the green exclamation mark (E). Click the preview screen.

Garden, 1410

  • Examine the vat of water on the left to trigger a hidden object scene.
  • Play the hidden object scene at the back right side of the courtyard.
 The Ancient Spectres
  • Click the fern to reveal the Hedgehog.
  • Find the rest of the listed objects. The HATCHET is retained in inventory.
 The Ancient Spectres
  • Use the HATCHET to break the leg holding up the vat of water (A).
  • Examine the area of the extinguished fire (B). Take the CARVED CLOVER (3/5).

Garden, 1576

  • Zoom in and pick up the SCREW (1/4) on the left side of the garden steps.
  • Enter the workshop.
 The Ancient Spectres
  • Remove the sheets covering the furniture.
  • Look at the desk (A). Pick up the SUN.
  • Look at the part of the desk by the masks (B). Take the CARVED CLOVER (4/5).
  • Play the hidden object scene (C).
 The Ancient Spectres
  • Find the listed objects. The COPPER DISK (1/2) is retained in inventory.
 The Ancient Spectres

Study, 1830

  • Examine the trunk in the study.
  • Insert the SUN in the lock (A) to open the lid.
  • Take the CARVED CLOVER (5/5) from the trunk.

Garden, 1576

  • Zoom in on the pedestal on the right (B).
  • Place the CARVED CLOVERS on the base.
  • Depress the clovers until none are lit up.
  • Take the WATER SEAL.
 The Ancient Spectres

Garden, 1830

  • Insert the WATER SEAL in the impression on the crystal.

Seal 3: Lightening

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Fountain, 1830

  • Use the key (A) to open the lock on the case. Take the Map.
  • Drag the paintbrush (B) to the unfinished painting. Get the Two Deer.
  • Find the rest of the objects listed. The COPPER DISK (2/3) is retained in inventory.
  • Transport to the corridor outside of the study.
 The Ancient Spectres
  • Play the hidden object scene.
  • Find the listed objects. The WOODEN FACE is added to inventory.
  • Enter the study.
  • Zoom in on the family tree over the fireplace.
  • Place the WOODEN FACE in the empty slot to open a puzzle.
  • Repeat the strategy from the first puzzle to place the heads.
  • The solution is shown in the next screen shot.
 The Ancient Spectres
  • Take the MANSION 1796 button.
  • Insert the button in the empty gold slot in the Time Device.
  • Click the button to see the activity areas.
  • Begin with the fountain.

Fountain, 1796

  • Pick up the NAIL (1/6) from the railing circling the fountain.
  • Approach the front entrance.
  • Take the RUNG (1/3) from the front porch.
  • Enter through the window.
 The Ancient Spectres

Dining Hall, 1796

  • Examine the table (A). Read the book. Take the NAIL (2/6) and the LIGHTENING DEVICE.
  • Inspect the fireplace (B). Take the NAIL (3/6).
  • Enter the corridor.
 The Ancient Spectres

Dining Hall Corridor, 1796

  • Pick up the RUNG (2/3) from the floor (A).
  • Look at the base of the statue (B). Take the SCREW (2/4).
  • Take the SMALL LAMP (1/4) from the hands of the statue (C).
  • Go forward to the main hall.
 The Ancient Spectres

Main Hall, 1796

  • Zoom in on the ladder.
  • Pick up the NAIL (4/6) on the steps (B).
  • Look closer at the grease can.
  • Take the RUSTY SCREW and dip it in the grease (C). Take the clean SCREW (3/4).
  • Pick up the NAIL (5/6) by the grease can (D).
  • Play the hidden object scene at the top of the stairs (E).
 The Ancient Spectres
  • Use the strainer to retrieve the Fish from the bucket of water (A).
  • Drag the paintbrush to the purple paint. Click the rose to get a Purple Rose (B).
  • Find the listed objects. The SCREWDRIVER is added to inventory.
  • Go forward to the corridor outside of the study.
 The Ancient Spectres

Study Corridor, 1796

  • Look at the base of the statue (A). Pick up the NAIL (6/6).
  • Inspect the base of the pedestal (B). Take the RUNG (3/3).
  • Time travel to 1830.
 The Ancient Spectres

Dining Hall, 1830

  • Play the hidden object scene.
  • Find the listed objects. The Cloth is saved in inventory as an OLD CLOTH.
 The Ancient Spectres

Garden, 1410

  • Play the hidden object scene.
  • Pour the cup of water into the pot to grow the Rose.
  • Find the rest of the listed objects. The HAMMER is added to inventory.
 The Ancient Spectres

Workshop, 1410

  • Inspect the corner of the desk (A).
  • Use the SCREWDRIVER to unscrew the spool of WIRE.
  • Pick up the SMALL LAMP (2/4) from the right side of the desk (B).

