Case cheat file hint mystery ravenhurst




















Select the screen and then choose the Mad-man character, then easy or hard. Collect all the pills on the board. Press the red button B. Solution: Go to Asylum hall. HOP solution one I. HOP solution two J. Go to the Security room. Solution Walk down and go left.

Return to Ravenhearst Q. HOP solutions one T. HOP and two U. Go to the Museum ruins. Go left. Solution G. Go to the Museum ruins; go right. Go to the Memorial garden J. Walk down; go left. Select the dials to make the choices S. Go to the Memorial garden. Arrange the wires as shown; pull the lever A. Swap the fuses as shown pink. Move the token on the path B.

Find the matching pieces on the clock C-color-coded. Place the two cards as shown D. Place the wings E on the caterpillar F. Set the clock to using the clue provided G by dragging the two cogs H. Use the arrows to change the lock I to fit the key. Place the key J in the lock. Select the tiles until they are the right height K.

Select the dial L. Place the 3 cards red as shown M. Take the manor N ; place it O. Select the lights as shown P by using the clue Q.

Place the seal R on the scroll S. Place the coins green in the right spots T. Select Select the five souls U. Go through the door for the Cemetery. Go to the City gate C. Select the boat D. Select the moss twice. Go to the City gate. Go to the Tower L.

Remove the debris P1. Place the NET Q ; select the three rocks orange. Return to the Cemetery. Return to the Tower.

Select the symbols V. Enter Gallows square. Chapter 4: The City Look at the note. Remove the chains C. Go right and then to the Street fair D. Read the note. Enter the Bailiff's office. Enter the Locksmith's workshop. Play the puzzle Z. Look At the note. Go to Alister's dwelling C. Look at the three notes orange. Place the building pieces as shown H. Return to Alister's dwelling.

Solution M. Return to the Bailiff's office. Set the dial to 7. Place the numbers as shown N. Select Ox7. Combine pairs of bubbles P-R. Move the single bubble to S and select it. Set the dial to 3 T. Move AA right x3. Move BB right x2-up-left-down-right x2. Move AA left-down x2-right. Set the dials CC ; select DD. Workshop Basement click the sparkling area to the left and get a puzzle. Whack the Troll Puzzle this is just like the arcade game, whack the mole until you have points.

DO NOT whack the red moles, they subtract 5 points from your score! Bedroom once you get the hammer from the toy store, use it on the nails on the bedside table. Beauty Shop enter a hidden object area and receive another typewriter key. General Store click the counter and enter a hidden object area and receive yet another typewriter key.

Telescope once you get the coin from the whack a troll game toy store place in the coin slot on the telescope. School House before entering click the side and see a degree carved in there, these vary from game to game mine was , make a note of it. Toy Store once you've gotten into the schoolhouse, you'll be able to come back here for another hidden object area.

Workshop Basement click the telephone box right wall and use the bug spray on the roaches. Telephone Puzzle you have to turn all the lights to make one continuous path. Gingerbread House read the creepy rules under the clown. Gingerbread House Door Puzzle. Hallway Door Puzzle this is a matching game with a twist. Girls Bedroom click the doll house to enter a hidden object area and receive a typewriter key.

Closet click the back wall revealing a hole and a phone number. Workshop once you have the telephone number from the girls bedroom closet, click the telephone. Underground Passage use the long stick on the bucket. Inside the Well click the door to get a puzzle. Inside the Well Puzzle click anywhere on the board. Well you can now crank the well brining the bucket up to retrieve a knife.

Toy Store once you get the potholder from the gingerbread house, click the stove. School House now that you've set the stove in the Toy Store to the right temperature, click the side of the school house again and get a puzzle. Schoolhouse Basement use the belt on the sharpening block. Workshop Basement once you sharpen your knife , use it on the teddy bear.

Inside the Well once you get the matches , enter the door and light the bowls of kindling on the right and left. Toy Store collect the last typewriter key from the hidden object area, go back to the Room of Doors.

Room of Doors click on the right door for your third puzzle. Right Door Puzzle place the missing keys on the typewriter refer to the picture or your own keyboard. Cable Car click the top to enter a hidden object area and receive a putty knife. Beach click on the broken shop to enter a hidden object area and receive a spare key. Steps use the putty knife on the steps to reveal some bird head carvings in various positions, make a note of these.

Chasm Puzzle remember the carvings on the stairs, you need to duplicate these in the puzzle. Cottage once Victor does whatever he does with you, you'll see a baby carriage, click on it to enter a hidden object area and receive a bobby pin.

Library click on the books to enter a hidden object are and receive a film reel. Theater place the film reel on the projector. Library once you've watched the film click on the bookcase and get a puzzle. Zoom into the drain 2 to hear voices. Return to the car. Zoom into the hood of the car; open the hood with the RAG. Return to the outside of the lighthouse. Note the numbers on the book 2.

Examine the chest to activate a puzzle. Using the plus and minus buttons, change the center numbers to reflect the code on the book. The solution is random but there are a few steps that should work for everyone. At this point the two left button should be at 6 and the two right numbers should be at 2. Now click on the D button until the two left numbers are the same numbers as your solution.

Press the E button until the 2 right numbers are the same as your solution to complete the puzzle. Examine the map 4 ; note the secret lever on the side. Go through the door. Zoom into the spilled bucket; use the RAG on the spill 3 times 5. Examine the green cabinet to access a MOS 6. Walk down and go up the steps. Look on the left side of the wall; note the etchings NWSNw. Look over the railing 8. Go up the steps. Look over the railing A. Click on the knob B ; examine the broken wall C.

