Nightmare Adventures - The Witch's Prison
Version 1.3 6/18/12
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Nightmare Adventures: The Witch's Prison
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Copyright 2012
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. Walkthrough
003a. Chapter One: Tutorial
003b. Chapter Two: Quinn's House
003c. Chapter Three: Graveyard
003d. Chapter Four: ARCANE
003e. Chapter Five: The Asylum
003f. Chapter Six: Top Floor
003g. Chapter Seven: Bottom Floor
004. Credits
001-General Information
---------------------------------------------------------
This is a walkthrough for the PC game called "Nightmare
Adventures: The Witch's Prison". This game is available on
several platforms; I am playing the PC version. This is
an adventure game about a woman who inherits an insane
asylum. To contact me about this guide, use my email address
ilovecartoonssomuch@yahoo.com, but make the subject blank
if you do.
Thanks to Sebastian Stöcker (ssT) for providing the ASCII
art at the top of this guide.
002-Video Walkthrough
---------------------------------------------------------
Would you like to see how to beat the game, not just read
about it? Then you'll want to check out this video
walkthrough:
It comes complete with my live commentary.
003-Walkthrough
---------------------------------------------------------
Some versions of this game have three modes: normal, timed
and hard. In normal mode, you have hints, and the items you
can interact with are occasionally highlighted with
sparkles. In timed mode, you're challenged to beat the game
within a certain time. In hard mode, you get no hints, the
items you can use are not highlighted, and Kiera doesn't
take pictures of important clues.
003a. Chapter One: Tutorial
---------------------------------------------------------
In Timed Mode, you have five minutes to complete this
chapter. This chapter is an easy tutorial; your goal is to
open the gate here.
If you look at the sign on the gate, you learn that the
asylum has been condemned for decades. The gates are
locked, so it won't be easy getting inside.
Look inside the window of the building on the left. It's
covered with dirt. Do you see the ladder on the right?
Above it is a scrap of cloth. Grab the scrap of cloth, then
use it on the dirty window. Kiera thinks the rag should be
dunked in water first.
Go to the right. Use the cloth on the water here to get it
wet. Then return left and use the cloth on the window. It
turns out the gate control buttons are behind the window!
Open the car door, then take Kiera's screwdriver. Use the
screwdriver on the gate control window, so you have access
to the buttons. Press the button and...
Nothing happens. The gears are broken.
You might have noticed this earlier. There's a sign in the
lower/left which has fallen. Tap on it to move it aside to
find the gearbox for the gate. It looks like we need to
find five gears in total.
One gear is inside the lamp on the right, while another is
in the lower/left, below the sign. Grab the ladder, then
walk to the right. Use the ladder on the tree so you can
reach the nest. Inside the nest is another gear.
Gear #4 is lying on the ground, amongst the garbage here.
Gear #5 is right about the "T" on the sign.
Go back left and use the gears in the gearbox. Once you put
a gear in the right spot, it locks into place. The two
smaller gears go in the lower/left and lower/right, while
the biggest gear goes in the middle. The other two gears go
in the other two spaces.
Once all the gears are in place, go back to the window and
press the "open" button to open the gate. That ends the
tutorial.
003b. Chapter Two: Quinn's House
---------------------------------------------------------
In timed mode, it takes six minutes to solve this chapter.
Your general goal is to go through Quinn's house and find
some information about him.
Kiera goes down the road which leads to the asylum and
meets Anton Quinn, the groundskeeper. He's the one who
wrote a letter to Kiera, saying that she inherited the
asylum from her family.
Quinn leaves without saying too much.
Lottery ticket Scrap #1 is on the ground here. Examine the
toolbox for Scrap #2, along with an extension cord.
The house is locked. Examine the doormat and move it aside
to find a key. Use the key on the door to get inside. Go
inside, and Kiera finds a note which reads "Vale is #13.
Bring her to me." There is an old picture of her along with
the note. Did someone order Quinn to lure Kiera here?
The house is dark, and there isn't much in here besides a
fuse. Pick up the fuse, then exit. Examine the fuse box on
the right side of the house. Pick up Lottery Ticket Scrap
#3, then put the fuse in the bottom slot. Turn on all four
switches, and light is restored to the house.
Go inside the house. Pick up Scrap #4 from the ground here.
The cabinet in the lower/right has a locked Mr. Creeps
safe. Our general goal in this screen is to open the safe,
by finding out what time Mr. Creeps is on TV.
Open the drawer above it for Scrap #5 and a pocketknife.
Examine the clock on the wall, and remove the battery from
the flap on the lower part of the clock face. Then, examine
the TV remote. Scrap #6 is by the remote. Use the
pocketknife on the TV remote, then put the battery inside.
Now you can watch TV.
