Urban Legends: The Maze Walkthrough

Welcome to the Urban Legends – The Maze walkthrough on Gamezebo. Urban Legends – The Maze is a Hidden Object Game played on the PC created by Elephant Games. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Urban Legends – The Maze.

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Urban Legends: The Maze – Game Introduction

Welcome to the Urban Legends – The Maze walkthrough on Gamezebo. Urban Legends – The Maze is a Hidden Object Game played on the PC created by Elephant Games. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Urban Legends – The Maze.

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.
  • CAPITALIZED inventory items are meant to make it easier to find where this guide may deviate from your own play.
  • There are no penalties for multiple clicks in a scene.
  • Always move the cursor around a scene. Watch the cursor to see if it changes into a magnifying glass.

Main Menu:

  • Play – Begin or resume a game.
  • Options – Change music and sound effects volume. You may select or deselect full screen and a custom cursor.
  • Quit – Exit the game.
  • Profiles – Click the “Change Player” link to create, delete or switch player profiles.

Screen Navigation:

  • Map – Very useful for directly jumping to different locations. Color coding indicates activity status of each area visited.
  • Diary – Clicking an object can add clues or information for solving puzzles. A camera also takes snapshots of items of interest in a scene that are automatically added.
  • Menu – Return to the Main Menu.
  • Inventory/Item List – A scrollable list of icons showing available items or a list of hidden objects to be collected.
  • Hint/Skip Globe – Clicking will show a random item from an itemized list in a hidden object scene. It will also suggest the next location to visit. Hints are not limited and the globe refills quickly. The globe turns into a Skip circle for puzzles.

Walkthrough

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

Only inventory items are identified in hidden object scenes. They are highlighted in white with a blue border.

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

Level 1: The Pavilions

 The Maze
  • Zoom in on the body on the gurney (A) to take a snapshot and add information to the Diary.
  • Play the hidden object scene on the steps (B). The TICKET is added to inventory.
  • Inspect the door mechanism (C). Insert the TICKET in the slot to open the panel. Click the panel to open a puzzle.
 The Maze
  • The goal is to flip the wires to connect matching colored lights. It is easiest to start with the green wires.
  • When all connections are correct the door opens to Pavilion 1.
 The Maze
  • Pick up the POWER CORD on the chair (A).
  • Get the CAR REMOTE from the statue (B).
  • Zoom in on the car door (C). Use the CAR REMOTE to unlock the door and access a hidden object scene.
 The Maze
  • Find the listed objects. The DOOR KNOB is added to inventory.
  • Use the DOOR KNOB to open the door on the left to the corridor.
 The Maze
  • Click the crossbow launcher (A) to fire the ARROW.
  • Inspect the electrical panel (B). Insert the POWER CORD in the outlet to open a puzzle.
 The Maze
  • The goal is to match the wire lengths to the posts and turn all the lights green.
  • Take the top wire (A) and match it with the correct post length (B). Click to place the first wire and take the second. Find where the second wire fits (C) and click to insert and take the next wire. Continue this sequence until all lights are on.
  • The solution is shown in the inset (dashed pink) above.
 The Maze
  • Enter the Bathroom.
  • Look closer at the fire sprinkler (A) to add information to the Diary.
  • Zoom in on the doll (B) on the floor. Take the die with the dog on it.
  • Return to the Corridor.
  • Go to Pavilion 2.
  • Inspect the Bathysphere (C). Take the RING.
  • Return to the Corridor and enter the Reception.
 The Maze
  • Zoom in on the statue of the three-headed dog (A). Place the DIE, RING and ARROW in the mouths of the dogs. The tags (yellow) show which dog gets what.
  • Look closer at the button (B). The code information is added to the Diary.
  • Press the red button.
 The Maze
  • Inspect the desk area (A). Take the EMPTY GUN.
  • Look at the aquarium at the back of the room (B). Take the envelope.
  • Look at the water cooler (C). Get the PART OF VALVE for inventory.
  • Enter the Lift (D).
 The Maze
  • Inspect the lift control (A). Take the LIFT BUTTON. Look at the information in the magazine rack.
  • Look closer at the safe (B).
  • Return to the Reception area.
  • Go to the Corridor and return to Pavilion 1.
  • Go through the arched door at the back to the House.
 The Maze
  • Inspect the hand (A). Take the FLOAT.
  • Look closer at the door (B). Take the STETHOSCOPE. Try to go through the open door.
  • Zoom in on the Lift (C). Read the information about the electrician. Insert the LIFT BUTTON in the slot.
  • Press the lift button.
  • Enter the Room on the second floor.
 The Maze
  • Look at the locked box (A) and the flower (B).
  • Play the hidden object scene by the boxes (C).
 The Maze
  • Find the listed hidden objects. The CROWBAR is retained in inventory.
  • Open the Map in the lower left corner.
 The Maze

The map is a handy way to avoid all the direction clicking associated with changing locations. It also can give a hint on where you should go next.

