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11th Hour Walkthrough 3

11th Hour Walkthrough 3. Your next riddle is "What kind of jewelry is angrier." You must solve a puzzle before you can solve this riddle. Go to Jul. Heine's room and click on the jewelry box. The object of this Jewel Puzzle is to match the colors of the touching sides of the gems. Double click the jewels to make them turn. You can move the positions of the jewels by single clicking the one you want to move and then single clicking the position you want to move to. Once you solve this puzzle, click on the mirror vanity and then on the small earring in the center to solve the riddle.

Your next riddle is "You might hear a well mannered cockney." Go to the attic. Now go through the wooden door. On the ground in front of you is a Beehive Puzzle. Click on it. Once again you are playing against Stauf. This is the same type of puzzle as the microscope puzzle in the 7th guest. There is no absolute solution. Keep trying. Count on losing at least 3 times before you win.
Your next riddle is "Instrument is sharp but is missing its head." Go to the music room. You must solve another puzzle before you can solve the riddle. The Furniture Puzzle is on top of the fireplace mantel. This is probably the toughest puzzle in the game. It should take you at least 90 move to solve it. Once you solve this puzzle, click on the harp in this room to solve the riddle.
Your next riddle is "A defective truck with a crane." Go up the stairs. Click on the Nutcracker figure which is just outside the Game Room door in the hallway. This solves the riddle. Your next riddle is "Look at key missing first." Go into the games room and click on the eyeball on the pool table to solve the riddle. Your next riddle is "Disabled cutting edge." Go to Ham. Temple's room and click on the dagger in the headboard to solve the riddle. Your next riddle is "unreasonable reason." Go to the attic and click on the train to solve the riddle. Your next riddle is "Paper used in unusual thesis." Go to Mrtn. Burden's room and click on the bed sheets to solve the riddle. Your next riddle is "Adroit holding a sharp instrument." Go to the kitchen and click on the clever in the wall to solve the riddle.

Your next riddle is "A deserted arthropod." Go to the dinning room and click on the dessert on the table. This is another puzzle you must play against Stauf. The object is to get 4 of your candies in a row (horizontally, vertically or diagonally) to win. Your next riddle is "6632646254626455466." Click on the white lion state at the top of the stairs to solve the riddle. Your next riddle is "Drink left at sea." Go to Ed Knox's room and click on the glass of wine (port) to solve the riddle.

Your next riddle is "Snake, baby, trap." You must solve a puzzle before you can solve this riddle. Go to the Doll Room. Click on the Bishops Puzzle located on the dresser. The object of this puzzle is to swap the positions of the white and black bishops. It will take you at least 18 moves. This one is fairly simple. Once you solve it, click on the floor boards under the shelf with the ballerina statue on it. You will go through the floor. Now click on the big, pink rattle to solve the riddle. Your next riddle is "A letter from Greece." Go to the grandfather clock and click on the number 11 on the face of the clock.**SAVE YOUR GAME HERE**

Your next riddle is "This eight letter word has kst in the." Go to the library and click on the desk. Now click on the pen and ink holder to solve the riddle.Go to the doll room and then through the floor boards again. Now click on the toy doll house on the floor. This is the final puzzle of the game and, of course, you play against Stauf. To win you must get five of your "stones" in a row (any direction) or capture five pairs of Stauf's stones. To improve your odds, I suggest you leave a space between your first few stones. I also find it easier to capture Stauf's stones than to form a line of five.Once you solve this puzzle, you will be faced with an 11th hour decision. Only one of the choices is truly correct. End of 11th Hour Walkthrough.

11th Hour Walkthrough 2

11th Hour Walkthrough 2. Your next riddle is "Skedaddled." Go to the Library and click on the desk to solve this riddle. Your next riddle is "Part of the body examined in doctors office." Go to the art gallery and click on the torso of the white statue on the floor to solve this riddle. Your next riddle ".Sounder."can be solved by going back to Brian Dutton's room and clicking on the bottle of champagne on the floor (the same one as before). Your next riddle is "Animal Sullied Street." You must solve a puzzle before you can solve this riddle. Go to the games room and click on the white Pool Balls. There are nine balls. Choose them in this order:76 85 4 92 13To solve the riddle, click on the picture of dogs in this room and then on the Irish Setter. Your next riddle is "JFCR VX QCTF." To solve the riddle go to the main foyer and click on the FACE of the grandfather clock.

