Mystery Case Files - Shadow Lake Version 1.2 1/30/13 ?????? ???????? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Mystery Case Files: Shadow Lake A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2013 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Characters 004. Walkthrough 004a. Drive Motel 004b. Shadow Lake Penitentiary 004c. Grimes Quarry (Collector's Edition) 004d. The Warden's House 004e. The School 004f. The Teacher's House 004g. The Library 004h. The Coroner's Office 004i. Trestle Road 004j. Lake Community Church 004k. Destroying the Relic 005. Credits 001. General Information ----------------------------------------------------------- This is a walkthrough for the game called Mystery Case Files: Shadow Lake. The game was released in 2012, and it is the ninth game in the series. There is also a collector's edition of the game available for a higher price; this guide covers both versions of the game. To contact me about this guide, use my email address, ilovecartoonssomuch@yahoo.com. 002. Video Walkthrough ----------------------------------------------------------- Hey! Want to see how to beat the game instead of reading about it? Well, I've got a video walkthrough, and you can see it at... http://www.youtube.com/playlist?list=PL- BD_KjCUmdzqWECdnkry1Qbwejztp6bT Sometimes, it's more helpful to see the puzzles solved than to read about them. Plus, you get to hear the comments I say while playing the game! 003. Characters ----------------------------------------------------------- Cassandra Williams: The psychic consultant for the TV show "Ghost Patrol". She wants your help in solving the mystery. Jack Talon: Host of "Ghost Patrol". He is a gruff person who doesn't give autographs. Kelli: The co-host of "Ghost Patrol". Jaime Monihan: A prisoner at the local penitentiary. Cassandra makes you look up his records. Melvin M. Denney: The warden at the penitentiary. You visit his office and his house, over the course of this game. Ellen Denney: The wife of Melvin. She committed suicide, by means of drowning. Billy Denny: The warden's son had poor grades and liked the song "How Much is That Doggie in the Window?". Sam: A student at the local elementary school, whose ghost still haunts the area. Theodore Hanson: Teacher at the local elementary school. He was 32 years old. Janet Fleming: The local coroner, who performed the autopsies on most of the victims of the evil relic. Sheriff Dale O'Connor: The man who discovered the warden's dead body. He was on speaking terms with Janet. Pastor Douglas Roberts: A priest who worked at the Lake Community Church. He unsuccessfully attempts to exorcise the evil out of the evil relic. Joe Brooks: Writes the letter leading to Grimes Quarry. He has the key because he worked night security there. Dale: Cousin of Joe. Owner of Grimes Quarry. He inherited it from his dad. He found something and fired everyone. Bobby Marshal: Foreman at Grimes Quarry. 004. Walkthrough ----------------------------------------------------------- To start with, you can pick casual mode or expert mode. In casual mode, the hint button recharges more quickly, and you have an optional tutorial. 004a. Drive Motel ----------------------------------------------------------- The game starts with our character, a detective, arriving at Drive Motel. Cassandra Williams, a psychic consultant for the TV show "Ghost Patrol". They're at a ghost town in Bitterford, Maine. Go through the tutorial if you want; it's helpful if you've never played an adventure game like this before. Move forward to the Ghost Patrol van, and click on the back doors of the van to meet Jack Talon. The Ghost Patrol leaves shortly after this. There appear to be two rooms to the hotel here. Room #1 is locked, and if you listen, you can hear a scratching noise coming from inside. Room #2 is open, and you can go inside it. Check out the notebook on top of the bed. Open it, to learn that the spare key to Room #1 is inside the safe here. You need three things in order to open the safe, though. 1. The letters on the van's license plate 2. Kelli's birthday 3. Cassandra's apartment number Each one of these things is hidden by a puzzle. To learn what the letters on the van's license plate are, go inside the bathroom of Room #2. It is actually a dark room, for developing photos. Instructions on how to do this are on the wall. Take a piece of photo paper, then expose it to the light machine for seven seconds. Use the photo paper on the developing solutions. If you do this correctly, you get a photo of the Ghost Patrol, which shows their license plate number. There are three letters on the license plate. To learn what Kelli's birthday is, zoom in on the TV in Room #2. Open the drawer in the lower/right. Kelli's cell phone number is written here, and there is a quarter you can pick up. Leave the room and go back to the first screen (with the motel sign). Go into the dumpster on the right and pick up the phone, as well as the phone receiver. Return to Room #2. Use the quarter on the bed oscillator on the wall here. Set it to the maximum setting, in order to move the bed. This reveals a phone jack. Put the phone, then the receiver, on the dresser, and plug the phone into the jack. Call Kelli's cell phone number. Kelli's phone rings. It is underneath the desk here, inside the shoes. Pick it up and look through the phone to