Main Hall, 1796

  • Zoom in on the broken ladder.
  • Place the RUNGS on the ladder and then the NAILS. Use the HAMMER to secure the rungs.
  • Place the OLD CLOTH on the broken rung.
  • Take the fixed LADDER.
 The Ancient Spectres

Garden, 1410

  • Lean the LADDER against the top of the wall (A).
  • Put the SPOOL OF WIRE near the top of the scaffolding. It connects to the lower scaffold.
  • Zoom in on the bottom shelf of the scaffold. Place the uncharged LIGHTENING DEVICE on the shelf. Attach the loose wire to the device. Take the charged LIGHTENING DEVICE.
 The Ancient Spectres

Study Corridor, 1796

  • Zoom in on the pedestal containing the egg case (A).
  • Place the charged LIGHTENING DEVICE on the floor (B). Attach the loose wire to the base of the egg.
  • Take the LIGHTENING SEAL.

Garden, 1830

  • Place the LIGHTENING SEAL in the slot on the crystal.

Seal 4: Old Flame

 The Ancient Spectres

Workshop, 1576

  • Play the hidden object scene.
  • Find the listed objects. One of the two Moons is saved in inventory as a HEX.
 The Ancient Spectres

Workshop, 1410

  • Inspect the book (A).
  • Place the HEX in the slot. Insert the MEDALLION in the middle of the hex.
  • Take the VIVIANA figure and the WOODEN FACE.

Study, 1830

  • Examine the globe (B). Take the MERLIN figure.
 The Ancient Spectres

Main Hall, 1796

  • Play the hidden object scene.
  • Dip the paintbrush into the green paint. Paint the Green Spade.
  • Find the rest of the listed objects. The SCREW (4/4) is retained in inventory.
  • Zoom in on the lock on the door on the right.
  • Insert the four SCREWS in the board. Click to turn them and open a puzzle.
 The Ancient Spectres
  • The goal is to move the knob (yellow) to the circle (green). Do this by rotating the gears so the path is unobstructed.
  • The knob will follow the mouse cursor. Move the knob through the paths above the gears. The first gear needs only one rotation. The second and last require two rotations. Use the paths above the last two gears to rotate them.
  • The best strategy is to rotate the first gear by following the path directly above it. Go to the end of the upper path and rotate that gear twice to flip the arrow. Do the middle gear last. The solution is shown above.
 The Ancient Spectres

Storeroom, 1796

  • Pick up the SMALL LAMP (3/4) and the TIN DISK (1/3) in the storeroom.

Storeroom, 1830

  • Enter the closet from the main hall.
  • Take the BOTTLE OF WATER and TILE WITH HOLE.
 The Ancient Spectres

Study Corridor, 1796

  • Inspect the lock on the study door.
  • Put the TILE WITH HOLE in the empty space to open a puzzle.
  • Rotate the tiles until the patterns match. Each match will retract a rod.
  • The solution is shown above.
 The Ancient Spectres

Study, 1796

  • Pick up the INFINITY symbol from the tray (A).
  • Inspect the book on the desk (B). Take the TIN GOBLET (B).
  • Look at the family tree (C).
  • Place the WOODEN FACE in the empty slot to start a puzzle.
  • Solve this puzzle using the same method as the previous two.
  • The solution is shown in the next screen shot.
 The Ancient Spectres
  • Take the SMALL LAMP (4/4).
  • Go down the corridor to the storeroom.

Storeroom, 1796

  • Examine the plaque on the door.
  • Add the SMALL LAMPS to open a puzzle.
  • The goal is to position the lamps so each street is lit. See the next screen shot for the solution.
 The Ancient Spectres
  • Go down the steps to the basement.
 The Ancient Spectres

Basement, 1796

  • Pick up the TIN DISK (2/3) and the MATCHES.
 The Ancient Spectres

Dining Hall, 1796

  • Zoom in on the fireplace.
  • Insert the MERLIN and VIVIANA figures (yellow) on the screen.
  • Take the ROD and FIREWOOD from the fireplace.
  • Exit to the corridor.