Your next riddle is "ZV GOTDY OD MPY." You must solve a puzzle before you can solve this riddle. Go to the bathroom upstairs and click on the Spider Puzzle which is on the floor at the end of the bathtub. Think of this puzzle as points on a compass where N=north, E=east, S=south, W=west etc. Do the following moves in order:NE to S SE to W W to NE SW to N N to SE SE to W NW to E E to SW SW to N N to SE S to NW NW to E E to SW NE to S S to NW W to NETo solve the riddle, click on the straight razor on the bathtub. Your next riddle is "Fruit Loop on Stove." Go to the dinning room and click on the picture of fruit. Now click on the orange to solve the riddle.

Your next riddle is "Dreams abound of arming the rebels." You must solve a puzzle before you can solve this riddle. Go to Ed Knox bedroom. Click on the full length mirror next to the door. This Mirror Puzzle is simply a sliding tile game. You must rearrange the tiles to form a consistent picture. If you click at the bottom of your screen to restart the puzzle, you will see what the end result should look like. Once you solve this puzzle, click on the picture above the fireplace in this room to solve the riddle. Your next riddle can be solved by going to the Library and clicking on the picture near the telescope.
Next, go to the Chapel and click on the concrete slab with the picture of a triangle in the middle next to the wooden door. The object of the puzzle is to create an unbroken path of your color (red) which touches all three sides of the triangle. You play this one against Stauf. Although there is no absolute solution, this one is fairly simple to win. I suggest you start in the middle of the second to bottom row and work to the sides and down one. You get a video clip after you solve it. Your next riddle is "Put an olive in a stein." Go to Brian Dutton's room and click on the TV to solve this riddle. Your next riddle is "A vital instrumental part." Go to the chapel and click on the organ to solve this riddle.

Your next riddle is "22233642-736846873." You must first solve a puzzlebefore you can solve this riddle. Go to the attic. There is a model train set on the floor. Click on the Train Puzzle. To solve the puzzle you must spell the word STAUF. Use the switcher to move the train between the tracks. This one is fairly easy although it may take a long time. Once you solve this riddle, look for the table with chess pieces on it in this room. Click on the table. Now click on the white rook to solve the riddle. Your next riddle is "Light piece from great orchestra." Go to the chapel and click on the torch which is on top of the alter to solve this riddle.

Your next riddle is "Cheesy gadget that sounds larger." You must solve a puzzle before you can solve this riddle. Go to the kitchen and click on the Plate Puzzle which is on the wooden block table. The object of the puzzle is to stack two plates at each of the points on the star. To solve the puzzle I suggest you do the following. Draw a rough picture of the star on a piece of paper and then number all of the positions of the plates from 1 to 10 starting at the top and working clockwise (to the right). Now move your plate in the following manner:Move the plate at position 6 to position 9 Move the plate at position 4 to position 1 Move the plate at position 2 to position 7 Move the plate at position 8 to position 5 Move the plate at position 10 to position 3Now click on the grater on the stove to solve the riddle.-Your next riddle is "500=100=0." To solve this riddle go to the lab. There is a cart with a bottle and some trays on it. Beside the bottle on this tray is a 7th Guest CD-ROM disk (not the box). Click on this disk.

Your next riddle is ".Pearlies won't rot." To solve this riddle go to the bathroom and click on the toothpaste which is on the sink. Your next riddle is "Slyness holding shipment in choppe." You must solve a puzzle before you can solve this riddle. Go to Ham. Temple's room and click on the cube which is on the bottom shelf of the night stand. To solve this Cube Puzzle do the following:Select the #4 to the right of the starting point then select the #1 to the right then the #3 to the upper right then the #1 to the lower right (the #4 and #6 will appear automatically) next select the #2 to the upper left of the #6 then the #1 directly above. That's it.In the same room click on the guillotine to solve the riddle. Your next riddle is ".Rise." Go to Mrtn. Burden's room and click on the Pyramid Puzzle on the small table. To solve to puzzle you must unscramble two 15 letter words. The first word is "Unintentionally" and the second word is "straightforward." Now click on the red (living) rose in the vase on the nightstand to solve your riddle. Continue to 11th Hour Walkthrough 3.