see that Kelli's birthday is on the 7th. To learn what Cassandra's apartment number is, zoom in on the TV in Room #2. Adjust the antenna twice, and it falls off. Then, go back to the motel sign screen, and zoom in on the office window. Use the antenna on the guest ledger and read it to see Cassandra's apartment number. Once you have all three pieces of information (which are automatically recorded in your notebook in the lower/left), use them on the safe. For example, if the three things are "CAB", "7" and "215", press "CAB7215". That opens the safe, getting you the key. Go to the door of Room #1 and use the key to open it. Go inside the room, and click on the area in the upper/right to meet Cassandra. She gives you some drawings and tells you to visit the penitentiary. Go to that area, by using the map in the lower/right. 004b. Shadow Lake Penitentiary ----------------------------------------------------------- Cassandra gave you six pictures, and there are six screens in this area. Your challenge is to match the pictures to the screens. For example, on the first screen, you have broken windows on the stone wall. One of your pictures is of the upper/right window. Use the picture on this area to match it. Simple enough, right? You need to do that on every screen. Go to the front of the jail. Match the picture to this screen; it is a picture of the pillar left of the door. The stone ball and the wheel are contained in the picture. Zoom in on the left window to find a tape player. Click it to hear the Ghost Patrol talking. They left a key under the right stone ball here. Click on the right stone ball to make it fall off. Pick it up, then pick up the key that it was hiding. Use the key on the lock to enter the prison. Cassandra is getting a psychic message about a prisoner here. She wants you to find items, filled with psychic energy. That will make the message clear. First, let's match the picture in this room. It's of the stairs here; you can clearly see the stairway railing. Zoom in on the shelf against the wall here. Click the jug to move it and get a sailboat. Zoom in on the photograph on the floor (left of the wrecked stairs). Click on the man with glasses to get him. Click on the door to the left to go to the next room. The picture you have to match in this room is of the chair, which is lying sideways on the floor. You can clearly see its legs. Zoom in on the area, behind the desk in the lower/left. You can find a lucky coin, a postage stamp, and a rejection stamp in the lower/right quarter of this area. In the upper/left corner you have a silver box. Click to open it and find a bullet. Finally, a key is inside the upper drawer here. Pick it up, then go back a screen. Use the key on the glass display case (in the lower/right) to open it. Inside, you find a shovel. Go back to the administration room. You can zoom in near the cabinets in the corner. Here, you can find handcuffs, a license plate, a cross and a letter. Open the left cabinet to find a love letter. Once you find all the items, Cassandra can get a reading. She learns that there was a prisoner here named Jaime Monihan. More information can be found in the records room. Click on the gate leading to the records room. This leads to a puzzle. You want to put the five puzzle pieces (which are on the bottom of the screen) into the five areas, on the left side of the middle division. The trick is that each line of green must be of equal length. Pull the ring, in order to try the lock. The pieces will come together, and you can see if any particular piece is too long or too short. Match them all to open the door. Go into the records room. The middle file cabinet has a drawer labeled "M". Zoom in on it to see Jaime Monihan's file. Match a picture with the picture of Jaime Monihan. One of the cabinets here has a wide open drawer. Place the stone ball in this drawer. The cabinet falls over, and now the cabinets sort of look like steps which lead upstairs. Go upstairs to the Warden's Office. Click on the shelf in the upper/left; the picture for this room is supposed to match here. Unfortunately, everything is out of place. Zoom in on the Warden's desk to get a lighter. Zoom in on the typewriter on the floor. In this area, you can get a fan, three pipes, a lid and a radio. Now that you have all the items, put them on the shelf in the upper/left, according to the drawing you have. Put each item in the right spot, and you can match the drawing with the shelf. That's the last drawing you have to match, so use the map to return to Cassandra. She takes the drawing and has a psychic vision. In this puzzle, you have four small screens, which you can rotate and move around. You want to put all four screens together, to make one big screen. When two screens are placed next to each other correctly, they stick together. A scene then plays. A prisoner escaped from the jail, and he was pursued by the warden. The warden shot the prisoner and found an evil relic that the prisoner was carrying. The warden put this inside his desk drawer. Go back to the penitentiary and go to the Warden's Office. Open the desk drawer to find a newspaper article about the death of the warden's wife. Underneath this is a letter, containing the warden's address. This address is added to your map, so you can now go to The Warden's House. 