  • Only areas you have already explored are shown.
  • Note the “X” showing your current location (A). The brown areas indicate the required inventory item(s) to proceed haven’t yet been obtained. The green shaded areas show you can perform an activity there.
  • The map currently shows the Reception area (B) and Pavilion 2 (C) as having tasks available. Unfortunately, this is incorrect. The current list of inventory items contains nothing that will help in the Pavilion 2 area. The map isn’t perfect, but it is helpful.
  • Click the Reception area on the map to go directly there.
 The Maze
  • Use the CROWBAR on the gears on the gates (A). The KNIFE goes to inventory.
  • Open the Map (B). Note that the House now has an activity that can be completed.
  • Click the House.
  • Use the KNIFE on the cover on the back wall. Enter the Secret Room.
 The Maze
  • Take the PART OF VALVE from the lamp (A).
  • Examine the code lock (B). Read the notes from Jim. Pick up the BUTTONS.
  • Get the SOLVENT from the rubbish in the bin (C).
  • Exit the Secret Room.
  • Enter Pavilion 1.
  • Look at the chair. Use the SOLVENT to unstick the KEY.
  • Return to the Lift in the Reception area.
  • Zoom in on the safe. Place the BUTTONS in the center of the lock to open a puzzle.
 The Maze
  • Flip back through the Diary to find the page related to Greek letters (A).
  • Use the key on the red scrap of paper to place the buttons on the pad (B).
 The Maze
  • The code for the safe is on the other scrap of paper (A). Combine this with the red scrap that shows what letter is associated with what number to determine the order to depress the buttons. The order is shown above.
  • Take the RATCHET TOOL from the open safe.
  • Use the Map to go to the Room on the second floor of the House.
  • Use the RATCHET TOOL to remove the DUMMY ARM from the mannequin.
  • Use the Map to go to Pavilion 2.
 The Maze
  • Insert the KEY in the lock inset on the tool box (A). Take the CLIPPERS.
  • Look into the pool (B). Use the DUMMY ARM to retrieve the CORKSCREW.
  • Go to the House.
  • Use the CLIPPERS to cut the wires on the hand. Take the LIGHTER.
  • Enter the Bathroom.
  • Use the LIGHTER to set off the water sprinklers.
  • Play the hidden object scene in the ventilation shaft.
 The Maze
  • Find the listed objects. The FUEL CAN is retained in inventory.
  • Return to the House.
 The Maze
  • Inspect the barrel.
  • Use the CORKSCREW to uncork the spout (A). Place the FUEL CAN under the spout (B). Click the valve (C) to fill the can. Take the FILLED FUEL CAN.
  • Open the Map. Go to Pavilion 2.
  • Pour the fuel from the FILLED FUEL CAN into the funnel of the crane fuel tank (D).
  • The grating on the crane control comes loose (E). Examine it to open a puzzle.
 The Maze
  • The goal is to trace the wires from the top to their corresponding lever. Pull the levers sequentially to start the crane.
  • Solution: The order of the levers from left to right is 4 -3-2-5-1-6.
  • Click down once to return to the Corridor.
 The Maze
  • Zoom in on the ceiling lamp (A).
  • Use the SCREWDRIVER to remove the four cover screws. Take the FLUORESCENT BULBS.
  • Open the Map (B). Go to the Secret Room.
  • Examine the wall lamp fixture (C). Insert the FLUORESCENT BULBS to light up the room.
  • Play the hidden object scene on the desk.
 The Maze
  • Find all of the objects listed. When the BULLET is added to inventory, it is automatically added to gun giving you a LOADED GUN.
  • Return to the Bathroom.
 The Maze
  • Use the LOADED GUN to blow off the locked door on the far stall (A).
  • Take the PLANT KILLER from the floor of the stall (B).
  • Return to the back of the house.
  • Zoom in on the flower.
  • Use the PLANT KILLER on the hungry plant (C) and take the EMPTY WATERING CAN.
  • Go to Pavilion 2.
  • Zoom in on the pool where the corkscrew was. Dip the EMPTY WATERING CAN in the water and get a FULL WATERING CAN.
  • Go to the Reception area.
 The Maze
  • Follow the instructions added earlier in the Diary to retrieve the magnet from the aquarium:

-Put the FLOAT in the aquarium (1).

-Fill the tank with the FULL WATERING CAN.

  • The MAGNET floats to the top within reach.
  • Return to the back of the House.
  • Zoom in on the locked box (B).
  • Place the MAGNET on the outside of the box to draw the key to the lock and open the door. Take the KEY.
  • Return to the Reception area.
  • Inspect the Locker. Insert the KEY in the lock to open the panel.
 The Maze
  • Place the STETHOSCOPE on the panel (A) to start a puzzle.
  • The goal is to find the combination by clicking a dial and rotating it with the left or right buttons (B) until the stethoscope lights up green. If you have the sound settings high enough, you should hear a click as well.
  • Repeat the process for each of the five dials.
  • Play the hidden object scene in the locker.
 The Maze
  • Find the listed items. The Gas Tank and Welding Gun combine in inventory as a WELDING GUN.
  • Return to Pavilion 2.
 The Maze
  • Use the WELDING GUN on the bathysphere hatch (A) to free Jim.
  • Speak with Jim. Take the third PART OF VALVE from him (B).
  • Place the three PARTS OF VALVE on the bridge control (C) to open a puzzle.
 The Maze
  • The goal is to light up a path of green dots from point (A) to point (B) by clicking every second light.
  • One possible solution is shown above (C).
  • Board the ship.

Level 2: The Ship

 The Maze
  • Open the puzzle on the weather control station (A).
  • The goal is to lower the level of the green tube from wet to dry by moving the red ball back and forth between open circles. Each time a move is made to an empty slot, the green light on the slot moves up or down one position and the level of the center tube decreases, increases or stays the same. See the dashed inset to see the final position of the lights for each slot.
  • Solving the puzzle opens the hatch to the Makeup Room (B).
 The Maze
  • Take the COIN (1/3) from the edge of the table by the snowflake (A).
  • Play the hidden object scene on the table (B).
 The Maze
  • Find the objects listed. The SACK is retained in inventory.
  • Continue through the hatch at the rear of the cabin to the Helicopter deck.
 The Maze
  • Inspect the helicopter (A). Pick up the COIN (2/3).
  • Go down to the Main Hall (B).
  • Look closer at the picture. Pick up the COIN (3/3).
  • Return to the Helicopter Deck.
  • Zoom in on the vending machine (C).
  • Insert the three COINS in the slot. Take the BOTTLE OF WATER.
  • Return to the Main Hall. Go right to the Boiler Room.
 The Maze
  • Zoom in on the ceiling hatch (A). Take the TONGS.
  • Look closer at the small oven (B). Pour the BOTTLE OF WATER on the HAMMER to cool it off. Take the COIN (1/5).
  • Return to the Main Hall.
  • Inspect the window on the back wall. Use the HAMMER to smash the glass. Place the SACK so it covers the edges of the window.
  • Use the TONGS to extract the STRANGE FIGURE from the metal box.
  • Play the hidden object scene in the window.
 The Maze
  • Collect the listed objects. The NAIL PULLER is retained in inventory.
  • Return to the Makeup Room.
 The Maze
  • Use the NAIL PULLER to remove the board on the scheme (A).
  • The PROPELLER KEY automatically goes to inventory. The two documents are added to the Diary.
  • Look closer at the diagram (B). It gives clues on how to use three important items.
  • Return to the Helicopter Deck.
 The Maze
  • Zoom in on the helicopter.
  • Insert the PROPELLER KEY in the lock impression (A) to open the door.
  • Inspect the interior (B). Take the JOY STICK and COIN (2/5).
  • Return to the Deck via the Makeup Room.
 The Maze
  • Insert the JOY STICK in the slot (A) to open a puzzle.
  • The goal is to arrange the tiles in rows and columns as indicated by the jar on the left (rows) and the tracks on the top (columns).
  • Clicking a tile places it in the first swap square (Swap 1). Selecting the second tile to swap puts it in Swap 2. This opens two spaces in the grid.
  • When swapping across a row, Swap 1 will put its tile in the left-hand opening and Swap 2 will transfer its tile to the right opening. When swapping within a column any tile above the two selected will drop to the bottom, Swap 1 will put its tile in the bottom blank and Swap 2 in the top.
  • The best strategy is to solve a column at a time. In the above screenshot, selecting the eagle tile (1) first moves it to Swap 1. Selecting the car second adds it to Swap 2. Since Swap 1 will place its tile in the left most space, the first column is solved.
  • See the dashed inset for the solution. To watch the puzzle solved, view the video:

