Mystery Case Files – Ravenhearst

Mystery Case Files - Ravenhearst

Hints, Tips and Tricks:
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To solve the Storage Room Lock:
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1: Click the paper with the "1" on it to get the animation of the man laying the egg.
2: Rotate the "3" slot until the card with the spade suit is showing
3: Click the "2" day sale so that the cent sign appears
4: There is a numbered slot machine in the upper right. Click each number until it 
   matches each numbered picture on the screen. (1 should be an egg, 2 should be 
   the cent symbol, and 3 should be a spade). When you've done it correctly, a mouse 
   will come out of the box.
4: Click on the "Feed me" paper on the shelf to reveal a mouse hole.
5: Click on the cupboard in the upper left to reveal a 
can opener. Click on the can opener to open the can.
6: Click on the can twice so it rotates upside down.
7: Rotate the magnet so it's pointing at the can lid, to make the lid open and food 
   to come halfway out.
8: Click on the food to make it fall onto the plate, then click on the cat. The mouse 
   will now come through the hole and emerge at the bottom of the screen. Click the 
   mouse and it will run into the wheel. After a few seconds, the door will unlock.

To solve the Cellar Lock:
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1: Your goal on the lightbulb grid is to get all the lights on. To solve, click the 
following lights in sequence: 

-Upper right corner
-Bottom right corner (this light will now be off)
-Lower left corner
-The upper left light should be on, and there should be a row of four "off" lights 
 in a diagonal row heading down to the bottom right. Click these four lights in order, 
 starting with  the topmost one.

2: Once you've lit the entire grid, the green light bulb will go on. Turn the crank 
   below to produce a green battery. Fit this battery into the green battery slot.
3: The grid of lights will reset itself, but this time it's easy to solve. Click 
   each of the four corners, then the light in the exact middle. Turn the crank to 
   get the red battery.
4: On the grid, click the middle light in each of the four outer rows, then the exact 
   middle light. Turn crank for yellow battery.
5: Click the exact middle light, then the light above it, hen the light below it. Turn 
   crank for the purple battery.
6: Click each of the four corners, then each of the "off" lights diagonally next to 
   each corner. Turn crank for turquoise battery.
7: Once you've fit all the batteries in, the TV will turn on. There are three video 
   games that you must beat to continue. You can toggle between them by pressing 
   the three green buttons below the screen.
8: The first game is a Pong-inspired game. Use the crank on the right to control 
   the paddle. You must return the ball 15 times in a row to pass.
9: In the second game, you must keep your square in between the two lines for 35 
   seconds.
10: In the third game, your goal is to collect 25 of the circular objects while 
    avoiding being hit by the heart-shaped objects.
11: When you beat all three games, the words "Game Over" will appear followed by the 
    silhouette of a key. Turn the door handle in the lower left to continue.

To solve the Final Door Lock:
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Each key has a symbol on its end that corresponds to the symbol etched into the 
door near each of the circular displays. Drag each key into the screen in the 
top middle of the door, and the screen will display a letter. Click the red button 
next to the symbol that corresponds to the key so that it turns green, and use the 
rotating dial at the bottom of the door to rotate to the corresponding letter. 
Repeat for each key until you've spelled out the word.

To solve the Parlor Lock:
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Hint: To unlock this door, the wooden tokens must be fit into the appropriate 
slots. The circle of slots is divided into two halves, the left being light and 
the right being dark. You must fit the tokens that have sun/light themes into 
the left side, and darkness themes in the right.

1: Left: sun, sun hat, sunflower, umbrella, sundial, sunglasses Right: owl, 
   bat, moon, Saturn, star, flashlight
2: Flick the light switches on either side to unlock the door.

To solve the Servant's Quarters Lock:
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1: Click the valve to the left of the clock at the bottom of the screen so that 
   it moves to the other side.
2: Set the clock hands to read 9:30.
3: Click on the bottle opener hanging on the wooden shelf and drag it over to the 
   purple bottle to uncap it.
4: Click on the red wheel twice to turn the bottle upside down and empty the 
   liquid into the container.
5: Click on the wind-up car to cause a spark that ignites the flame under the 
   pot and causes the liquid to roll down the pipe into the bath tub.
6: Inflate the balloon with the air pump until it rises and causes an event that 
   reveals a valve.
7: Click the valve to steam away the lock and open the door.