Oh, wait, the TV isn't plugged in. Use the extension cord
from the toolbox on the porch to plug the TV into the
outlet. Then press the power button on the TV remote. When
you look at the TV screen now, it says that Mr. Creeps is
on at 11:30.
Return to the Mr. Creeps safe. Set the timer to 11:30, then
press OPEN. It opens, revealing a lot of money, a key, and
a lottery scrap. Pick up the key and Scrap #7. Use the key
on the door here to get access to Quinn's bedroom.
Scrap #8 is on top of the newspapers on the cabinet on the
right. Open the door in the lower/right. Scrap #9 is inside
a coffee mug there.
Move the rug aside to find a hidden entrance to the
basement. It's locked. Move the pillow aside to find a
notebook. On the second page is Lottery Ticket Scrap #10.
The notebook says that Quinn buried a Mr. Creeps item,
along with a keycard. Quinn also has a lucky lottery ticket
number sequence.
Use the ten lottery ticket scraps on the pegboard on the
wall. Your goal here is to reconstruct the five lottery
tickets. Each ticket has three pieces. The two tickets on
the left are 3679, the one in the middle is 1358, the one
in the upper/right is 3629, and the one in the lower/right
is 1368.
The notebook says he won the lottery twice with the same
series of numbers. That must be 3679, the one series of
numbers which appears twice. The notebook says that's the
code for the basement.
Take the red spider token from the lower/right part of the
corkboard, and take the hand shovel from the bucket in the
corner. Leave the room through the door, then leave the
house. Use the shovel on the grave to find the buried Mr.
Creeps item.
This is a puzzle. When you tap on a token, it slides to the
empty spot, and one of the tokens next to the one you
tapped also moves.
Solve the puzzle to get a keycard. Return to Quinn's room.
Use the keycard on the entrance to the basement, and type
in 3679. It opens! Inside the basement are creepy items,
such as a dagger, a story about the asylum being shut down
by a government agency named ARCANE, old photographs and
more.
The computer is locked with a password based on
astrological symbols. A chart for these is on the pegboard,
and a chart of the planets is on the wall on the right.
Look at the computer. It has two parts of the password
filled out.
Sun ___ ___ ___ ___ Jupiter
There are four blank spots, one for each of the planets in
between the sun and Jupiter. These are Mercury, Venus,
Earth and Mars. Mercury is the female symbol with little
wings on top, Venus is the female symbol, Earth is a circle
with a cross in the middle, and Mars is the male symbol.
Enter those four, in that order, to open up the computer.
Quinn is playing a hidden objects game called Unicorn
Wedding Mysteries. Find as many of the hidden objects as
you can. Once you find almost all of them, the game ends.
Aw, man!
Tap on the Vale file to confirm that Quinn has been looking
for Kiera Vale. Tap on Asylum Notes to learn that the
asylum is locked with puzzles and tricks, and Quinn has
been unable to enter it.
Go away from the computer. A voice whispers, "He returns."
Kiera decides to leave before Quinn returns, because it's
obvious that Quinn has been searching for her for years.
She sneaks out before Quinn appears, then she goes along
the road to find a graveyard.
003c. Chapter Three: Graveyard
---------------------------------------------------------
Timed Mode gives you eight minutes for solving this
chapter.
You start off in the center of the graveyard. From here you
can go left or right, or forward to the chapel.
Examine all three tombstones here. They have riddles on
them, which will help you solve various puzzles in this
area. Kiera adds the pictures of the riddles to her photos
section.
The only other thing you can do in the center of the
graveyard now is to look at the birdhouse, near the base of
the tree. Pick up the worm.
Go to the left graveyard. There are five things to do here:
two puzzles and three things to look at.
1. Look at the angel statue in the upper/left. Open the
locket on the angel's neck to get a lock of hair.
2. Look at the grave on the right. It is for Dr. Thomas
Bloodwell.
3. Look at the grave in the middle. It belongs to an an
ARCANE agent. We'll need DNA in order to open it. For now,
just pick up the tile on the grave.
4. The grave on the left is for Henry, Elizabeth,
Alexander, Mary and William. This is the grave that is
mentioned in one of the clues, in the center part of the
graveyard. Here's the clue:
At half his oldest sibling's age
Young Will forever slept
At half her only sister's age
Beth passed as family wept
Alex is the middle child
Interred where S is kept
You can play around with the various ages on the graves;
there are about three or four possible ages, for each
person. Putting these together with the clues, the ages
must be:
Henry - 12
Beth - 4
Alex - 7
Mary - 8
Will - 6
Solving the puzzle gets you a "S" token.
5. In the upper/middle, there is pedestal. Look at it and
pick up the lion token. Underneath, we have jewels and
compass points. This was mentioned on a gravestone in the
center graveyard:
A diamond south
A ruby east
An emerald west
And N's released
You can click on the jewels to move them. Have the ruby
(red) face east, the emerald (green) face west, and move
the diamond (white) south. This lets you pick up the "N"
token.