Dining Hall Corridor, 1796

  • Examine the base of the statue.
  • Place the INFINITY symbol in the groove to open a hidden object scene.
 The Ancient Spectres
  • Use the key (A) to open the box. Use the second key (B) to open the other box to find the Knight.
  • Find the rest of the objects. The COPPER DISK is retained in inventory.
 The Ancient Spectres

Workshop, 1576

  • Zoom in on the desk.
  • Place the TIN GOBLET on the anvil (A).
  • Use the HAMMER to form a TIN DISK (B).

Storeroom, 1830

  • Enter the basement.
 The Ancient Spectres

Basement, 1830

  • Zoom in on the mechanism above the axe.
  • Place the three TIN and COPPER DISKS on the pegs to open a puzzle.
  • This is a two part puzzle. They can be solved in either order.
  • Part A: Rotate the dials in each square so the numbers sum to 34. In addition to the four yellow squares, there is an inner pink square to add to the fun. It is easiest to solve the pink square first. That way only three dials in the outside squares need be rotated.
  • Solution to pink square: 10-11-6-7.
  • Part B: The goal is to stack the disks on the center peg repeating the pattern already established. Move the top copper disk to the center peg. Move the next two copper pegs to the last peg. Now the disks are set up to begin alternating them on to the center peg.
  • Solution to Part A. Row 1: 16-3-2-13. Row 2: 5-10-11-8. Row 3: 9-6-7-12. Row 4: 4-15-14-1.
  • Solution to Part B. Orange-blue-orange-blue-orange-blue-orange-blue.
 The Ancient Spectres
  • Examine the device on the floor (A). Pick up the CHISEL.
  • Take the AXE (B).

Garden, 1830

  • Zoom in on the broken fire seal (C). Use the CHISEL to pry out the SEAL FRAGMENTS.

Storeroom, 1830

  • Use the AXE to break out the wall to the right of the cabinet.
  • Play the hidden object scene.
  • Find the listed objects. Although it is not among the items to find, PETROL is added to inventory.

Basement, 1830

  • Zoom in on the furnace. Open the door on the bottom.
  • Place the FIREWOOD in the oven. Pour the PETROL over the wood. Light the fire with the MATCHES.
  • Return to the storeroom to play a hidden object scene.
 The Ancient Spectres

Storeroom, 1830

  • Place the pepper corns (1) in the mill (A). Attach the handle (2) to the mill. Click the handle to grind the pepper. Click the small drawer to open it. Take the Milled Pepper.
  • Insert the spade in the inset on the box (B). Take the Coins.
  • Find the rest of the listed objects. The Canister is added to inventory as an EMPTY GAS CAN.
 The Ancient Spectres

Basement, 1796

  • Zoom in on the furnace (A).
  • Attach the EMPTY GAS CAN to the side. Click the handle to fill the canister. Take the GAS.

Basement, 1830

  • Focus on the furnace (B).
  • Insert the GAS to light up the rest of the basement.
  • Look closer at the corner by the back wall (C). Take the GYPSUM.
 The Ancient Spectres

Workshop, 1576

  • Zoom in on the desk.
  • Empty the GYPSUM into the box. Add the BOTTLE OF WATER. The EMPTY BOTTLE is returned to inventory.
  • Use the stick (B) to stir the mixture.
  • Place the SEAL FRAGMENTS in the mixture to form a mold. The fragments are returned to inventory.
 The Ancient Spectres

Basement, 1830

  • Zoom in on the smelter (A). Attach the ROD. Put the SEAL FRAGMENTS in the cup (B). Pick up the CRUCIBLE.
  • Go to the furnace (C). Place the CRUCIBLE in the opening to melt the fragments. Take the MELTED CRUCIBLE.

Workshop, 1576

  • Pour the contents of the MELTED CRUCIBLE into the mold. Take the SEAL.

Garden, 1830

  • Zoom in on the broken fire seal. Place the new SEAL in place.

Seal 5: Earth

 The Ancient Spectres

Study Corridor, 1830

  • Play the hidden object scene.
  • Find the listed objects. The SHOVEL is retained in inventory.

Garden, 1410

  • Play the hidden object scene.
  • Find the listed objects. Although it is not on the list, a BRASS LEAF is added to inventory.

Workshop, 1576

  • Play the hidden object scene.
  • Find the listed objects. Although it is not on the list, a WOODEN FACE is added to inventory.