  • Take the COIN (3/5) that drops.
  • Return to the Boiler Room.
  • Play the hidden object scene in the big oven.
 The Maze
  • Find the objects listed. The Lever is added to inventory as a TAP.
 The Maze
  • Open the door on the small oven (A). Take the ROCK and STRANGE FIGURE.
  • Return to the Helicopter Deck.
  • Zoom in on the blade. Use the ROCK to dislodge the NET (B).
  • Return to the Boiler Room.
  • Look out the port hole (C). Use the NET to snag the GLOVES.
  • Return to the Makeup Room.
 The Maze
  • Use the NET to retrieve the COIN (4/5) stuck in the web (A).
  • Use the GLOVES to remove the STRANGE FIGURE from the pedestal (B).
  • Zoom in on the barrel (C). Attach the tap to drain the liquid nitrogen. Take the COIN (5/5) at the bottom of the barrel.
  • Return to the Helicopter Deck.
  • Insert the five COINS in the vending machine. Get the last STRANGE FIGURE.
  • Return to the Main Hall.
  • Zoom in on the painting.
 The Maze
  • Place the four STRANGE FIGURES in the frame corners as shown above.
  • Go to the Submarine.
 The Maze
  • Inspect the pipes (A). Take the COIN (1/7) and PIPE.
  • Look closer at the glass door (B). Get the COIN (2/7).
  • Go to the Coast (C).
 The Maze
  • Pick up WIRES (A), GLASS BOTTLE (B), HOOK (1/3) (C), BOOMERANG (D) and HOOK (2/3) (E).
  • Throw the BOOMERANG at the HOOK (3/3) on the board (F).
  • Break the GLASS BOTTLE on the rock (G). Pick up a GLASS SHARD.
  • Use the GLASS SHARD to cut off a length of ROPE (H).
  • All items combine in inventory to form a GRAPPLING HOOK. Place the GRAPPLING HOOK near the top of the scene (I) and click to climb out.
 The Maze
  • Look at the terminal on the far left (A). Take the COIN (3/7).
  • Inspect the tree (B). Take the BULBS (3) and the NUT.
  • Open the Map (C). Click the Main Hall.
  • Zoom in on the squirrel in the cage. Capture the SQUIRREL by giving it the NUT.
  • Return to the Deck.
 The Maze
  • Access the aquarium. Put the SQUIRREL in the coin return slot (A). Watch it grab the chained nut. Take the COIN (4/7).
  • Look at the weathercock (B). Use the NET to snag the COIN (5/7) from the “S”.
  • Zoom in on the chest (C). Insert the three BULBS in the empty slots to open a repeat-the-sequence puzzle.
 The Maze
  • The puzzle begins as soon as you place the bulbs. Completing five sets of sequences opens the chest.
  • Press the buttons in the center panel (A) to match the sequence. The green bulbs track the number of correct sequences completed (B).
  • An incorrect response is registered by a red light (C). Three incorrect responses resets the green lights. The sequences are random.
  • Take the two COINS inside the chest (D) to get the seven coins needed.
  • Go to the Helicopter Deck.
  • Access the vending machine. Insert the COINS and receive an IGNITION KEY.
  • Use the Map to return to the Coast.
  • Zoom in on the terminal. Insert the IGNITION KEY in the lock. Click to remove the lock and open a puzzle.
 The Maze
  • The goal is to use the arrows on either side of the grid to open a path for the helicopter to move to the top (A)
  • When a circle with a bar through it appears, the column cannot be moved any further in that direction. The helicopter will only move up to an open space. Use the “Reset” button to try again.
  • There are three levels: 1 helicopter, 2 helicopters and 3 helicopters. View the video solutions:
  • 1 helicopter.

  • 2 helicopters.

  • 3 helicopters.

  • Press the “Action” button that appears in the middle of the screen (B) after completing the last level.
  • Watch the helicopter crash. Look closely at the crash. Take the FLARE GUN.
  • Use the Map to return to the Helicopter Deck.
 The Maze
  • Open the hatch (A) and take the GEARS.
  • Return to the Submarine.
  • Zoom in on the glass door (B). Insert the GEARS and press the button (yellow) to open the door. Take the SCUBA GEAR.
  • Return to the Boiler Room.
 The Maze
  • Look at the pipe on the far right. Attach the PIPE (A) to extend the pipe to the hold grate.
  • Use the FLARE GUN on the stuck valve (B).
  • Use the HAMMER to break the grate on the hold (C).
  • Place the SCUBA GEAR in the hole in the grate (D).
  • Play the hidden object scene in the ship’s hold.
 The Maze
  • Collect the objects listed. The Fishing reel and two pieces of the fishing pole combine in inventory as a ROD.
  • Return to the Submarine.
 The Maze
  • Inspect the pipes on the left (A). Use the ROD to extract the ACCESS CARD.
  • Go through the hatch to the Coast.
  • Zoom in on the Big Door (B). Swipe the ACCESS CARD through the card reader to open the door to the cave.