Okay, so that's almost all of the things you can do in the
left graveyard. Head right twice to the right graveyard.
Just like the left graveyard, you have three things to look
at and two puzzles:
1. On the left, there is an ARCANE box with a book inside.
Pick up the book.
2. The grave on the left has frogs and a jar. Take the jar
for now. When we return, we'll solve the riddle connected
to this grave.
3. The tall grave on the right talks about how the asylum
was nearly burned down in 1886.
4. Move the rocks off the placemat in the lower/right, then
move the placemat. Examine the skeleton underneath and take
some of the small bones.
5. The grave in the right/middle is another puzzle, which
you don't have the clue for.
That's it for the right graveyard. There wasn't as much to
do here as there was to do in the left graveyard. Go left,
then forward to the chapel.
The chapel door is locked. On the ground, you can find a
letter which says that Quinn is a former ARCANE agent. On
the left side of the chapel is a mini-shed, where you can
get a hammer.
To the right of the chapel is the Wystwick Mausoleum.
Presumably, the people who were buried here were Kiera's
ancestors. There are several things here for you to look
at. For example, you can see the plaque on the wall about
the Wystwicks, and you can see the piece of paper on the
ground, about taking DNA samples from the Wystwicks.
There is an empty jar on the ground, on the left. Pick it
up. There is also a briefcase on the ground. Open it to
find an eyedropper and a DNA tester. Take both of those
things.
Leave the mausoleum and go back to the center of the
graveyard. Now that you have two empty jars (one from the
mausoleum and one from a grave in the right graveyard), you
can finish one of the puzzles here. The clue goes like
this:
Catch two flames
To free the I
In croaker's chests
The fires must fly
This clue tells you that you need to get two fireflies. Use
your two empty jars to catch fireflies.
Examine the birdbath in the lower/right here. The
lower/right side of it is loose. Use the hammer on it, and
the water drains out of the birdbath. You get a clue, along
with a ribbon.
Go to the right graveyard. Zoom in on the gravestone on the
left, and put the two jars with fireflies into the frog
statues' stomachs. This gives you an "I" coin.
Examine the grave on the right. The clue from the birdbath
says to spell the name of the person here, and the grave
from the left graveyard says he is Thomas Bloodwell. Click
on the letters in his name to get a "T" coin.
Return to the mausoleum. The four coins you have found in
the graveyard fit on the graves here. The note on the
ground tells you the names of some of the Wystwicks.
Charles N.
Victoria I.
Abraham T
Meaning that the fourth one must be Melissa S. Put the
coins in on the tombs, and the statue's box opens. Take the
sun disc which is inside, then go to the chapel. Use the
disc on the front door.
A puzzle starts. You want to rotate the four rings, so that
the colors in the four corners are accurate. Fortunately,
there are only two yellow spots, one which has to fill up
the yellow in the bottom/right ad one which fills the green
in the upper/right.
The outer ring can't have its yellow in the upper/right
(that would place a red in the lower/left), so it must have
its yellow in the lower/right. That means the inner ring's
yellow must be in the upper/right. From there, just rotate
the middle ring until the door opens.
In the chapel, you have an altar. Look at it, and take the
key. It has five spots to put things.
If you look around the room, you will find five different
drawings. Two are on the walls, two are in books in the
pews, and one is on the bottom part of the altar. Each
drawing is a clue as to what to put on the altar.
First, though, examine the angel statue on the right. It
needs a book. Put the book from the right graveyard on the
angel's hands. Pins fall out of the angel's mouth. Ew. Pick
them up.
Now examine the altar. Put items on the altar, according to
the clues in the room.
Lightning gets a ribbon (from the birdbath in central
graveyard).
Sun gets hair (from the statue in left graveyard).
Stars get bones (from right graveyard).
Moon gets a worm (from the birdhouse in central graveyard).
Leaf gets pins (from the angel statue here).
Solving the puzzle causes the word THORN to be written on
the wall, in blood. This blood belongs to ARCANE agent
Thorn. Take a sample of the blood with the eyedropper.
Leave the chapel, then go to the left. In the middle of
this area is the grave that was locked. Spell out the name
THORN, by pressing the buttons.
Put the DNA tester in the slot on the right, then put the
eyedropper blood on it. This unlocks the grave. Open the
latch to find Agent Thorn's ID card. Pick it up to end the
chapter.
003d. Chapter Four: ARCANE
---------------------------------------------------------
Timed Mode gives you ten minutes for solving this chapter.
Kiera sees some hooded figures go down the road, to the
asylum. She follows, but she is stopped by a gate with a
hand scanner. Your goal for this chapter is simple: find a
way to get past the hand scanner, so you can reach the
asylum.