Study Corridor, 1796

  • Zoom in on the statue.
  • Insert the BRASS LEAF in the slot.
  • Open the box. Take the VENICE 1797 button. Add the button to the last slot in the Time Device.

Study, 1796

  • Look closer at the family tree.
  • Place the WOODEN FACE and solve the puzzle.
  • See the next screen shot for the solution.
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  • Take the ACORN.
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Garden, 1797

  • Enter the workshop.

Workshop, 1797

  • Click through the conversation with the woman. She gives you an OAK KEY.
  • Take the FEATHER BOX from the cabinet (B).
  • Play the hidden object scene (C).
  • Find the listed objects. The MASK KEY is retained in inventory.

Garden, 1420

  • Use the SHOVEL to dig a hole in the soil.
  • Plant the ACORN in the hole.
 The Ancient Spectres

Workshop, 1410

  • Zoom in on the masks.
  • Place the FEATHER BOX on the floor (A).
  • Click the masks (B) to place them in the box.
  • Remove the cover on the chest. Insert the MASK KEY in the lock.
  • Take the RED STAR and ROBOT HEART from the chest (D).
 The Ancient Spectres

Basement, 1830

  • Place the ROBOT HEART in the robot.
  • Go through the door after the cut scene. There is nothing to do at this site but entering it triggers other scenes.
 The Ancient Spectres

Storeroom, 1830

  • Play the hidden object scene.
  • Find the listed objects. The CROWBAR is added to inventory.

Main Entrance, 1830

  • Use the CROWBAR to remove the boards on the door.
  • Pick up the pile of PLANKS WITH NAILS. Take the STICK that was under them.
 The Ancient Spectres

Garden, 1576

  • Use the HAMMER to nail the PLANKS WITH NAILS to the tree (A).
  • Climb to the treetop.
  • Pluck the five ACORNS (B).
 The Ancient Spectres

Garden, 1797

  • Play the hidden object scene on the left (A).
  • Find the listed objects. The BLUE STAR is retained in inventory.
  • Zoom in on the ropes (B) to open a puzzle.
  • The goal is to move the knots so no segment of the rope crosses another. One solution is shown in the inset. Receive a ROPE.
  • Enter the bedroom window (C).
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Bedroom, 1797

  • Pick up the CORK and TORN PAGE.

Study, 1796

  • Zoom in on the desk.
  • Place the TORN PAGE in the book. Note the recipe.
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Dining Hall, 1830

  • Play the hidden object scene.
  • Find the listed objects. The Empty Bottle is added to inventory as a DYE BOTTLE.

Main Hall, 1830

  • Zoom in on the box.
  • Insert the RED and BLUE STARS in the slots. Take the PEACOCK FEATHER.
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Workshop, 1576

  • Zoom in on the desk.
  • Place the DYE BOTTLE on the desk (A). Add the blue and yellow dyes to the bottle. Take the GREEN DYE (B).

Bedroom, 1576

  • Remove the furniture coverings.
  • Inspect the cabinet (C). Take the WOODEN FACE.
  • Take the SECATEURS from the table (D).
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Tree House, 1797

  • Play the hidden object scene.
  • Find the listed objects. The Tap is retained in inventory as a SPIGOT.

Workshop, 1797

  • Play the hidden object scene.
  • Find the listed objects. The GREEN STAR is retained in inventory.
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Home, 1830

  • Play the hidden object scene (A).
  • Collect the listed objects. The GLASS CONTAINER is retained in inventory.
  • Examine the plant on the window sill (B).
  • Use the SHOVEL to loosen the soil. Put the SEEDLING in the GLASS CONTAINER.

Garden, 1576

  • Use the shovel to dig a hole.
  • Put the SEEDLING in the hole and cover it with the soil.
  • Put the STICK next to the seedling to help it grow.

Garden, 1797

  • Zoom in on the grapes on the left.
  • Use the SECATEURS to snip the three bunches of GRAPES.
 The Ancient Spectres

Storeroom, 1796

  • Open the wine maker area.
  • Put the GRAPES in the tub (A).
  • Insert the SPIGOT in the base (B).
  • Turn the handle to lower the lid and crush the grapes (C).
  • Put the EMPTY BOTTLE at the base of the spigot (D). Turn the valve to pour wine into the bottle.
  • Zoom in on the bottle (E). Put the CORK in the bottle. Take the BOTTLE OF WINE.
  • Look at the wine rack on the left.
  • Put the BOTTLE OF WINE in the rack.