Using the clues found in the lighthouse, enter the numbers shown on the screenshot and then click on the lever D. Go up the ladder E. Zoom into the controls; click on the lever 3 times in any direction F. This action will break the mechanism. Walk down until you reach the fuse box outside of the lighthouse G. If you don't have the car fuse, go back to the car and take it from inside the engine you will need the rag and the bucket of water. Arrange the fuses and switches in such a way that the numbers fall into the correct slots.

The beginning number is random but the solution is always Please look at the screenshot to view the path each number takes. If you concentrate on one number at a time, you can see how that numbers changes as it goes through the board. It can you give a better idea of how to adjust the dials. Solving the path one number at a time is easier than doing them all at once.

Each time a number passes through the symbols, it will flip the image of that number. Your goal is to adjust the symbols correctly so the numbers fall on the right side up. Go back to the cottage. Head right and follow the hose down K. Go up the hose. Return to the main gate; go through it and go forward. Zoom into the left tombstone; note the numbers on the 'Edmond Last' grave.

This number is random. My number was P. Return to the lighthouse tower. Zoom into the controls; using the code etched on the tombstone, move your levers in the appropriate order. Using the code on the paper the levers are marked as follows: 1 is right, 2 is down, 3 is left and 4 is up. As each move is entered correctly, a green light will light up. Enter the numbers found in your game. Return to the cemetery.

Your name will appear on the gravestone R. Go into the grave for a cut-scene to appear S. Go through the hub. Examine the sign; it states that visitation hours begin at B. Zoom into the door to activate a puzzle. Change the clock hands so that collectively they form the number 2 C. Zoom into the table; note the dog food cans D. Find the 20 items on the list. Go down the hallway.

Click on the head G. Note the eye chart I. Zoom into the debris on the ground to activate a MOS L. Find the 12 morphing objects marked in red. Click on the left door N. Click on the panel to expose a puzzle. The solution is random; you must click on 12 eyes in the correct order to solve the puzzle. If you make a mistake, the puzzle will automatically reset and you must start over with a new sequence.

Go through the door after you complete the puzzle. Look at the clipboard and read the clue O. Watch the TV monitor P. Walk down and go forward.

Click on the mannequin doctor Q. Zoom into the top of the cabinet; note the spilled beaker of blood R. Click on the buttons to activate a puzzle. Click on each round button the square buttons are static to change the digits to the numbers that add up to that square.

Once a set of numbers has been entered correctly, the number on the square will light up. Please look at the screenshot for the solution U. Open the left door and go through it. Examine the sink for a MOS. Go outside. Return to the morgue. Zoom into the freezer door D. Change the numbers on the dials E to the code found in the intercom F. Click on the handle G to open the freezer door. Examine the toe tags; write down on a piece of paper the numbers circled in red height and whether the toe tag number is between 1 and 5.

Zoom into the eye chart. Using the 5 sets of RANDOM numbers found on the toe tags circled in red , and their positions from 1 to 5 , look for the matching numbers on the eye chart. The first number circled in red on the toe tag represents the number on the side of the eye chart 10 through 4.

This section is marked in green on the screenshot. The second number circled in red, represents its position in that row. For example, If your first number is 5'1 — locate the number 5 on the right side of the eye chart and then write down the 1st letter in that row which is 'B'.

Starting from the left, count to the number you need in that row. For example, if the toe tag says 4'6, then look for the sixth number on row number 4. Repeat the same process for the rest of the toe tags until you have all the letters. Once you have your solution, walk down to return to the reception area.

Click on the window. Zoom into the pad; enter the code from the eye chart that is unique to your game. Go into the birthing room on the right. Look at the TV monitor. You have to click on the stomachs so that all of the mannequins remain pregnant. When you click twice on a non-pregnant belly, the belly of the woman to the right of her will become pregnant. Start on the right and work your way to the left do not click on the very last stomach.

When you get to the last lady, click on her HAND to inflate her belly. To solve the puzzle, click on the stomachs in this order A is the first lady on the left and E is the next to last : E x 2, D X 2, C x 2, B x 2, A x 2, and on the hand. At this time all stomachs should be raising up and down. In order for the solution to work, all bellies must start in the flat position. Examine the back gate; note the numbers G. Return to the hallway. Zoom into the x-ray device on the right.

Return to the birthing room. This action opens the back gate. Go through the back gate. Look at the TV monitor I. Note the DNA device by the bed J.

Return to the hallway and go into the left room. The first pill was located on the x-ray device. The second pill was located on the sink in the morgue. The third pill was on the patient in the operating room. The fourth pill was in the mouth of the first pregnant woman.

If you lift up a tab and it looks like a 'b' use that as a number '6'. Return to the room in the back room of the birthing room. Zoom into the device; slide the dials so the numbers fall on the lines you believe correspond to the numbers you found on the certificate of birth. The low numbers are on top and the highest numbers are at the bottom. The actual gauges don't have numbers or notches; I added notches to the screenshot where the numbers should be to give you a better idea of where they need to be placed.

Zoom into the gauges on the left; verify that the numbers you set on the device are correct, if they are not, re-set the dials on the DNA device.

The letter D corresponds to the left gauge. The letter N corresponds to the center gauge. The letter A corresponds to the right gauge. Once the gauges are in the right spots, click on the small green button in the upper right for a baby to fall into the basin.

Zoom into the baby; click on its mouth and its eyes will blink. Each time the baby blinks the eyes will either appear green, red, or blue. If you cut the correct wire while the baby's eyes don't match; the puzzle will reset. If this happens, click on the green button to bring back the baby.

Don't worry about cutting the wires all at the same time, cut one wire and wait until the eyes turn to the right color again to cut the matching wire. Walk down 4 times to return to the hub. Go through the front door and then go into the left door. Walk Down and go up the steps.



0コメント

  • 1000 / 1000