The hand scanner was set up by ARCANE, so only an ARCANE
agent can open it. How can we get the hand of an arcane
agent, though?
Examine the hand scanner, and take the water bottle which
is resting on it. Then, take a sandbag from the
lower/right, and take the pipe which is on the ground.
Also, take the pipe in the upper/left, over the doorway.
The thing in the middle of the screen is a generator. It
doesn't have any power going into it right now, but it has
a crowbar on top. Take the crowbar, then use it on the door
that is partially covered with boards.
Examine the door. Take the XI tile off of the door. Then,
solve the puzzle. It's a simple slider puzzle. You want to
move the eight tiles around to form a picture. The middle
tile is blank, and the final picture is a circle with a
seven-sided figure inside.
Once you finish the picture, take the tile from your
inventory (from Agent Thorn's grave) and put it in the
middle to complete the picture. The door then opens.
Pick up the pipe piece against the left wall, near the
trash bag. Yep, you'll have a pipe piece puzzle before too
long here.
In the middle of the floor is a slider puzzle. You want to
slide around the pieces, so each piece is in the outlined,
red area. There are multiple ways to solve this puzzle. I
recommend getting the three lower/left blocks in place,
then the lower/right blocks. Solving the puzzle gives you a
piece of hose.
You can go left to the lab here, but it's full of gas, so
Kiera decides not to enter. Instead, go right to the
control room.
There are three pipes in this room to pick up. One is on a
shelf in the green cabinet on the left, one is inside the
leftmost locker, and one is in the box in the lower/right
corner.
There is a box in the lower/left, which is near the
doorway. Open it to get a wrench. Pick that up. There is
also a flask on the desk with the computers which are
turned off now. Pick up the flask, too.
Leave the control room, going back to the hallway. Now that
you have the wrench, you can open up the panel on the back
wall. Zoom in on the panel, then use the wrench on all four
bolts.
You need to put your six pipe pieces onto the board, to
cover up the fourteen holes. The T-pipe goes in the
upper/left, while the Y-pipe goes in the lower/right. The
L-piece goes in the upper/right, whereas the smaller L-pipe
goes in the lower/left.
The piece which is straight up and down is in the
middle/bottom, and the final piece goes in the remaining
two spots. Turn the valve once all the pipes are in, and
gas starts flowing.
Go outside, where the generator is. Zoom into the
generator, then use your rubber hose on it. Kiera connects
the gas to the generator. Press the green start button, and
then power comes on in the computer room.
Go forward, then go right to the control room. Now all the
computers are on. Zoom in on the computer in the lower/left
part of the table, which has a puzzle.
With this puzzle, you move the four tokens along the black
lines. The way to move a token is by pressing a button on
the outer ring, a button which is next to one of the four
tokens. This button turns green, and the places you can
move the token to are highlighted.
Your goal is to move the four tokens around, so they match
the symbols. Once that's done, the symbol in the middle
starts to glow.
When you solve the puzzle, go to the other computer. You
can do several things on this computer. For one, you can
look up ARCANE's files. For another, you can turn on the
ventilation in the lab.
Most interestingly, you can establish a psychic link with
the alleged witch that ARCANE was investigating. You can't
do this, unless you solve the puzzle on the other computer.
Once you establish a link with the witch, the computer
screen breaks. Now, go to passcodes. The holes on the
computer highlight certain numbers. Six is a circle, nine
is a triangle, eight is a square and four is a star.
Now, examine the locked safe, on top of the locker on the
left-hand side of the screen. Tap on the four symbols to
move them. Put the star on four, the triangle on nine, the
square on eight and the circle on six.
Solving the puzzle opens the locker. You get a picture of a
symbol and some gelatin. Pick up the gelatin.
Leave the computer room, then go left to the lab. You have
to use Agent Thorn's ID card to get in; just swipe it on
the card reader. If you didn't turn on the ventilation fan
(by using the computer in the computer room) you can't go
in.
There is a locked box on a shelf, on the left part of the
screen. Kiera can't reach it, due to the poison on the
floor. Put the sandbag (from outside this ARCANE area) on
the poison to cover it, then tap on the box.
The box is locked with a puzzle. You need to press all the
buttons, by starting at a specific button. The way to solve
it is by working backwards from the center.
The starting button is in the rightmost column, in the
middle row. It has one left. Press it, then press the
button one left of it. This one has four left, so press the
one four left of it. That one has one right, so then press
the one one right of it. Keep following the instructions on
the buttons until all buttons are pressed.
Inside the box is a casing of Agent Thorn's hand. We're
going to use this to make a duplicate of his hand, in order
to fool the hand scanner. The only liquid we have on us
right now is the strawberry gelatin, so we'll use that.
Examine the note on the wall. Kiera takes a picture of his
clue. Take the match which is near the right side of the
note.