004c. Grimes Quarry (Collector's Edition) ----------------------------------------------------------- The Collector's Edition of this game has a bonus area, called Grimes Quarry. You can access it at this point in the game. They way to open up this area is to click on the letter, on the right side of the screen, when you are behind the warden's desk at the penitentiary. Visit this area on the map to go there. Use the key on the gate to get inside. Go inside the crane on the left to get a wrench. Use the wrench on the air conditioning unit which is hanging on the side of the office. You can now enter the office. The file cabinet here is locked with a puzzle. There are sixteen tiles, and you can flip them around. The four-point stars flip around tiles in all four directions. The two- point squares flip around the two tiles in the directions it is pointing towards. The circle squares flip around themselves only. Play around with the tiles a bit, to learn how they work. Your goal is to flip all the tiles around, so they are lit up. When all tiles are lit, the drawer opens and you get access to the crane control. Go outside and into the crane. Use the crane control on the empty spot in the control panel. This lowers a safe. Examine the safe to see that there are three numbers you must find: Five of Hearts Three of Spades Nine of Diamonds Go back inside the office. On the desk is a book with accounting information. There are three different pages you can flip to. On the hearts page, you want to find the number of the fifth account. On the spades page, you want to find the number of the third account. On the diamonds page, you want to find the number of the ninth account. The first account number is in the upper/left, from there, count downwards. Once you have the three account numbers, go to the safe and set the three locks to those numbers. You can now spin the handle of the safe to open it. Inside, you have a mask. There are fifty morphing objects, hidden in this game. Find and click on all fifty to get something. Here are the locations of those fifty morphing objects. In general, there is a morphing object on every screen. Grimes Quarry: 1. At the entrance, the letter Q on the sign changes. 2. In the quarry, the word "office" on the sign changes. 3. In the office, the oil can on the file cabinet morphs into a bucket. Motel: 4. Outside the rooms, the word "ICE" on the ice box 5. Cassandra's room, the box decal 6. Room 2, the vent above the bathroom door 7. Room 2, zoom in on the TV area, the drawer handle 8. Room 2 bathroom, jar on the shelf Penitentiary: 9. Outside, the bottom floor window 10. Entrance, plant to the left of the door 11. Foyer, box at the service window 12. Office, tape roll on desk 13. Registration, label letters on left file cabinet 14. Warden's office, pyramid on top of safe to the right of the desk 15. Zoom in on Warden's Desk, playing card 16. Cell (after crawling through vent), handprint print below sink Warden's Home: 17. Living room, box on floor 18. Kitchen, whisk in skillet 19. Basement, bottle on shelf 20. Upper hall, painting on the wall 21. Boy's room, sock hanging out of the drawer 22. Master bedroom, clock on bed headboard School: 23. Front yard, fence pole 24. Playground, fence pole 25. Classroom, writing on the bottom/right part of the blackboard 26. Shed, mirror on wall 27. Bell tower, paintbrush Teacher's House: 28. Outside, stick leaning on fence 29. Inside, board in shelving 30. Garage, star on the box on the floor Downtown Street: 31. First screen, chimney on a house to the right 32. Second screen, fencing on the library roof Library: 33. Entrance, statue to the left 34. Foyer, gear on floor 35. Library, panel on wall to the left of the office door 36. Office, book on shelf Pharmacy and Coroner's Office: 37. Pharmacy, RX sign 38. Roof, roof to the far right 39. Bedroom, earrings on table 40. Hallway, light switch 41. Living room, ashtray on table 42. Office, glasses on desk 43. Exam room, wall tiles to the right of the test tube rack Sheriff's office: 44. Main room, clock on the wall 45. Evidence room, record on right shelf Trestle Road: 46. On the road, flower Church: 47. Outside, bush 48. Bell tower, bird droppings 49. Main hall, painting on wall 50. Crypt, pipe on the ground Find all fifty morphing objects, and you get a ticket that references the Madam Fate game in this series. 004d. The Warden's House ----------------------------------------------------------- Pick up the axe from the pile of firewood here. You can zoom in on the electrical box, but it's locked. Go in through the front door. Cassandra has a list of items for you to find, so she can get another psychic message. The poker is inside the fireplace, the cassette is under the chair, and the cat is on a shelf on the right. Go through the door directly ahead of you. Someone is in the kitchen! Examine the door to the basement, then look into the keyhole so the door will be opened. Let's find the rest of the items on the list. Zoom in on the junk drawer, right of the stove. All the objects are on this screen. The list of objects you have to find here is randomized, so each time you play the game, you'll likely have a different list of things to find. Once you get all the objects, Cassandra gets the psychic message, which says something is behind the drawer. Pull the drawer out and you find a fuse. Return to Cassandra's area. In the upper/left