Main Hall, 1830

  • Inspect the box.
  • Put the GREEN STAR in the slot.
  • Take the GLOVE.

Storeroom, 1830

  • Take the BOTTLE OF WINE from the wine rack.
 The Ancient Spectres

Oak Hall, 1830

  • Zoom in on the basin (A).
  • Add the ingredients in the order noted on the torn page: ACORNS, PEACOCK FEATHER, GREEN DYE and BOTTLE OF WINE.
  • Dip the GLOVE in the potion and receive a MAGIC GLOVE.
  • String the ROPE in the tree (B).
  • Use the the MAGIC GLOVE to retrieve the EARTH SEAL.

Garden, 1830

  • Place the EARTH SEAL in its slot in the crystal.

Seal 6: Heart

 The Ancient Spectres

Fountain, 1830

  • Play the hidden object scene.
  • Use the knife on the potato (A) to get a Peeled Potato.
  • Lift the cover in the basket to reveal the hidden bunch of Grapes.
  • Find the rest of the listed objects. The Oak Leaf is saved in inventory as a BRASS LEAF (1/3).

Study, 1796

  • Zoom in on the family tree.
  • Insert the WOODEN FACE and solve the puzzle.
  • The solution is shown in the next screen shot.
 The Ancient Spectres
  • Take the CRYSTAL HEART.
 The Ancient Spectres

Dining Hall Corridor, 1796

  • Play the hidden object scene.
  • Use the key to open the box and reveal the Sparrow.
  • Find the rest of the listed objects. The Saw is retained in inventory as a FILE.
 The Ancient Spectres

Workshop, 1797

  • Play the hidden object scene.
  • Find the objects listed. The SLICE is retained in inventory.

Tree House, 1797

  • Play the hidden object scene.
  • Find the objects listed. The WRENCH is retained in inventory.
 The Ancient Spectres

Dining Hall Corridor, 1796

  • Place the SLICE in the missing slot on the door lock to open a puzzle.
  • This is similar to the previous lock puzzle except the number of spaces moved is clockwise and counter-clockwise.
  • Try to get the slices to look like the inset. The final two moves are depressing the 3 and then the 4.

Study, 1796

  • Play the hidden object scene.
  • Find the listed objects. The Oak Leaf is retained in inventory as BRASS LEAF (2/3).

Mansion Gate, 1830

  • Zoom in on the star attached to the gate.
  • Use the WRENCH on the bolt. Take the VIOLET STAR.
 The Ancient Spectres

Home, 1830

  • Play the hidden object scene on the desk (A).
  • Find the listed objects. The KNOB is retained in inventory.
  • Inspect the drawers (B). Place the KNOB on the drawer. Take the ACID.

Mansion Gate, 1830

  • Zoom in on the chain.
  • Pour the ACID on the chain.
  • Pick up the Time Device.
  • Go forward five times to reach the main hall.
 The Ancient Spectres

Main Hall, 1830

  • Zoom in on the box (A).
  • Insert the VIOLET STAR in the slot.
  • Use the FILE to remove the bars. Take the CRYSTAL HEART.

Home, 1830

  • Examine the open box (B).
  • Place the two CRYSTAL HEARTS in the inset.
  • Take the HEART SEAL.
  • Return to the mansion.
  • Go through the dining hall into the study opposite.
  • Enter the garden by way of the balcony ladder.

Garden, 1830

  • Place the HEART SEAL in the crystal.
  • Return to the study.
  • Go to the main hall.
  • Enter the closet door.
  • Go down to the basement.

Basement, 1830

  • Go through the door to oak hall.

Main Hall, 1796

  • Pick up the BRASS LEAF (3/3).
  • Enter the door to the storeroom.
  • Continue to the basement.
 The Ancient Spectres

Basement, 1796

  • Zoom in on the back door.
  • Place the BRASS LEAVES on the door to open a puzzle.
  • Click the top green button (A) to open the lower panel.
  • Click the buttons in the order indicated above.
  • Rotate the disks inside the bars to form a pattern. See the inset for the solution.
  • Enter oak hall.
 The Ancient Spectres

Oak Hall, 1796

  • Look closer at the chest on the left (A).
  • Use the OAK KEY to open the lock. Take the PENTAGRAM RING.
  • Return to the study across from the dining room.
  • Exit to the balcony.