On the counter here is a gas burner. We'll have to use
this, to get the strawberry gelatin. Simply turn on the gas
by clicking the valve, then use the match on the fire (at
the bottom part of the burner).
Put the flask (from the computer room) on top. Use the
water bottle (from on top of the handprint scanner) on the
flask to fill it with water. Use the strawberry gelatin on
the water, and you end up with a flask full of warm gelatin
goo.
Take the flask, then zoom in on the box with the hand
casing. Use the gelatin on the casing, and it gets filled
with gelatin. We have the hand, but it's too warm and gooey
for us to use right now.
See the small fridge, labeled "Danger: Flammable Poison"?
It's under the skeleton. Use the key from the chapel on the
lock, and the fridge opens.
Take a bottle of the poison to free up space, then put the
gelatin hand inside. Move the temperature slider to the
right to freeze the gelatin. Then, take the hand.
Leave the ARCANE lab now and zoom in on the hand scanner.
Use the gelatin hand on the hand scanner. It opens!
003e. Chapter Five: The Asylum
---------------------------------------------------------
Timed Mode gives you twelve minutes for solving this
chapter.
Hey, we're finally at the asylum! Our goal here is simply
to get inside and solve the puzzles in the first three
rooms of the building.
Examine the four lanterns here. Two of them have symbols on
them, and one has a tile. Pick up the tile.
Examine the fountain here. This fountain is actually a
puzzle. If you remember (or if you check your photos), the
poster on Quinn's wall said:
Even Moon
Odd Stars
A Sun at 6
And that's how you solve this puzzle. Move all the tiles
around so a sun is at 6, moons are on all the even numbers,
and starts are on all the odd numbers. There are three
empty slots on the sides to help you do this; one strategy
is to fill all three empty slots with the same symbol, so
you can slip them into the rotation when needed.
Once you solve the puzzle, you get an eyeball. Back away
from the fountain, then go to the asylum.
The front door of the asylum is locked. The puzzle on the
left requires you to know four symbols, but you've only
seen three so far. Instead, look at the puzzle on the
right.
The hint for this puzzle was:
Make two red moons
A pair to see
And grinning bone.
Four sets is key.
You have twenty tiles here. Based on the pictures and the
clues, it's saying you need to divide the board into four
groups of five tiles. Each group must have two moons, two
eyes and one skull. The five tiles in each group must touch
each other, as well.
Here's a diagram of the solution, if each number stands for
a different group:
111122
13 22
33 42
334444
If you make a mistake, the entire puzzle resets. When you
solve it, Kiera moves inside the asylum.
Well, it looks like this place has been abandoned for
years. Examine the portrait in the lower/right to see a
clue (spiders on a wig) and to find a key. Then, examine
the book in the lower/left to see a clue (the witch was
unsuccessfully burned in 1563) and to find a tile.
You can go left and right here, and to solve the puzzles,
you have to go back and forth between the two areas.
Go right to begin with. Move the pillow to get an eyeball,
and move the newspapers to get a tile. Pick up the tile on
the black bags, and open the blue box on the desk. Inside
is a tile and another key.
Now go left twice, to the left parlor. Take the eyeball
from the skull on the table and the rose from the painting.
Read the book on the couch, and on page four, you find a
tile.
Examine the mantel. Take the tile here. The picture is of
the unsuccessful witch burning, and the book in the central
part of the asylum said that took place in 1563. Click on
the four numbers under the picture until they show 1563.
This gives you a 3 token. Make sure to pick it up.
There is a suitcase in the lower/right corner of the left
parlor. Use both of your keys to open it. This gives you a
coat hanger and a tile. Take both of them.
Now, go back to the right parlor. Use the rose on the
painting here, which makes it match the painting in the
other parlor. A fuse box puzzle appears. To solve this
puzzle, you want to turn the fuses so they all face up. If
you turn a fuse, it automatically turns the fuses next to
it.
I'm told that, if you ever get stuck, leave the puzzle and
come back. It resets automatically.
The easiest way to solve the puzzle is by touching the
topmost and bottommost fuses, then either the two leftmost
fuses or the two rightmost fuses.
Solving the puzzle turns all the power on. Also in the fuse
box is a tile and a symbol clue.
With the fuses in place, you can open the paintings. Open
up both paintings here, by pressing the buttons on them.
The paintings have clues on them, and the left painting has
a tile on it.
Go left. One of the two fountains is working; the fountain
on the left is clogged. Use the coat hanger on it to undo
the clog. It turns out that a number 4 token was clogging
it. Pick that token up.
Go left and open up the paintings in this parlor. The left
painting has a 1 token on it, and the right painting has a
clue.