To solve the Guest Bathroom Lock:
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1: Click the Death tarot card to reveal a Z button. Click the Z button to make 
   the fortune teller appear.
2: Click the green button to make the fish move, then click the blue button to 
   make the fisherman lower his rod so that he catches the fish. Time your button 
   presses so that the fish and hook meet. (Hint: Click the blue button first, 
   and when the rod is on its way down, click the green button.)
3: Once the fish is in the grinder, flick the yellow switch to the right of the 
   slot machine to create a fishbone in the slot machine.
4: On the chalk board is a tic tac toe game. Play tic tac toe by clicking on 
   any square to fill in an X. Win the game and the board will explode to 
   reveal a lever. (Hint: if you lose, you can exit to the map and re-click 
   on the guest bathroom to restart the scenario. Or, better yet, play the game 
   again (and again) until you win so you can go to the next level.)
5: Pull the lever to play the slot machine until you get double fishes (paired 
   with the fish bone equals triple fishes). A nickel will roll out into the 
   coin catcher.
6: Click the nickel and drag it into the coin slot to the left of the fortune 
   teller. A paper key will appear.
7: Click and drag the paper key on top of the paper key cutout on top of the 
   door handle to unlock the door.

To solve the Music Room Lock:
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1: Press the red "on" button on the orange panel to reveal three dice.
2: Press the valves above the dice the number of times corresponding to the 
   dice (i.e. if the die says "4" press the valve 4 times.
3: When you press all the valves, a coin will roll into the elephant's mouth 
   and raise the bellows, and a new set of dice will appear.
4: Repeat 3 two more times until the lips on the end of the bellows are in 
   front of the horn mouthpiece.
5: Press the bellows to blow the horn, causing three music notes to appear 
   on the staff paper below
6: Play the notes on the keyboard to unlock the door.

To solve the Surveillance Room Lock:
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1: To the left of the Venus Fly Trap you'll see a severed wire. Click on the 
   hole to reconnect the wire, which sends power to the electronic device.
2: Click the switch on the black device above to turn it on and power the 
   light.
3: Click the orange button on the TV to turn it on. Adjust both the antenna 
   and the knob with the pliers until you get an image with some numbers on 
   it.
4: Type that string of numbers using the keys on the typewriter to let the 
   fly out of the cage.
5: Click on the fly and it will fall into the mouth of the Venus Fly Trap.
6: Click the Venus Fly Trap to solve the puzzle and unlock the door.

To solve the Library Lock:
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1: There are seven clocks in this room, plus the big white clock with 
   moveable hands. Do the following for each clock: Move the hands of the 
   big clock to match the hands on the little clocks, and press the red 
   button next to the big clock. This will cause one of the panels at the 
   bottom of the screen to open, revealing an object. 
2: For each revealed object, find and drag the corresponding opposite object 
   into the empty slot behind it. These objects are scattered throughout the 
   room.

Angel           - the red devil head in the upper right of the screen
Female symbol   - the male symbol hooked around the bottom dial on the square 
                   brown clock
Fire            - the icicle hanging from the square black clock
Girl photograph - the black and white boy photograph handing on the wall
Moon            - the sun in the face of the clock with Roman numerals to 
                  the left of the big white clock
Rabbit          - the tortoise sitting on top of the big white clock
Salt            - the pepper shaker sitting on the white clock in the lower 
                  left of the screen

3: The closed panels now contain a variety of objects that represent numbers
   (5 fingers, 2 cards, 6 pointed star, 4 leaf clover, 3 point triangle, 5 
   fingers, 3 pronged trident) key these numbers in sequence into the keypad 
   to unlock the door.

To solve the Attic Lock:
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1: There is a device with symbols and Roman numerals on it. Find these objects 
   on the screen (snake, doll's hand, dagger inside the large clock, grey arrow 
   with lamb's head on it) and rotate them fully by clicking multiple times to 
   cause letters to be revealed.
2: The revealed letters correspond to the four lettered blocks on the shelf next 
   to the Buddha statue. Pay close attention to the direction each revealed letter
   is facing, then rotate the blocks to match.
3: When you've done this correctly, the green WC light will begin to flash. 
   Click on the toilet seat to lower it, then press the handle to flush the 
   toilet and a yodeler will appear in the painting. Flush the toilet a few 
   more times until the yodeler climbs all the way up the mountain. Eventually 
   this will trigger the hammer to fall, breaking open the doll's head and 
   revealing a key to unlock the door.