Balcony, 1796

  • Examine the device on the railing (B).
  • Insert the MEDALLION in the pattern on the panel.
  • Press the PENTAGRAM RING into the symbol to open a broken puzzle.
  • Return to the study.
 The Ancient Spectres

Study, 1796

  • Play the hidden object scene in the corner.
  • Open the cabinet door (A) to reveal the Garter and Shoe.
  • Find the rest of the objects. The GLASS PIPE (1/3) is retained in inventory.
  • Exit to the corridor.

Dining Hall Corridor, 1796

  • Play the hidden object scene.
  • Find the listed objects. The GLASS PIPE (2/3) is retained in inventory.
 The Ancient Spectres

Main Hall, 1796

  • Play the hidden object scene near the scaffolds.
  • Drag the paintbrush (A) to the white paint. Use it on the rabbit to get the White Rabbit.
  • Find the rest of the listed objects. The GLASS PIPE (3/3) is retained in inventory.
 The Ancient Spectres

Balcony, 1796

  • Zoom in again on the device on the railing.
  • Place the three GLASS PIPES on the diagram to start a puzzle.
  • The goal is to rotate the pipes to connect the upper left corner to the lower right. One path is shown above.

Congratulations! You have completed playing Time Mysteries: Ancient Spectres Collector’s Edition. The bonus chapter is now available from the “Extras” tab on the main menu.

Collector’s Edition Bonus Chapter

 The Ancient Spectres
  • Go to the main entrance.
  • Pick up the BUCKET (A).
  • Fill the BUCKET WITH WATER at the fountain (B).
  • Pour the water on the burning BLANKET (C).
  • Take the BLANKET.
  • Return to the main entrance.
  • Place the BLANKET on the broken window to enter the mansion.
 The Ancient Spectres
  • Pick up the WALKING STICK (A).
  • Play the hidden object scene (B).
  • Find the listed objects. The METAL ROD is retained in inventory.
  • Return to the main entrance.
  • Zoom in on the upper story window (C).
  • Use the WALKING STICK to retrieve the CHAIN CUTTER.
  • Go back inside the mansion.
  • Zoom in on the hand in the debris.
  • Use the METAL ROD to remove the beams. Cut the chain on the device with the CHAIN CUTTER.
  • Take the BROKEN DEVICE.
 The Ancient Spectres

Laboratory

  • Inspect the note on the dinosaur tube (A). It shows a code that is needed to unlock a door in the chamber on the right.
  • Play the hidden object scene (B).
  • Find the listed objects. The CUBE is retained in inventory.
  • Enter the chamber on the left (C).
  • Place the BROKEN DEVICE on the table to open a puzzle.
 The Ancient Spectres
  • Move the cursor around the device. Click each time the cursor turns to gears (A) to remove a part.
  • Use the pliers to remove the button holder. Note: the pliers need to be positioned on top of the holder to remove it.
  • Place the new parts as shown. Use the screws and screwdriver to attach the button holder. Add the button to the middle slot.
  • See the dashed inset for the completed Time Device.
  • Pick up the device.
  • Enter the chamber to the right.
 The Ancient Spectres

Chamber

  • Examine the door lock on the left to open a puzzle.
  • The goal is to move the five diagonally lit squares to their correct positions.
  • If you failed to look at the code taped to the dinosaur’s tube in the previous room, go back and do it now. The code appears on the top of the grid. The code pattern is the inverse of the lit tiles.
  • The code shows the order from top left (1) to bottom right (5). The squares and the matching code are outlined in the same color to make it easier to coordinate them. The color coded arrows also show where they go.
  • Click the arrows along the side to move the squares. An arrow on the right side shifts one over and one down in its associated column and row. The arrows on the left shift back and up in the column and row.
  • Example: The design outlined in green needs to be moved to the lower right corner. Move it by pressing arrow button (A) once. Press arrow button (B) once. It is now in the correct position.
  • Correctly positioning the tiles according to the code opens the door.
 The Ancient Spectres

Crystal Cave

  • Pick up the MIDDLE SPOKE (A).
  • Click the locker doors (B) to open a hidden object area.
  • Find the listed objects. The Tweezers are stored in inventory as FORCEPS.
  • Examine the crystals (C).
  • Use the FORCEPS to extract a LEAF CRYSTAL.
  • Click the Time Device (D) to open it. Place the LEAF CRYSTAL in a slot.
 The Ancient Spectres

Meadow

  • Take the CATERPILLAR.
  • Examine the skull. Take the SHORT SPOKE.