Go right, and leave the asylum. On the fuse box was the
final clue to the lion puzzle on the left. There are four
symbols in your camera, and you want to duplicate them
here. Press C to change a color and a symbol to change
symbols.
Only certain places have certain colors, and only certain
places have certain designs. This means, in the end, there
is only one way to fit all four symbols there.
Up/left: Green, circle with a circle in it (and four edges
like a cross).
Up/right: Blue, circle with a cross in it.
Down/left: White, blank circle with edge lines facing at
diagonals.
Down/right: Purple, with a horizontal line in it.
Solving this puzzle gives you another letter tile.
Go back in the asylum and go right. As you may have
noticed, there's a letter board on the bookshelf on the
right. Zoom in on it and pick up the last letter tile.
Your goal here is to place letters on the board to spell
out a message that makes sense. Each line of the puzzle
contains two full words. The message is this:
Lost eyes
Ought see
King five
Ace three
Solving the puzzle gets you an eyeball. Go left twice, to
the left parlor. Examine the puzzle on the table, in the
lower/left.
There are four holes in the table. Put your four eyeballs
in these holes. Each hole is next to a card. Move the cards
around until the four cards in the four corners are a king,
a five, an ace and a three. The order doesn't matter here.
Once you solve the puzzle, push the eyeball button in the
middle tile to get a 2 token.
Go right, to the central part of the asylum. You're ready
to finish this chapter, by solving the puzzle here. The
clues on the paintings in the asylum said:
The way to fix a broken chime's
to point each hand to numbers rhyme.
So, your goal is to put all four number tokens on the
board, then rotate them so they point at something which
rhymes. For example, the top place gets the 1, which points
at the sun. The bottom one is a 4, which points at the
apple core. The right one is a 3, which points at the bee.
The left one is a 2, which points at a screw.
Press the purple buttons to rotate the tokens, and press
the yellow button when you're done. The bell rings.
003f. Chapter Six: Top Floor
---------------------------------------------------------
Timed Mode gives you fourteen minutes for solving this
chapter.
Poor Kiera gets caught by the people in robes. They throw
her into a prison cell. Hopefully, escaping from here
shouldn't be too difficult, considering that the asylum is
rather dilapidated. Besides, there are only four rooms on
the top floor.
Examine the painting on the left wall here, and take the
tile from the upper/left corner. There's another painting
on the right, next to the door.
There's a baseball on a small shelf here, a puzzle on the
ground and something shiny in the sink. For now, take the
baseball, because that's all you can do.
Examine the lock on the door. Here, you have thirty-six
tiles to arrange. Pull the lever at any time to see which
tiles are in the right position; tiles that are correct are
pushed down.
Each column is a different color. From left to right, they
are white, blue, green, red, yellow and purple. Each row
has the same design for all six tiles. Keep trying and
checking with the lever until you get everything in place.
Once the puzzle is solved, the door to the jail cell is
open. Go through it to reach a hallway. Examine the two
pictures here. Yes, a picture puzzle is coming up in this
chapter. Throw the baseball from the jail cell at the light
on the ceiling and pick up the tile that falls out.
There are two rooms here, but one is missing a doorknob. Go
through the other doorway.
Examine the window here, and Kiera sees some ARCANE agents.
They have come to rescue her. Hooray! But instead of
waiting for them to appear, she decides to escape herself.
Examine all three paintings in this room. The one on the
top is of a crow. A note in the ARCANE building said
"Crow's eye". A picture of that is kept in your camera, and
this is where you get to use that clue. Click on the crow's
eye to get a tile.
Open the desk drawer here to get a blue candle. Pick it up.
Examine the puzzle on the desk. It's a number puzzle. The
numbers on the frame tell you the sum of all the numbers in
that column or row. The left half of the board is a mirror
image of the right half, and the top half is mirror image
of the bottom half. The solution looks like this:
1p 2w 3p 3p 2w 1p
1p 2o 1w 1w 2o 1p
3p 1w 1o 1o 1w 3p
1w 2o 2p 2p 2o 1w
1o 2p 3w 3w 2p 1o
1o 2p 3w 3w 2p 1o
1w 2o 2p 2p 2o 1w
3p 1w 1o 1o 1w 3p
1p 2o 1w 1w 2o 1p
1p 2w 3p 3p 2w 1p
"p" is purple, "w" is white and "o" is orange. The piece
with three white threes is in the middle. The piece with
three purple twos is right of it. Solving the puzzle gives
you another tile, and a clue.
Finally, examine the birdcage. It also has a puzzle. In
this puzzle, the red birds can move right (but never left)
and the blue birds can move left (but never right). A bird
can only move if the spot next to it, or the two spot two
spots away from it, is open. The puzzle resets if you get
stuck and can't make any more moves.
One solution is to do blue, then two reds. Then three
blues, then three reds. Then three blues, then two reds,
then a blue. Solving the puzzle gives you a piece of red
cloth and a doorknob.