Level 3: The Dome

 The Maze
  • Go forward through the Cemetery to the House Entrance.
  • Zoom in on the door (A). Take the AXE HANDLE.
  • Return to the level entrance.
  • Examine the tree (B). Place the AXE HANDLE in the axe head. Take the AXE.
  • Pick up the BOWL (C).
  • Return to the House Entrance.
  • Look at the wicket (D). Use the KNIFE to cut the rope.
  • Enter the Backyard.
 The Maze
  • Note that the camera took a snapshot of the sign (A) for the Diary.
  • Inspect the sawmill (B). Take the LIGHTER FLUID.
  • Zoom in on the chopping block (C). Take the LOG (D). Place the LOG on the stump. Use the AXE to split the log. Take the two pieces of FIREWOOD (E).
  • Play the hidden object scene (F) in the tree roots.
 The Maze
  • Find the listed objects. The HEART is retained in inventory.
  • Return to the House Entrance.
  • Zoom in on the door.
 The Maze
  • Place the BOWL on the stand on the right (1).
  • Add FIREWOOD to both containers (2).
  • Douse each pile of firewood with LIGHTER FLUID (3).
  • Use the LIGHTER to ignite the wood (4) and melt the ice on the door.
  • Enter the house.
  • Play the hidden object scene on the table.
 The Maze
  • Find the listed objects. The KEY is retained in inventory.
  • Exit the House. Go down to the Cemetery.
 The Maze
  • Zoom in on the headstone on the left (A). Insert the KEY in the first lock. Take the MAGNET from the hidden compartment.
  • Return to the House.
  • Look closer at the puppet belly to open a puzzle (B).
  • Use the MAGNET to slide the blocks. Clear a path for the block containing the key to the dashed pink slot. Once there, take the KEY.
  • The solution is shown above (C).
  • Return to the Cemetery.
 The Maze
  • Insert the KEY in the second lock on the headstone (B) to open a secret compartment. Take the BELT.
  • Go to the Backyard.
  • Look at the sawmill (B). Put the BELT on the motor wheel (pink) to start the saw. Take the KEY from the split log.
  • Return to the Cemetery.
 The Maze
  • Insert the KEY in the third lock on the headstone (A) to open another secret compartment. Take the KNOB.
  • Return to the House.
  • Zoom in on the radio (B). Place the KNOB on the control (pink). Take the KEY from the compartment.
  • Return to the Cemetery.
 The Maze
  • Insert the KEY in the last slot (A) to trigger a puzzle.
  • The goal is to capture the skeleton in the coffin (B). The coffin can only move one square at a time horizontally or vertically. The skeleton moves when the coffin moves.
  • The best strategy is to herd the skeleton to the one square with a diagonal line (C). This provides two possible places to catch the skeleton.
  • Successfully solving the puzzle opens a side compartment containing a cloth doll (D). Use the KNIFE to slit the stitches and remove the HEART.
  • Go down the path to the entrance.
 The Maze
  • Zoom in on each of the two statues (A). Place the two HEARTS in the center of each to trigger a puzzle.
  • Click the old tile to open a slider puzzle (B).
  • The goal is to slide the pieces to form a pattern. The four blue pieces (red) cannot be moved. When a tile is correctly placed (yellow) it also turns blueish. When trying to figure out the pattern, note that the top pieces (pink) have more black along the top as do the four corner pieces.
  • See the next screenshot for the solution.
 The Maze
  • Cross the bridge to the Mountain Path.
 The Maze
  • Inspect the crack in the rock (A). Take the two PLANKS and CRANK.
  • Place the two PLANKS across the abyss (B).
  • Continue to the Cage (C).
  • Inspect the fountain on the right. Take the GARGOYLE HEAD.
  • Open the Map. Click the House.
 The Maze
  • Zoom in on the floor hatch (A). Insert the CRANK to remove the cover. Take the ORNATE KEY.
  • Return to the Cemetery.
  • Inspect the headless statue on the right (B).
  • Take the CORD hanging from its shoulder (C).
  • Attach the GARGOYLE HEAD (D). Take the LEVER from the compartment.
  • Use the Map to return to the Cage.
 The Maze
  • Zoom in on the crane engine (A).
  • Insert the LEVER (yellow). Click to start a slider puzzle.
  • Use all of the pipes to form a continuous path from nozzle to nozzle (pink).
  • See the next screenshot for the solution.
 The Maze
  • Inset (A) shows the solution to the pipe slider puzzle.
  • Look at the cage (B). Insert the ORNATE KEY in the lock to open the door. Take the DETONATOR from the floor of the cage (C).
  • Speak to the girl for Diary information (D).
  • Use the map to return to the House.
 The Maze
  • Look at the hatch (A). Attach the CORD to the end of the wire. Connect the DETONATOR to the cord.
  • Zoom in on the detonator (B) to open a puzzle.
  • Click the fuses until all are vertical (see the inset above). Clicking one fuse affects others.
  • Click the detonator handle to blow the hatch.
  • Play the hidden object scene in the suit room.
 The Maze
  • Find all of the listed objects. The Carabiner (2), Climbing hook, Rope (2) and Harness combine to form CLIMBING GEAR in inventory.
  • Return to the Cage.
  • Give the CLIMBING GEAR to the girl.
  • Climb the rope ladder to the Observatory entrance.
 The Maze
  • Pick up the MASK on the ground (A).
  • Play the hidden object scene on the cart (B).
 The Maze
  • Find the listed objects. The OIL CAN is retained in inventory.
  • Climb back down the ladder.
 The Maze
  • Zoom in on the fountain (A). Place the MASK on the symbol to start a puzzle. The mask returns to inventory.
  • The goal is to match tiles to eliminate them all. Tiles can only be moved horizontally. They will fall down to the next lowest level.
  • For this puzzle, the space in the center must be filled in so the three tiles for the far end can be moved (B).

– Move the sun over and down to eliminate both tiles.

– Move the apple over to fill in the space in the column.