here, on top of a box, are night vision goggles. Take them, then return to the kitchen of the Warden's house. Use the goggles on the basement door to go to the basement. There are two things to do here. First, open up the fusebox in the upper/left. Put the fuse from the junk drawer on the spot for the basement fuse (the upper/left spot). Second, on the left half of the room, you find bolt cutters lying against a food shelf. Zoom in on the shelf and take the bolt cutters. Leave the basement and go to the main room. Go up the stairs and into the room on the left. Inside the tent, you will find wires. Pick them up, then leave the Warden's House. Zoom in on the electrical box on the outside of the house. Use the bolt cutters from the basement to get rid of the lock. Then, use the wires on the panel. This is a puzzle. You want to connect all of the numbered boxes, with wires of the appropriate length. How long should a wire be? A wire is the same length as the number on the boxes it connects. For example, the wire that connects two 3 boxes is 3 boxes long, while a wire that connects two 7 boxes is 7 boxes long. This board is symmetrical, in that the left side of the board is a mirror image of the right side. Every square of the board is used. Once you solve the puzzle, power is restored to the house and Cassandra has more drawings. Return to Cassandra and get the drawings. The first drawing is of the gutter outside the house. The next drawing is of the fireplace in the living room. One drawing is of the stove in the kitchen. In the basement, a drawing is of the "FREE THEM" writing on the wall. Go upstairs. In the son's room on the left, you have many objects to find, while listening to "How Much is That Doggie in the Window?". Some items are in the tent, and some are on the bed, while all the rest can be found in the room. Find the objects, and Cassandra gets a psychic message, saying the son hid something in the floorboards here. Zoom in on the boards in front of the bed. Underneath them is a report card, which matches one of your pictures. Go to the hallway. A tree blocks your access to the room on the right. Go to the basement. Sharpen the axe (from the log pile outside) on the axe grinder on the left. If you haven't put the fuse in the fusebox in the upper/left part of the basement, the axe grinder doesn't work. Once your axe is sharp, use it on the tree in the upstairs hallway. Three chops of the axe should cut the branch which prevents you from going right. In this room, look under the bed to see Ellen, the warden's wife. She points at a picture left of the TV. Zoom in on the picture and click on it. We want to remove the picture, so click on the clips to move them out of the way. Click on the backing to remove it. You find Ellen's suicide note. It matches one of your pictures. That is the last one, so return to Cassandra. Give her the drawings for a puzzle. This time, you have nine pieces to match up, and the piece in the middle cannot be moved. Get all the pieces in place; the video that is playing is of the child opening a drawer. When you solve the puzzle, the vision shows the boy stealing the relic from his father. The boy then goes to school. The school is our next destination. 004e. The School ----------------------------------------------------------- The school has a few things for you to do. First off, zoom in on the shed on the left and pick up the crowbar. You can't enter the shed yet, because it's locked. Go inside the school entrance, and Cassandra gives you a list of items to find. Some of them are here. Zoom in on the student's cubbies (to the left). Some objects you're looking for can be found here. Open Mr. Hanson's cubby (the one in the upper/right) to get the key to Mr. Hanson's desk. The doorway leading inside the school is covered in shadow. Use the night vision goggles on the doorway to look inside. A ghost is standing in the corner of the room. Click on it. The goggles stop working, but at least the room now has some light. Use the crowbar on the planks which have boarded up the window. The room is now filled with light, so you can keep looking for hidden objects. Most are on a desk on the left. When you're done, go to the teacher's desk. Open the locked drawer with a key to find the final hidden object: a book of horror stories. You also find a lighter and a knife. When you get all the hidden objects, Cassandra gets a psychic message, saying the warden's son was named Billy. Go back to the cubbies and open Billy's cubby. Inside is a baseball card. Cassandra finishes with her drawings at this point, so you can return to her and pick them up. If you haven't done so already, take the infrared camera in her room. Return to the school. On the right side of this area, you'll see an equipment box. Zoom in on it to find notes that say an infrared camera can see ghosts. Also inside this box is a secret tape (you can watch it on the camera in Room #2 of the motel) and an extension cord. There is a tripod in front of the playground. Use the infrared camera on it. When you look in the camera, though, there are no ghosts. That's odd, because we saw one earlier. Go back in the school. You can find chalk on the desk on the left. Pick it up, if you haven't already, then zoom in on the board. Use the chalk to play a game of Hangman. The solution is "you are too late". Winning the