Leave this room now. You'll never need to return. Use the
doorknob on the door on the right, which lacks a doorknob.
This gives you access to the room. Go inside.
There are a few things to do here. One, examine the doll on
the left and take the magnet from her neck. Two, examine
the candleholder on the left. It has a red candle inside.
Take the candle. Three, examine the painting against the
right wall; Kiera takes a picture of it.
Leave this room, then return to the prison cell, on the
left. If you remember, there was something shiny in the
sink. Use the magnet on the sink to get the shiny thing,
which is a butterknife.
Examine the tile puzzle in the lower/left. You want to move
all the tiles around, so they match the middle of the
number puzzle you solved not too long ago.
3p 1w 1o 1o 1w 3p
1w 2o 2p 2p 2o 1w
1o 2p 3w 3w 2p 1o
1o 2p 3w 3w 2p 1o
1w 2o 2p 2p 2o 1w
3p 1w 1o 1o 1w 3p
All four corners are 3p, which means you place three purple
tiles on all four corners. Solving the puzzle gives you a
spider token.
Leave the prison cell, then go through the door on the
right. Examine the pillow here, and use the knife on the
pillow to cut out the tile.
Time for a minor puzzle. There was a clue on the number
puzzle in the other room which said this:
Angel Red
And Demon Blue
Blue to Four
And Red to Two
We have a red candle and a blue candle, as well as two
candleholders. The candleholder on the left is of a demon,
so put the blue candle on it. The candleholder on the right
is an angel, so put the red candle on it.
You'll notice the candleholders are movable. Click on the
candleholders to move them. Have the blue one point at IV
(four) and have the red one point at II (two).
Solving this puzzle opens the bookshelves. Zoom in on this
puzzle. Your goal is to put the eight tiles you have into
the eight spots here, based on the clues. The clues refer
to the eight paintings in the asylum. For example, the
painting of the child had three eyes, so the three tile
goes in the "The Child's Eyes" slot.
The Child's Eyes: III
The Horse's Hide: XI
The Lady's Prisoner: A Lion
The Smoke's Symbol: A Moon
The Statue's Number: V
The Moons O'er a Fire: IV
The Bull's Brand: A Sun
The Wig's Residents: A Spider
Solving the puzzle opens the staircase. Kiera goes down the
staircase. She has a feeling that the Witch is somewhere,
very close.
003g. Chapter Seven: Bottom Floor
---------------------------------------------------------
Timed Mode gives you fifteen minutes for solving this
chapter.
Final chapter, everyone! The goal for this chapter is for
Kiera to find the Witch's Coffin and open it. If I was
Kiera, I would have given up and gone back home a long time
ago, but that just means she's braver than I am.
This room has some mushrooms in the left corner and flowers
against the right wall. You'll be picking some of these
later. Examine the flowers, then take the dagger which is
stuck into the post. The other item here for you to pick up
is a wooden arrow, on the plaque on the left.
There is a puzzle in the middle of the floor. Look at it.
This is basically a pipe puzzle. Rotate the various discs
by clicking on them, and get all the pipes to connect to
each other. The green pipes connect the two green tiles,
the yellow pipes connect the two yellow tiles, the blue
pipes connect the two blue tiles, and the red pipes connect
the two red tiles. Start with connecting the two green
tiles, because that has the least amount of piping to deal
with.
Once the pipe puzzle is over, a bottle of sulfur appears.
Pick it up.
The two statues have plaques. The plaque on the right says
"A careful count reveals the order", and the plaque on the
left has many letters. These letters appear on the door in
the middle.
If you count, the letter X appears seven times, the letter
S appears four times, the letter D appears twice, and so on
and so forth. This means that X is seventh, S is fourth, D
is second, and so on. Putting all the information together,
the code for the door is
M D C S V I X
Press the seven tiles in that order, then go through the
doorway.
In this room, examine the skull above the doorway to find
another wooden arrow. Most of the things in this room are
puzzles you can't solve yet. In fact, the only puzzle you
can solve is the one on the door on the right.
With this puzzle, you have movable columns. Click on a
column to move it. You want to move all the columns in
order to spell out a message. The message is this:
CALL FORTH
THE SWARM BY
CONJRING A
PURPLE GLOW
Solving the puzzle opens the door. Go through the door to
reach what appears to be the witch's potion room. Open her
book in the wall and pick up the blue cloth. Read the book
to see the different types of mushrooms and flowers.
Examine the bowl on the shelf to get a star, and examine
the skull on the far right to find a gold tooth.
Leave this room. Examine the bookshelf near the door, and
put the star you just found into the star indentation. This
starts a puzzle similar to the one you just solved. All you
have to do is move the books around in order to spell out a
message.