– Move the trophy on top of the apple to create an unbroken path.

  • The three remaining tiles (C) can now be moved to the far space and matched to eliminate them. Move the tiles in the first space to match and eliminate them.
  • Successfully completing the puzzle opens a hidden object scene in the Surveillance room.
  • Play the hidden object scene. Collect all of the objects listed. There is no monitor in the scene, but collecting all of the objects awards a MONITOR for inventory.
  • Return to the House.
 The Maze
  • Zoom in on the fireplace. Place the MASK in the symbol to start a puzzle. The mask returns to inventory.
  • The goal is to match tiles to eliminate them. Tiles can only be moved horizontally. They will fall down to the next lowest level.
  • For this puzzle, the two sets of three of a kind must be eliminated first. Start with the spiders (A).

– Move the gem to the next lowest level (1) to free the spider.

– Move the spider (2) to the space above the center gem.

– Move the next spider (3) to the empty space beside the gem.

– Move the last spider (4) on top of spider (3) to eliminate all three.

  • Next eliminate the suns (B).

– Move the gem to the next lowest level (1) to free the sun.

– Move the sun (2) to the top of the center gem.

– Move the next sun (3) to the empty space beside the gem.

– Move the last sun (4) on top of sun (3) to eliminate them all.

  • Match the gems to eliminate them.
  • Completing the puzzle opens a nook in the fireplace (C). Take the LENS.
  • Return to the Observatory entrance.
 The Maze
  • Zoom in on the observatory door. Place the MASK in the symbol to start a puzzle.
  • Play this puzzle the same as the previous two: Move the three spiders as shown (B) to eliminate them. Match the two suns (C) to eliminate them.
  • Enter the Observatory.
 The Maze
  • Zoom in on the gears (A). Apply the OIL.
  • Inspect the telescope (B). Add the LENS.
  • Look at the control panel (C). Attach the MONITOR to open a puzzle.
 The Maze
  • The goal is to find the correct symbols for the four elements to move the telescope.
  • Use the telescope control arrows (A) to scan the constellations until one with a symbol and number is found.
  • Locate the symbol on the Decode Ruler (B). Use the arrows on the number row to slide the numbers until the number indicated on the constellation is under the symbol.
  • Next examine the four element symbols under the ruler. Match the color of the constellation with the print text color to determine if the sign is Fire (red), Air (gray), Water (blue) or Earth (green). In the above screenshot the constellation is green so it is the Earth sign.
  • Use the number associated with the element (2 in this example) to find the associated symbol on the Decode Ruler (D). Use the arrow keys on the element symbol to match that on the Decode Ruler (E).
  • Repeat this process for the other three elements. See the next screenshot for the solution.
 The Maze
  • The constellations are Leo – Fire; Libra – Air; Scorpio – Water; Taurus – Earth. The associated symbols are shown above.
  • Exit the Observatory.
  • Go through the archway in the wall on the left.

Level 4: The Dungeon

 The Maze
  • Unlock the hand cuffs by using the green arrows to slide the pieces to form a pattern (yellow).
  • It is easiest to solve one row and then slide the other pieces horizontally and vertically.
 The Maze
  • Go forward through the archway on the far wall to the Well (A).
  • Look closer at the light corner (B). Take the POUCH.
  • Return to the Basement.
 The Maze
  • Inspect the weak wall on the right (A). Take the ROCK.
  • Look closer at the table. Place the POUCH on the blue powder (B). Take the pouch full of POWDER.
  • Return to the Well.
 The Maze
  • Look at the light corner again.
  • Put the pouch full of POWDER in the trough (A). Strike the ROCK against the stone behind the trough to create sparks and light the powder.
 The Maze
  • Look at the locker on the right (A). Open the bottom door and take the KNIFE.
  • Inspect the skeleton. Take the map (B) from the hand on the right. The information is added to the Diary. Take the PICKAXE HANDLE (C) from the other hand.
  • Return to the Basement.
 The Maze
  • Look at the weak wall again (A). Use the KNIFE to loosen the LOCK PART. Pick it up for inventory.
  • Inspect the table (B). Take the SHOVEL and ROPE.
  • Return to the Well.
 The Maze
  • Open the Diary and review the map (A).
  • Use the SHOVEL to dig in the spot in front of the well marked as “X” on the map (B).
  • Take the second LOCK PART (C).
  • Look closer at the skeleton (D). Zoom in on the chest lock. Insert both LOCK PARTS to open a puzzle.
 The Maze
  • Use an empty slot to slide the circular pieces to form a pattern. Match the circles based on pattern and color.
  • The solution is shown above.
  • Play the hidden object scene in the chest.
  • Collect all of the listed objects. Although it is not found in the scene, a VICE HANDLE is added to inventory.
  • Return to the Basement.
 The Maze
  • Zoom in on the table. Insert the VICE HANDLE in the vice (A). Pick up the AXE HEAD. It automatically combines with the AXE HANDLE in inventory to form a PICKAXE.
  • Inspect the chemical lab (B). Take the EMPTY VIAL and the RUBY (C). Exit the chemical lab.
  • Use the PICKAXE to smash a hole in the weak wall (D).
 The Maze
  • Go through the hole to the Smithy (A).
  • Look closer at the door lock (B). Take the LIGHTER.
  • Return to the Well.
  • Use the LIGHTER to light the torch over the arch on the back wall (C).
  • Play the hidden object scene in the barrels.
 The Maze
  • Find all of the listed objects. The Fleur de lis is added to inventory as a MOLD.
 The Maze
  • Look at the head (A). Take the DIRTY RUBY from the left eye and the WINCH.
  • Look at the head again (B). Place the RUBY in the right eye. Take the HOOK. The hook combines with the ROPE in inventory to form a GRAPPLING HOOK.
  • Inspect the barrel (C). Take a piece of CHEESE. Fill the EMPTY VIAL from the spout to get a FULL VIAL.
  • Return to the Smithy.
 The Maze
  • Zoom in on the shelf (A). Use the GRAPPLING HOOK to snag the KEY.
  • Insert the KEY in the lock to open a slider puzzle (B).
  • Slide the gears until they are all rotating (see above inset for the solution).
 The Maze
  • Access the craft area (A). Take the MORTAR.
  • Play the hidden object scene in the smithy stuff (B).
 The Maze
  • Find all of the listed objects. The Cage is retained in inventory as a MOUSE TRAP.
  • Return to the Basement.
  • Access the chemical lab on the table.
 The Maze
  • Put the FULL VIAL in the stand (1). Place the MORTAR on the work surface (2). Put the DIRTY RUBY in the mortar (3) to start a min-game.
  • The goal is to mix the contents of the three vials in the correct proportions to match the color swatch (A).
  • Solution: Blue-blue-green-red-red.
  • The solution flows through the pipe into the mortar and cleans the ruby (B). Take both the clean RUBY and the mortar. The mortar returns to inventory as a PAN.
  • Return to the Well
 The Maze
  • Access the barrel (A). Put the MOUSE TRAP beside the barrel. Add the piece of CHEESE to lure the mouse. Take the DOMINO (1/4).
  • Zoom in on the head (B). Place the RUBY in the empty eye socket to open the door to the Torture chamber (C).
 The Maze
  • Inspect the rope (A). Take the DOMINO (2/4). This causes a crash. Take the BUCKET that falls down (B).
  • Zoom in on the book case to open a puzzle.
  • The goal is to swap the books so the lines on the bindings match. Use the grooves on the side of the case on the left to begin. See the solution in the next screenshot.
 The Maze
  • Note the last book with an “N” lights up. Information is added to the diary.
  • Play the hidden object scene in the torture room.
 The Maze
  • Find all of the listed objects. The BELLOWS are retained in inventory.
  • Return to the Basement.
 The Maze
  • Inspect the support.
  • Use the KNIFE to cut the rope with the letter “N” tag (A). Take the LOCK SOLUTION hidden under the rope. Take the BROKEN GUN.
  • Return to the Torture chamber.
  • Zoom in on the chain lock. Put the LOCK SOLUTION on the board to open a puzzle.
 The Maze
  • Use the arrows on the sides of the board to shift the blocks to match the diagram of the lock solution.
  • One method to solve this is to start at the top and shift and clear spaces to get the first four rows. Continue to shift and align. The solution is shown in the dashed inset. View the video solution to get a better idea of how to shift the rows and columns.