game upsets the ghost. It leaves the school and goes to the playground. Look into the infrared camera to see the ghost on the swing. Go to the playground and look at the swing to see the ghost is named Sam. Go to the cubbies and open Sam's to find some dynamite. Go to the shed (left of the school) and put the dynamite in the lock. Light it with the lighter from the teacher's desk to open it. Inside the shed, you have more hidden objects. The two buckets are on the main screen (one hidden by a coat in the upper/left corner), and the shovel is by the tennis rackets. Zoom in on the toy box to find the rest of the items. Return to the playground. Use the items to build the sand castle. Use the castle bucket on the sand and build three of them. Use the round bucket on the sand, and use it on the middle castle. Put a shell on each castle, and put the army man and flag on the middle castle. If you make a mistake, use the shovel to reset the puzzle. Once the castle is done, you can match it with a picture. Go back to the schoolhouse. Match a picture with the front of the shed. In the shed, match a picture with the tennis rackets. In the cubby area, match a picture with the poster on the wall, and inside the school, match a picture with the books on the teacher's desk. The final picture is of baseball cards. We found one inside Billy's cubby. Go to the warden's house, then go upstairs to Billy's room. His baseball card collection is on his bed. Put the card in the collection and match the photo. Return to Cassandra. She will get a psychic vision, as usual. This time, you have twelve screens to match. They are in this pattern: xx xxxx xxxx xx The vision shows Billy being killed by a bully. Could this bully be Sam? The teacher recovers the evil artifact from Billy's corpse, then leaves. Return to the school. Go to the cubbies and click on the wood pile left of the poster. This reveals the ladder mechanism. Zoom in on it and pull the lever. It breaks, but you can still use the pulley by using the knife (from the teacher's desk) on the wires in the small hole. The ladder falls. Climb up it and look inside the bag on the ground. It has a drawing which shows that the teacher lives next door to the school. That's our next destination. 004f. The Teacher's House ----------------------------------------------------------- This is a pretty short segment. Step into the house, which has been partially burnt. Cassandra has a list of objects for you to find. You can zoom in on the bookshelf here, as well as the pile of debris against the far wall. The final place where you can zoom in is the mirror to the bathroom area. Open up the mirror to find more objects. Once you find everything, Cassandra tells you to look at the leather bound book, on the bookshelf. This is the book which is a different color than the others. It deals with the Amaseconti Tribe. Flip through it to get the address of the town library. That's it! 004g. The Library ----------------------------------------------------------- Head forward twice to reach the library. Zoom in on the door and use the crowbar on the broken glass to open it. Zoom in on the broken glass and click on the lock to undo it. When you step into the library, you get a list of objects to find. Zoom in on the right side of the desk here and find all the objects there. Then, go through the doors to the main part of the library. There are two items on this screen for you to find: a brush in the lower/right and tape on the cart to the left. Examine the bookshelves on the right to learn that they are wobbly. Use the crowbar on the shelves twice. This opens the door to the records room. Go inside, which causes Cassandra to finish another set of drawings. In the records room, find the soda in the upper/left and the slingshot next to the computer. On the far shelf is a red book. Take it and read it. Click on the catalog card to read it; it has a clover, which is the last item you need. Finding all the items gives Cassandra a vision of Ellen (the librarian and the warden's wife) putting something in her trunk in her room. You can flip through the book to learn more about the Amaseconti Tribe, but one of the pages has been ripped out. Go to Cassandra and get the drawings. One is of the doctor sign in the street, one is of the library's front doors, one is of the brick wall in the front desk area, one is of a ceiling light in the library proper, and one is of debris on the floor of the reference room. Go to the Warden's House. Inside Ellen's room (which is the room on the right, on the second floor), there is a trunk next to a chair. Zoom in on it to find a library notice. This matches one of your pictures. When you have all the pictures, return to Cassandra. This time, you have nine screens to connect, but the piece in the middle (and all pieces connected to it) constantly spins in a clockwise circle. Finish the picture to see a scene of the teacher's autopsy. The autopsy took place in the coroner's office, just outside the library. That's our next destination. 