Cottage Exterior

  • Feed the CATERPILLAR to the bird. Take the CUBE (2/3) and FEATHER.
  • Pick up the PLIERS hanging on the wall.
 The Ancient Spectres

Cottage Interior

  • Examine the pot (A). Take the KEY and LONG SPOKE. Read the directions.
  • Play the hidden object scene.
  • Find the listed objects. The CELL is retained in inventory.

Cottage Exterior

  • Examine the wheel.
  • Place the LONG, SHORT and MEDIUM SPOKES on the wheel. Take the STAR.

Meadow

  • Use the PLIERS to remove the FANG from the skull.
 The Ancient Spectres

Crystal Cave

  • Look closer at the cabinet (A).
  • Use the KEY to open the padlock.
  • Take the CUBE (3/3) and EXTINGUISHER.
  • Play the hidden object scene in the lockers (B).
  • Find the listed objects. The AXE is retained in inventory.
  • Time travel to the laboratory.
 The Ancient Spectres

Laboratory

  • Play the hidden object scene.
  • Place the head on the body to get a Sphinx (A).
  • Drag the pin to the butterfly to get a Pinned Butterfly (B).
  • Find the rest of the objects. The SCREWDRIVER is added to inventory.
 The Ancient Spectres
  • Zoom in on the center column.
  • Place the three CUBES to open a puzzle.
  • The goal is to get the patterns on three sides of each cube the same.
  • Some cubes are fixed and their pattern cannot be changed; they are already correctly patterned. Use cube (A) as the key for determining the correct patterns .
  • To change a cube’s pattern, click one side to activate it and then click a neighboring pattern to swap them. Continue swapping patterns until all resemble the solution (B).
  • Take the MANSION CRYSTAL (C).
  • Select the Time Device. Insert the MANSION CRYSTAL in the empty slot.
 The Ancient Spectres

Mansion – First Floor

  • Knock the chair over (A).
  • Zoom in on the underside. Use the SCREWDRIVER to remove the screws holding the plate. Take the CELL (2/3).
  • Use the EXTINGUISHER (B) to douse the flames.
 The Ancient Spectres

Mansion – Second Floor

  • Use the AXE to chop away the wooden planks.
  • Take the BABY and SICKLE (A).
  • Place the STAR in the inset on the drawer (B) to unlock a jig-saw puzzle.
  • Best strategy: start with the corner pieces. Left-click to rotate pieces. Match the patterns. A correctly placed piece locks into place.
  • The solution is shown above (C). Take the MAGIC STONE.
 The Ancient Spectres

Laboratory

  • Place the BABY in the cradle (A).
  • Pick up the CELL (3/3).
  • Zoom in on the machine control panel (C).
  • Insert the three CELLS to open a puzzle.
 The Ancient Spectres
  • The goal is to configure the cells so they sum to the value of the connection circuit.
  • Use the color-coded values (A) to equal the sum of the connecting circuit (B). There are multiple values for the circuits.
  • The solution is shown in inset (C).
  • Take the BROACH (D).

Mansion – First Floor

  • Zoom in on the hand in the rubble.
  • Place the BROACH in the hand to trigger a hidden object scene.
  • Find the listed objects. Although not an item to find, a COPPER RING is added to inventory.

Meadow

  • Use the SICKLE to whack off a piece of MISTLETOE from the tree on the right.

Cottage

  • Play the hidden object scene.
  • Find the listed objects. The TONGS are retained in inventory.

Mansion – Second Floor

  • Use the TONGS to pick up an EMBER.
 The Ancient Spectres

Cottage

  • Add all of the ingredients from inventory to the pot.
  • Zoom in on the container to open a slider puzzle.
  • Slide the tiles to match the pattern. Use the lines on the tiles as guides for outside tiles. The solution is shown in the next screen shot.
 The Ancient Spectres
  • Click the valve (A) to turn on the liquid.
  • Take the NATURE SIGIL (B).
 The Ancient Spectres

Laboratory

  • Zoom in on the bottom of the machine (A).
  • Insert the NATURE SIGIL in the impression.

Congratulations! You have finished the bonus chapter of Time mysteries: Ancient Spectres Collector’s Edition. Additional bonus features are now available under the “Extras” tab on the main page.