  • Take the CHAIN.
  • Return to the Well.
 The Maze
  • Zoom in on the well.
  • Place the WINCH on the side beams (1). Attach the CHAIN to the winch (2). Put the BUCKET on the end of the chain (3). The bucket descends automatically. Click the winch handle to raise the bucket (4). Take the DOMINO (3/4) out of the bucket. Pick up the FULL BUCKET for inventory.
  • Return to the Smithy.
 The Maze
  • Access the craft area (A).
  • Place the PAN in the center ring (1). Add the BROKEN GUN (2). Insert the MOLD in the empty rectangle (3). Put the FULL BUCKET in the ring at the end of the coals (4). Affix the BELLOWS on the side (5).
  • After the gun has melted, click the pan to pour the liquid into the mold.
  • Take the mold and put it in the bucket (B).
  • Remove the FLEUR-DE-LIS from the mold.
  • Return to the Well.
  • Zoom in on the locker on the right. Insert the FLEUR-DE-LIS in the outline on the drawer. Take the DOMINO (4/4).
  • Return to the Smithy.
 The Maze
  • Place the DOMINOES on the grid on the ram to start a puzzle.
  • Arrange the dominoes to complete each of the six grids with the missing number. There can be duplicate number is in the rows or columns, but not within a grid.
  • Go through the hole in the wall.