004h. The Coroner's Office ----------------------------------------------------------- The Coroner's Office is on the screen before the library's front doors. Zoom in on it, and you can pick up a sandbag. The office itself is locked, and we want to open it by crashing a car into the front door. That seems unnecessarily destructive, but it's the plan that the Master Detective has chosen. To learn a bit about car driving, there is an optional puzzle, where you find a book about cars. Go to the library and check the debris on the left. Move the note to learn that books about cars are in the 600's. Check the card catalog to find a suitable book. Go inside the library. Click the ladder to move it, then click on the red book entitled "My Life Under the Steel Hood". It says that isopropyl alcohol can be used as a substitute for gasoline. You can now take the ladder out of the library, if you want. Before you can solve the car puzzle, you must get items from the teacher's house. Go there and go to the garage on the left. Open the locker to get a lug wrench. On the top shelf of the locker is isopropyl alcohol, which you can pick up. The car here is supported by a jack. Pick up the two gray cinderblocks, then use them on the (missing) car wheel. Now that the cinderblocks are holding the car up, you can take the car jack. Another car part you need is a wheel. Go to the library. On the first screen, which houses the sheriff's office, you can find a car on the left. Zoom in on it to get the tire. The final car part you need is the key to the car. This is on the front desk of the library. Once you have everything, go to the blue car outside the coroner's office. Zoom in on the back tire. Use the jack on the car, then click on the hubcap to remove it. Use the lug wrench on the lug nuts here, and the bad tire is removed. Use the good tire on the car to attach it, then use the lug nuts to secure the tire. Zoom in on the gas tank. Open it and remove the cap. Use the isopropyl alcohol here to fuel the car. Zoom in on the car's window. Use the TV antenna on the open part of the window to open the car. Use the car key on the key slot, and click on the key to start the car. Put the sand bag (from in front of the coroner's office) on the gas pedal. When you've solved all the car puzzles correctly, the car surges to life and drives directly into...the wrong building. Oh well. Go into the building, through the hole the car made. Examine the shelf on the left and pick up a screwdriver, as well as plaster of Paris. Examine the shelf on the right for a quarter. The door to the roof is locked, and the key is nowhere in sight. Examine the pachinko machine, in the corner of the store. Put in your quarter, then click the red button to shoot out a ball. Shoot out a bunch of pachinko balls, and try to get a score of over 100,000. This happens fastest, when you get a lot of bonus multipliers (the 4X and 2X holes). Once you get a score over 100,000, the light on that spot turns on. Hey, the key is there! Use the screwdriver on the four screws to loosen them. Grab the key and use it to open the door to the ceiling. You're on the roof now, but you can't reach the other building. If you haven't already, get the ladder from the library. Use it here to make a bridge between the buildings. When you're at the other building, use the extension cord (from the box in front of the school house) on the pipe here. Now you're at a window. Zoom in on the latch and use the knife from the teacher's desk to open it. You end up inside the upper floor of the coroner's office. The coroner, Janet, lived here. You get a list of objects to find. Some are inside the closet on the right. Go through the left door to the hall, where all the other objects are. Find all the objects to learn that Janet like "The Entertainer". Go back to Janet's closet and pick up her copy of "The Entertainer". Then go to the hall and downstairs. Open up the player piano and put "The Entertainer" inside. Some notes are marked. There is tape on the table, in the upstairs hall. Grab it, if you haven't done so already. Use the tape on the player piano to cover up the non-marked notes. Pull the lever on the side of the piano to see which keys correspond to which notes. The office lock resembles a piano. The keys are like this: 1 2 3 4 5 6 7 Press keys 7, 6, 7, 2, 5, 5 (the ones from "The Entertainer" to open the door. You are now in the Coroner's Office. Zoom in on the board on the wall to see that all the people who possessed the evil relic died. Get a bobby pin from yellowed letter in the upper/right. Zoom in on the envelope in the lower/left. Look inside to see the scene of the warden's death. Cassandra now has drawings for you. Return to her and pick them up. Now go back to the Coroner's Office. Along the way, make sure to match the photo of the pachinko machine. You can go inside the autopsy room to activate a hidden objects scene. Find the books, weights and test tubes. Some are inside the previous room. Also in the autopsy room, you can find a stethoscope and a torn page. Once you have everything, go to the autopsy room. Put the books on the bookshelf, so you can match a picture of them. Put the weights on the scale, so you can match a picture of it. Put the test tubes on the holder, in the proper order, so you can match a picture of it. In the previous room, zoom in on the cork board. Open the envelope with the picture of the car, then match the picture. The final picture you must match is inside the Sheriff's Office. If you haven't already, get the bobby pin from the cork board here. Then, go to the Sheriff's Office, which is two screens before the library, on the right. Put the screwdriver in the lock here, then use the bobby pin on the lock. This starts a puzzle. You want to click on all five weights and make it so they are all above the white line. The easiest way to do this is to click the weights, in order of slowest to fastest. Go through the door and zoom in on the shelf of red books. The second-from-right book has a picture of the Warden. Match it to Cassandra's picture. You should have all the drawings matched now. Return to Cassandra and give them to her. You now have a challenge to put the puzzle pieces together. This time, there are some invisible barriers on the board that you have to maneuver around. When you finish, you see the policeman who first examined the car crash that took the warden's life. This seems like the best place to continue the investigation. 