You can't swap books in this puzzle; you can only move a
book to the empty space. Just select the book you want,
then click on the empty space to move it there. The Roman
numerals on the shelves indicate how many letters are on
the spine of the book above it.
The message you spell is this:
WHEN SUNS
SET AND
THE FOUR
MOONS
SHINE THE
WITCHS
FORMULAS
WILL
BE
REVEALED
A space opens up, containing a wooden arrow. Pick it up.
Go to the room on the right. The message you just spelled
out is a clue for the puzzle on the circular thing here. It
says the suns must set, so click on all four suns. The
order you click on them doesn't matter.
Solving the puzzle opens up the circular device, revealing
a book. This book has the witch's formulas inside it. Read
this book to learn how to make a red flame and a blue
flame, among other things. Red and blue, mixed together,
make purple, and the clue we found at the door to the room
was "call forth the swarm by conjuring a purple glow". This
means we'll have to make a red flame and a blue flame.
Here are the two recipes:
Red Flame: Mix sulfur, gold and flame blossom in the bowl.
Grind it together and put it in a red cloth.
Blue Flame: Mix moss, dead flies and storm cap in the bowl.
Grind it together and put it in a blue cloth.
Time to get all the ingredients! Gold is from the gold
tooth of the skull in the mixing room. Sulfur is from
solving the pipe puzzle on the floor of the first room.
Flame blossom is a type of flower, which you can pick from
near the right angel statue in the first room.
Moss is from the skull above the doorway in the room with
books. Use the dagger to get a sample. Flies are from the
plaque on the right angel statue in the first room. Storm
cap is a type of mushroom, which you can pick from near the
left angel statue in the first room.
Once you have the ingredients, return to the room with the
mixing bowl. Put sulfur, the gold tooth and the flame
blossom in the bowl, then grind them together. In the iOS
version of the game, you don't need to grind them. You end
up with a powder. Use the red cloth on the powder to pick
it up.
Now for the blue flame. Put the mushroom, fly and moss in
the mixing bowl. Grind them together, and pick up the
resulting blue powder with the blue cloth.
Leave this room, returning to the room with the books.
There is an alcove in the wall with two candles. Put the
red potion on one candle and the blue potion on the other.
You end up with a purple flame and a swarm of bugs.
Use the jar of flammable poison on the bugs to kill them.
As a reward, you get the fourth wooden arrow. With all four
arrows, you can solve the puzzle on the floor here.
This is a simple puzzle. You want to duplicate the design
which was on the circular thing in the mixing room. Put the
four arrows in the four spots. Click on an arrow to rotate
it. Point each arrow to the corner of the screen that it is
closest too.
Once you solve the puzzle, the gears spin. Press the yellow
button in the middle of the screen, and the door to witch's
coffin opens.
Go down the stairs here. Kiera sees Quinn and speaks with
his briefly. Time for the final puzzles of the game!
Read the pieces of paper on the floor. The final page has
many symbols on it. This helps you solve the puzzle on the
right.
For this puzzle, you want to put all nine symbols in their
proper locations. The rows, from top to bottom, are small,
medium and large. The columns, from left to right, are
water, land and sky. Based on these, figure out which
symbol goes where. For example, fish is in small water,
shark is in medium water, and whale is in large water.
Solving the puzzle opens one bar on the witch's coffin.
Time to solve the other puzzle, which is on the left. This
puzzle is chain Sudoku. Each row, column and chain of four
needs to be made up of four different animals.
Click on a tile to change it. Three tiles cannot be
changed, and they help you solve the puzzle. For example,
the space next to the snake in the bottom/right cannot be a
bird or an octopus (because it is on the same chain as a
bird and an octopus), and it cannot be a snake (because it
is in the same row as a snake). Therefore, it must be a
griffon. Here is the solution:
O G S B
S B O G
G S B O
B O G S
O = Octopus
S = Snake
G = Griffon
B = Bird
Solving the puzzle on the left and the right opens the
door. The witch's coffin is now in plain view. Zoom in on
it to find a puzzle. To solve this puzzle, click on the
four rings until they form a human hand, facing upwards.
This can be a difficult puzzle.
Solving this puzzle unlocks an even more difficult puzzle.
Here, you want to press the buttons to rotate the circles.
Do this over and over, so the blue circles are in the blue
area, red circles in the red area and the numbered circles
in their labeled places.
Start with getting the four yellow numbers in place, then
never touch the two buttons on the top to move them out of
position. From there, get the four purple numbers in place
and finish with getting the other colors in their spots.
Solving the puzzle opens the witch's coffin. When this
happens, the ending scenes play and the game is over. Hope
you enjoy the ending!
004-Credits
---------------------------------------------------------
This FAQ is copyright of The Lost Gamer, 2012. If you want
to use any part of this FAQ, ask me first (instructions
under general information).