Level 5: Planes

 The Maze
  • Look closer at the statue (A). Take the DOOR HANDLE and METAL JAW.
  • Use the DOOR HANDLE to open the door of the plane (B). Take the WRENCH.
  • Play the hidden object scene in the hole in the ground (C).
 The Maze
  • Find all of the listed objects. The TOGGLE SWITCH (1/2) is retained in inventory.
  • Inspect the aquarium.
 The Maze
  • Zoom in on the aquarium cover (A).
  • Use the WRENCH (called “Key” in inventory) to loosen the cover (B).
  • Slip the KNIFE through the gap (C).
  • Take the SPEAR GUN (D).
  • Use the WRENCH to remove the bolt securing the AIR TANK. The tank combines with the METAL JAW in inventory to form a MECHANICAL JAW.
  • Return to the plane door.
  • Use the MECHANICAL JAW to pry the door open.
  • Enter the plane and talk to the chained man.
  • Play the hidden object scene in the attendants bay.
 The Maze
  • Collect the listed items. The CROSSED SWORDS pin is saved in inventory.
  • Exit the plane (to the Basement).
  • Look at the statue.
  • Place the CROSSED SWORDS pin on the circular impression holding the cloak on the statue. Take the COIN.
  • Return to the Plane.
  • Zoom in on the video arcade.
 The Maze
  • Insert the COIN in the slot (A) to begin the game.
  • Plot the course from the car to the checkered flag (B). Use the three arrows to input the course (C). Press “Race” to execute the commands (D).
  • Take the FOOD for winning the game.
 The Maze
  • Give the FOOD to the hungry man (A).
  • He opens the hatch to the Airplane Graveyard (B).
  • Go forward to the Reception area.
 The Maze
  • Inspect the TV (A).
  • Pick up the REMOTE (1) for inventory.
  • Point the REMOTE at the TV (2).
  • Remove the back of the remote. Take the BATTERIES (3) and the EMPTY REMOTE (4).
  • Play the hidden object scene in the lockers (B). Collect the PARACHUTE BUTTON for inventory.
  • Exit to the Plane Graveyard.
 The Maze
  • Enter the Airplane Cabin.
  • Take the NUMBER 9 tile (A).
  • Insert the PARACHUTE BUTTON in the empty space on the panel (B) to open a compartment.
  • Take the AIRPLANE ROD and LOCK PART (1/2).
  • Inspect the newspaper (C) to add a special date to the Diary.
  • Return to the Plane.
 The Maze
  • Look at the chains (A). Insert the AIRPLANE ROD in the first slot. Take the THIMBLE that appears when the compartment opens.
  • Return to the Reception area.
  • Zoom in on the water mill (B). Place the THIMBLE on the wheel. Take the KEY that drops. Use the TWEEZERS to extract the COIN that fell between the bars in the grate.
  • Return to the Plane.
 The Maze
  • Use the KEY to unlock the medicine chest (A). Take the TWEEZERS, CAPACITOR (1/2) and SCALPEL.
  • Return to the Reception area.
  • Use the SCALPEL to loosen the tile by the exit door (B). Take the SHIELD tile.
  • Open the Map. Note that there are only four places on this level. It’s still a handy way to get from the Reception area to the Basement (C).
  • Zoom in on the statue.
  • Place the SHIELD tile in the empty slot in the statue’s shield to start a puzzle.
 The Maze
  • Rotate the tiles to move them to the quadrant with the matching symbol and color (solution is shown above).
  • Clicking a shield will rotate those immediately around it. Try and get one complete quadrant and work from there.
  • Take the DOG MEDALLION from the compartment after completing the puzzle.
  • Return to the Plane Graveyard.
 The Maze
  • Look at the Cerberus wreck (A). Insert the DOG MEDALLION in the oblong groove to open the tube. Take the TOGGLE SWITCH (2/2) and CAPACITOR (2/2).
  • Enter the airplane cabin (B). Add the two TOGGLE SWITCHES to the empty slots in the center panel (pink). Zoom in on the fuel supply to start a puzzle.
 The Maze
  • The goal is to shut off the fuel supply to the three lines (yellow) by closing the valves. Clicking one valve may open another.
  • The key valves are circled above.
  • Once the fuel supply is cut off, the propeller next to the airplane can be accessed.
  • Use the WRENCH on the top bolt to remove the PROPELLER. Apply the WRENCH again to loosen and then take the BOLT ROD.
  • Return to the Plane.
  • Zoom in on the arcade machine.
 The Maze
  • Insert the COIN to play.
  • This time the goal is to beat the black car (aqua) to the finish line. As a bonus challenge, stop lights have been added. One solution is shown above.
  • Take the EGG SHELL (1/2).
 The Maze
  • Access the dynamo machine (A). Insert the two CAPACITORS in the slots on the side (pink) to start the machine. Put the BATTERIES in the middle to charge them. Take them after the green charge light level is at “High”.
  • The charged batteries combine with the EMPTY REMOTE in inventory to provide a working REMOTE.
  • Look at the floor hatch (B). Use the PROPELLER to open it.
  • Play the hidden object scene in the luggage compartment.
 The Maze
  • Collect all of the listed items. The NUMBER 3 is added to inventory.
  • Go right to the Plane Graveyard.
  • Zoom in on the box in the middle of the walk.
 The Maze
  • Insert the NUMBER 3 and NUMBER 9 tiles in the empty slots to start a game.
  • The goal is to swap the tiles so all sum to 18. Swap the numbers on the sides with the center number to change their positions. Note the important clue on the piece of paper: the center number is “6”. When a sequence equals 18 the arrows and tabs turn green.
  • See the insert for the solution (B).
  • Take the LEVER and EGG SHELL (2/2). Take the SPHERE ROD that is under the egg shell. Read the newspaper to add information to the Diary.
  • Enter the Reception area.
  • Use the REMOTE to turn on the TV. Look closer at the picture on the screen to add important information to the Diary.
  • Return to the Basement.
 The Maze
  • Zoom in on the egg on the side of the plane (A). Insert the two EGG SHELLS in the missing areas. Take the DRAGON tiles from the compartment (B).
  • Access the aquarium (C). Look at the code lock.
  • Review the diary entries for the code lock (D). Use the key pad to enter the three digits associated with the years in ascending year order: 2006, 2009, 2011. See inset (E) for the solution.
  • Speak with the released man.
  • Return to the Plane Graveyard.
 The Maze
  • Open the winch area. Insert the LEVER in the slot (A) to release the girl.
  • Open the winch area again.
  • Zoom in on the dragon box (B). Place the DRAGON tiles on the box to open a puzzle.
 The Maze
  • The goal is to place the tiles from the two sides into the center grid based on the tile patterns of the five fixed tiles.
  • The first row has lines along the top and side. The second row has no lines. The bottom row has lines along the side and bottom. By default, the third row will have the tiles with a line along the bottom.
  • The first column contains two dots. The second column has four dots, the third column has one dot and the fourth column and three dots. The dots on the tiles can be in any position. Only the number is important.
  • Once the puzzle is solved, take the DRAGON ROD.
  • Enter the Plane.
 The Maze
  • Zoom in on the chains.
  • Place the BOLT ROD (1) in the first empty slot. Put the SPHERE ROD (2) in the second empty slot. Take the LOCK PART (2/2) from the compartment. Put the DRAGON ROD in the last slot (3) to free the man.
  • Return to the Reception area.
  • Zoom in on the girl.
  • Place the two LOCK PARTS on her lock to start a puzzle.
 The Maze
  • The goal is to switch the positions of the red and blue squares.
  • Move the squares by sliding them or jumping over pieces to an empty square. The solution is shown in the inset above.
 The Maze
  • Take the DRILL (A).
  • Look at the exit door (B).
  • Use the DRILL to drill a hole in the door plate. Insert the MECHANICAL JAW in the hole to pry the doors apart.

Level 6: The Roof

 The Maze
  • Exit the Hall to the Scaffold.
  • Press the up arrow on the scaffold control panel to reach the Roof.
  • Look at the generator (A). Take the FUSES.
  • Inspect the bird’s nest (B). Get the PIECE OF PAPER (1/2).
  • Open the Map. Click the Hall.
  • Look at the fuse box on the far right. Place the FUSES in the box to open a puzzle.
 The Maze
  • The goal is to connect the wires from the upper fuses to the lower fuses.
  • Trace a wire on the upper fuses. Click the contact it is attached to. Find the corresponding fuse color on the bottom set. Trace its wire. Click the lower contact to complete the connection.
  • Repeat the process for all ten wires. The solution is shown above.
  • The lights come on in the storage room.
 The Maze
  • Pick up the PIECE OF PAPER (2/2), SACK and ACCESS CARD from the shelves (A).
  • Use the SCALPEL to cut the light switch cord (B) and collect some ROPE.
  • Access the pipe system (C) to open a puzzle.
 The Maze
  • The goal is to fill each capacitor with liquid to the level indicated by the line.
  • Use the Fill, Empty and Move buttons to manipulate the liquid. Note that the Move button on the right capacitor distributes the amount of liquid it contains equally between the left and center capacitors to the nearest whole.
  • Here is one solution with steps and (result):

– Fill Right. Distribute. (Left 3; Center 3; Right 0)

– Empty Left. Move Center. (Left 0, Center 0; Right 3).