To solve the Shed Lock:
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1: Click on the turquoise can so that a fly pops out of it.
2: Click on the amber-colored bottle on the top shelf to remove the cork. A 
   second fly will come out.
3: Click on the yellow can on its side and a third fly will fly out.
4: Click on each fly and drag it onto the glowing turquoise electrical current. 
   The fly will get stuck and close the electrical circuit, which powers up the
   horse racing game.
5: Click the red button on the black number dial and rotate it so that the pointer
   falls on the number 35. A piggybank will descend.
4: Click on the piggybank and it will drop a nickel through the pipe.
5: Drag the nickel into the coin slot to the right to activate the horse racing 
   game.
6: Click on one of the colored buttons to choose which horse you bet on to win, 
   then click the lever above to start the game.
7: Keep playing the game until your horse wins. It's best to stick with one color 
   until it wins instead of going from color to color, since winning seems 
   completely random. When your horse wins, the lock will break.

To solve the Greenhouse Lock:
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1: There are eight pictures depicting the growth cycle of a frog. By pressing 
   the green buttons, you must put these pictures into sequence from earliest 
   to latest. Starting from the bottom and curving right, the number should be 
   set to: 4, 8, 6, 1, 7, 3, 5, 2. When you've done it correctly, a roll of duct 
   tape will appear in the upper right corner
2: In the lower left corner, click the water pump switch twice until the water 
   turns on and starts dripping out of the hose.
3: Click and drag a piece of tape over the leaky hole to fix it.
4: Click the switch below the middle flower pot once so that the color turns 
   to yellow.
5: Click the switch below the right flower pot twice so that the color turns to 
   blue.
6: Turn the dial on the pump to extend it over each of the flowers. Click the 
   green dial near the plant food bottle, then click the red lever on top of the 
   pump to feed the plant. Do the same with the blue dial for water. Feed and 
   water all three plants so that a flower grows in each pot.
7: Now you have the pluck off certain petals so that the plants match the picture 
   on the wall. When you've done it correctly, the key will appear.

To solve the Nursery Lock:
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1: This is a memorization game. Press the button on the device in the lower right, 
   and it will flash a series of objects in sequence. You must select these objects
   and drag them into the correct spaces in the grid below. The first one will be 3 
   objects, the second time will be 4 objects, and the third will be 5.

Tips: This isn't easy. Concentrate, and if it helps, write down what the objects 
are on a piece of paper to help you remember. As soon as you know what the first 
item is, try to click on it without taking your eye off the rest of the flashing 
items to get a head start. Move fast! You don't have a lot of time.

2: After you've completed the final Match 5 challenge, five paper symbols will 
appear: Sheep, dog, turtle, bird, reptile. Push the buttons corresponding to the 
symbols on the large middle pbject (i.e. snake = turtle).

To solve the Guest Quarters Lock:
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1: There's a battery to the left of the apple. Drag it to the battery receptacle 
   in the lower right of the screen
2: Rotate the pistol so it's pointing at the apple. When you have it positioned 
   right, it will fire and break a piece off the apple, revealing symbols scribbled 
   onto paper
3: Type the symbols from the paper using the keys in the upper right corner, and 
   press the green button to cause a boot to appear behind the chicken.
4 (optional): Pull down the lever on the toaster. When the toasted bread comes 
  back up, it will read 3 1/2 inches.
5: There's a counter next to the wooden ruler. Set the arrow to 3 1/2 inches, 
   and press the red button below, which will cause three bottles to lower.
6: There are two levers to the left of the bottles. The upper lever slides the 
   bottles, and the lower lever pours out contents into the mixer below. Use 
   the levers to create a feed by combining ingredients from the bottles.
7: Use 2 doses from the Diamonds jar, 3 doses from the Spades jar, and 2 doses 
   from the Moon jar. Pull the lever on the mixer to create chicken feed. Turn 
   the crank on the box with the typing keys to cause the boot to kick the 
   chicken. The chicken will feed, then produce an egg.
8: Repeat the process using 2 doses from Moon jar, 1 dose from Spades jar, and 
   1 dose from Diamond jar.
9: There should now be four eggs in the carton. Use the dials on the right to 
   adjust the colors in each window to match the colors on the eggs. Click on 
   the lever to the right to unlock the door.

To solve the Workshop Lock:
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1: Manipulate the Click n' Slide blocks so that you can slide the battery down 
   into the receiver below.
2: Click the switch to the left to turn on the fan.
3: Click the white button on the fan twice to move the fan to the bottom position.
4: Click the "03" panel to reveal a red button.
5: Press the red button to cause a multi-colored ball to 
   fall into the fan, get launched, break the Santa egg in half to reveal a battery.
6: Take the battery and place it in the beige square with the /- symbol to the 
   right of the guitar.
7: Set the dials on the voltage meter above to read (left dial) 8 and-(right dial)3.
8: Click on the pick taped to the guitar and drag it across the strings. The noise 
   will cause the monkey to jump, revealing a swipe card inside the amp speaker.
9: Click on the card and drag it through the card reader below the amp.

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