004i. Trestle Road ----------------------------------------------------------- Cassandra gives you a list of items to find. Look inside the ruined truck and find all those items. Cassandra will get a vision of something under the truck. Back away from the truck and look under it to find the Warden's wallet. A note on the wallet says the combination is the day he lost her. According to the newspaper article in the drawer of the Warden's desk, the day he lost his wife was August 15. Go to the Sheriff's Office, and Cassandra will have more drawings for you. Visit her and get the drawings. Then, return to the Warden's Office. Go through the door to the evidence room, where you have more objects to find. Some of them are located inside the safe. Zoom in on the safe and use the stethoscope (from the exam room at the coroner's office) on it. By spinning the safe dial around, you can determine there are tumblers at B, C, E and S. The post-it note says "a good place to fish". If you go back to the main office, you can zoom in on the map. Sebec Lake is highlighted. "SEBEC" is the combination to the safe. Enter SEBEC by spinning the dial clockwise to S, counter- clockwise to E, clockwise to B, counter-clockwise to E, and clockwise to C. Once you find all the items inside the evidence room, Cassandra gets a message about 1142. Go to the main room and look on the shelf of red books. Record 1142 is on the left. Open it to find the file on Ellen Denney. It matches one of the pictures Cassandra wants. Another picture Cassandra wants is of the map of Sebec Lake, in the main room of the Sheriff's office. Go to the evidence room. One picture is of the bottom of the right shelf here. The Warden's lockbox is on the safe in the evidence room. Open it up with 815, the date of his wife's death. Take his keys from here, and match one of Cassandra's pictures with the paper in the Warden's lockbox. Leave the Sheriff's Office and go to Trestle Road. The last two pictures Cassandra wants match up to the scenery here. One is of a bush, while the other is of the truck. Go back to Cassandra, when you have all the drawings. You have the challenge to put pieces together again, but this time, there is heavy gravity that makes it hard to move the pieces around. It's easiest to start with the pieces of the relic, then the blanket and the hands folding the blanket. Once you finish the puzzle (or when you skip it), you see a scene of the coroner showing the evil relic to the sheriff. They unsuccessfully attempt to have it destroyed at Lake Community Church, but the only thing which gets destroyed is the church itself. 004i. Lake Community Church ----------------------------------------------------------- Time to visit the church, which is a new location on the map. The church has sunken into the ground, and you can't reach it. Go back to the roof of the coroner's office and take the ladder. Return to the church and use the ladder on the rock here. The ladder forms a bridge between the rock and the bell tower. Go to the bell tower and pull the trap door open. The ring falls off. Use your knife on the door, and pull that to open the trap door. Climb down into the church to get a list of items to find. There are three locations where items are, in the church. The first is in the pews to the left, the second is in pews to the right, and the third is in the right corner of the church. Find all the items to learn that there is something special about Pastor Robert's red Bible. It's on the floor here. Zoom in on it and open it to find a door handle. Open the curtains against the far wall. There's a picture of a cross. Zoom in on it, and use the handle on the cross. This starts a puzzle. What you want to do is go over every line in the picture, without crossing over the same line twice. There are multiple solutions. One solution is to go down/left, left, down, right, up, right, down, left, down/right, down, right, up, left, up, right, down, up/right, right, up, left, down, left, up, right, up/left, down, right, left, up, right, up, left and down. It's not TOO difficult to follow through the puzzle, because you never have more than two or three possible lines to trace. The puzzle resets itself, if you get trapped somewhere. Solving the puzzle will result in Cassandra getting drawings. Before getting them, go forward through the now- open doorway. It leads to the destroyed room, where Pastor Roberts, the Sheriff and the Coroner died. In this room, there is a hand sticking out the ground. It contains a piece of paper. Pick it up. Also in this room, on the right, you