– Distribute Right. (Left 2; Center 1; Right 0)

– Empty Left. Fill Right. (Left 0; Center 1; Right 6)

– Distribute Right. (Left 3; Center 4; Right 0)

– Fill Right.

  • Take the WRENCH PART (1/2).
  • Return to the Scaffold.
 The Maze
  • Open the casket. Place the two PIECES OF PAPER on the grid to open a puzzle.
  • The goal is to place the red ball in the red square and the blue ball in the blue square.
  • Click a ball to select it. Choose the from the direction arrows. The ball will roll until it meets an obstruction.
  • Select the red ball first (A). Click the right arrow. Up arrow. Left arrow. Up arrow. Left arrow.
  • Select the blue ball second (A). Click the left arrow. Click the up arrow.
  • They are now at position (B).
  • Move the blue ball first in the directions indicated. Move the red ball second as shown.
  • They are now at position (C). Send the balls into their squares.
  • Take the CROWN KEY from the compartment (D).
  • Return to the Hall.
 The Maze
  • Look closer at the stand (A).
  • Insert the ACCESS CARD in the slot (pink). Take the BLUE CRYSTALS when the dome opens.
  • Zoom in on the window (B). Insert the CROWN KEY in the crown impression to open the window.
  • Play the hidden object scene in the window.
 The Maze
  • Find the listed objects. The ALLEN KEYS are added to inventory.
  • Go to the Roof.
 The Maze
  • Inspect the airing vent (A). Use the ALLEN KEYS to remove the cover. Take the STATUE ARM and CAN OPENER.
  • Return to the Scaffold.
  • Look at the can (B). Use the CAN OPENER to remove the lid. Take the GREEN CRYSTALS.
  • Return to the Hall.
  • Zoom in on the door on the left.
  • Put the BLUE and GREEN CRYSTALS on the holder to start a puzzle.
 The Maze
  • This is a logic problem. The goal is to figure out how many blue and green crystals to put in the boxes to equal three times the number of pink crystals.
  • Given: 1 pink = 4 red. The number of green and blue crystals must be the equivalent of 3 times that number: 12.

– 1 blue = 3 red. So the number of blue crystals needed to equal 12 is 12 divided by 3: 4. Put four BLUE CRYSTALS in the lower box.

– 1 green = 2 blue. That means the value of one green crystal is equal to two blue crystals. The number of green crystals that equal 12 is half of 4: 2. Put two GREEN CRYSTALS in the upper box.

  • Click the door handle to open a hidden object scene in the script writer room.
 The Maze
  • Collect all of the list objects. The SAW is retained in inventory.
  • Return to the Scaffold.
 The Maze
  • Use the SAW to cut the chain securing the LADDER (A).
  • Place the LADDER against the building and attempt to arrest the suspect (B).
  • Play the hidden object scene in the boxes (C)
 The Maze
  • Find the listed objects. The Video Camera is added to inventory as a THERMAL CAMERA.
 The Maze
  • Inspect the air conditioner (A). Use the ALLEN KEYS to remove the cover. Cut the PLUG with the SCALPEL.
  • Look into the sand box (B). Take the GLASS CUTTER.
  • Zoom in on the generator (C). Insert the PLUG in the outlet. Attach the THERMAL CAMERA.
  • Return to the Hall.
  • Look at the mirror (D). Use the GLASS CUTTER to take a piece of the MIRROR.
  • Return to the Scaffold.
 The Maze
  • Zoom in on the lasers on the bottom of the Scaffold (A). Insert the MIRROR to block the beams. Take the FIRE ALARM HANDLE.
  • Return to the Hall.
  • Look at the fire alarm (B). Insert the FIRE ALARM HANDLE in the slot. Take the SHOVEL.
  • Go to the Roof.
  • Look at the sand box (C). Put the SACK in the sand. Use the SHOVEL to fill the sack. Take the SANDBAG to the Scaffold.
  • Attach the SANDBAG to the hook on the block (D). Take the GENERATOR WINCH from the top of the other sandbag.
  • Return to the Roof.
 The Maze
  • Open the generator area.
  • Attach the GENERATOR WINCH on the end of the motor (A), then the ROPE. A handle appears to start the generator motor.
  • Open the generator area again.
  • Detach the THERMAL CAMERA and view the image. It shows the suspect and hostage behind the door in the building (C).
  • Remove the junk blocking the door. Uncover a roulette lock (D). Open it to play a puzzle.
 The Maze
  • Click the arrow buttons to spin the wheel (A). When a face appears at the bottom of the wheel that matches one the of three faces below (B), click to move the face into the blue button.
  • Continue spinning until all three are matched.
 The Maze
  • Enter the room. Pick up the WRENCH PIECE (2/2) from the floor (A). The two pieces combine in inventory to form a WRENCH.
  • Return to the Hall.
  • Enter the storage room. Use the WRENCH to remove the cabinet bolts. Take the GUN KEY inside.
  • Look at the statue at the end of the hall (C). Attach the STATUE ARM. She moves to one side and reveals a lock. Insert the GUN KEY in the lock to open a slider puzzle.
 The Maze
  • Slide the metal blocks around until the four form a circle in the middle (red). Take the FLASH GRENADE.
  • Return to the Roof.
 The Maze
  • Toss the FLASH GRENADE at the suspect (A).
  • Place handcuffs on the person of interest (B) and watch the final cut scene.

Congratulations! You have completed playing Urban Legends – The Maze.