have a black handbag. Pick it up. Zoom in on the pile of rocks under the bricks to the right. Click on the rocks to move them and find the evil relic. Use the black handbag to pick it up. Return to Cassandra and get the pictures. One is of the church sign, one is by the ladder leading down into the church, one is of the left painting on the wall of the church, and one is of the rocks on the ground, where you found the evil relic. The last two pictures are hard to place. One is of the rock wall at Trestle Road. Another is of the guard station, outside the Penitentiary. These two places will soon become important. Return to Cassandra and give her the drawings. This is the final puzzle, where you put video pieces together. This time, there are pieces of different sizes. It's easiest to start with the prisoner's face. This gives a scene of the prisoner who originally found the relic. He ponders how to get the relic back from the Warden, and he draws a picture on the wall of the train station. While Cassandra watches over the relic here, you should find the drawing. 004j. Destroying the Relic ----------------------------------------------------------- Go to Trestle Road. The train tunnel entrance has been partially covered by rocks; you matched a picture of the opening in the previous section. Zoom in on the tunnel entrance and move the rocks out of the way. Once four rocks are moved, you can slip inside the tunnel. Zoom in on the wall to see the picture. It indicates that there is a tunnel behind the vent in the penitentiary. Weird noises come from your radio. If you go to see Cassandra, it is revealed that she touched the relic and is now under its spell. Oh no! Before you go there, you should do a few things first. You could have done things earlier, and you can do them later on, but it's probably best to do them now, to prevent unnecessary backtracking. Go to the Teacher's House and zoom in on the book on his bookshelf. Remember how it had a torn page? Use the torn page from the autopsy room in the coroner's office on the book. It matches perfectly, and gives you an Amaseconti protection prayer. Now go to the library. Inside the research room is a book that's missing a page. This is the same page that was found in the church, near Pastor Roberts' corpse. Use the page on the library book to see the Amaseconti symbols. There are two more things you need. First, you need the ladder, which is used to get into the church or the coroner's office. Use the ladder to get into the coroner's office. Zoom in on the sink of the autopsy room to see a mold of the evil relic. Use the plaster of Paris (from the shelf of the pharmacy) on the mold. Close the lid, then turn the water knob to fill it up with water. Open the mold to get a fake relic. That's all you need, for the final challenge here. You need the fake relic, the ladder, and you need to have fixed both books with torn pages. Go to the penitentiary's administration office. Use the ladder on the vent, so you can climb up to it. Zoom in on the vent and use the screwdriver on the four screws here to loosen the cover. Then, remove the vent cover. Use the night-vision goggles to go through the vent. This leads to a room with a door (and a hidden tape that you can play on the camera in Room #2 of the motel). Open the door with the Warden's keys (from his lockbox in the evidence room of the Sheriff's office). Go through the door to the prisoner's room. Zoom in on the calendar on the wall. Click on it to move it aside and find a hidden passage. Take the spoon here and go through the passage. Go forward to see Cassandra, who is trying to use the evil relic to resurrect a demon. That is obviously a bad thing, considering that the relic has already destroyed a town and killed many people. Use the spoon on the candle to Cassandra's left. She will turn to relight the candle. When her back is turned, zoom in on the relic and swap it with the fake relic. Go forward, past Cassandra. There is an altar here. Put the relic on the slot here. This starts a complex puzzle. Inside your notebook, you have the Amaseconti phrase for protection, as well as pictures of Amaseconti symbols. You want to spell out the five-word phrase here, using the correct symbols. The trick here is that there are six spaces. 2 3 4 x 1 5 The space marked "X" is irrelevant. Put the sixth symbol, which is NOT part of the phrase, in that spot. Put the other symbols in order, from one to five. You're not done yet. There are little circles next to some of the symbols in your book. There are also circles here on the altar. Put the circles next to the proper symbols. Once you're finally done with the puzzle--it will involve a lot of going back and forth between the altar and your journal--the spirits will be freed from the relic. Ellen Denney, the Warden's wife, has a special message, just for you. Go to Shadow Lake (a new location on your map) and zoom in on it. Use the relic on the lake, and Ellen will ensure it is never found again, doomed to spend the rest of eternity at the bottom of the lake. Return to Cassandra one last time to end the game. If you resume the game after this, you start from right before the point where you talk to Cassandra. 005. Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2013. If you want to use any part of this FAQ, ask me first (instructions under general information).