11th Hour Walkthrough

WALKTHROUGH FOR THE 11TH HOUR THE SEQUEL TO THE 7TH GUEST. Few people know that you can move from room to room in the 11th hour by clicking on available rooms from your Map in the Game Book. This saves time traveling around the house. You can also use your right mouse button to eliminate transitions (i.e. moving from one spot to another).Once you finish the game you will be awarded with an "Open House" file which will allow you access to all rooms, puzzles, videos etc. the next time you start the game (same as with the 7th Guest).

Walkthrough:At the start of the game your cursor will be blinking. This indicates that you should look at your Game Book. Do this by clicking at the top of the screen. Your Goal is to try to save Robin (your female companion) and, if possible, to destroy the evil house. In order to do this you must solve puzzles and find the solutions to many riddles. Puzzles are 3D games which you can virtually manipulate. Riddles are given to you to solve by Stauf through your Game Book. Open your Game Book. Your first riddle is "Winter coat worn for a mixer." To solve this riddle, go to the Library and click on the bottle of tonic water which is on top of the fireplace. You will get to watch a video clip.

Your next riddle is "Rolling rock, bottle cap." You must solve a puzzle before you can solve this riddle. Go to Brian Dutton's room (see your map) and click on the Cash Register Puzzle at the back, right side of the room. The object of the puzzle is to make both sides of the display equal one another. Since you start with 162, both sides must equal 81. To solve the puzzle do the following: In the top row, depress the number 25, and the last three keys (5,10,10). In the bottom row depress the last four keys (10,10,1,10). In this room you will notice a champagne bottle on the floor close to the TV click on it. Now click on the cork to solve the riddle .
Your next riddle is "Artsy, excited, lecher." Your must first solve a Chess Puzzle before you can solve this riddle. The chess puzzle is in the main foyer on a table near the grandfather clock. Click on the puzzle. To solve it, switch the positions of the white and black knights. To solve the riddle you must go to the Art Gallery. To get there you must click on the middle of the grandfather clock. You travel through a secret passage into the gallery (Stauf will say "Ohh bad move). Click on the painting above the statue on the floor (directly in front of you). To solve the riddle click directly on the Man-Beast thing in the center of the painting.

Your next riddle is "A heart attack could put you in the ground." You must solve a puzzle before you can solve this riddle. Go to the Library. You will see a series of books on a shelf between two skulls. Click on these books. The object of the Book Puzzle is to put all of the green books on the left and all of the red books on the right. Two books are moved at a time. There are ten spaces between the skulls and only eight books. In my solution I tell you to count books. Count only the books and imagine that the two free spaces don't exist. Count from left to right. Use these four moves to solve the puzzle:Move the 2nd and 3rd books. Next move the 3rd and 4th books. Next move the 6th and 7th books and finally the 1st and 2nd books. You will notice a Globe of the earth in this room. click on it to solve the riddle.

Your next riddle is "Battleground." Go to Brian Dutton's room and go through the door on the right side of the bed. This is the passage into the Chapel. Go through the wooden door into the Lab. You must solve another puzzle before you can solve the riddle. The puzzle is on the counter beside a large green bottle. You play this Mouse Trap Puzzle against Stauf! The object of the puzzle is to create a path for the mouse to travel into the orange door (the one on the right of your screen). Playing a maze piece causes the other pieces in the row to slide over or in a column to slide up and down. This puzzle is tough and there is no absolute solution (sorry). Once you solve the puzzle, you can then solve the riddle by clicking on the RX pill box which is on the counter in front of the green bottle. Your next riddle is "Bars deter cuckoo bird." Click on the picture of birds opposite the grandfather clock in the main foyer. Now click on the Robin.

Your next riddle is "Modern art flourishes under the sun." Go through the clock into the gallery. There is a picture on the wall of a young girl in a blue dress. There is a picture of modern art on the floor under this painting. Click on this modern art. It is another puzzle you play against Stauf. The object is to choose the last possible spot. It may take a few attempts to get the hang of this one. You get a video clip after you solve it. Continue to 11th Hour Walkthrough 2

10 Year Commitment Walkthrough

10 Year Commitment Walkthrough :

* Blue key is given at the start of the game.
* Get the paper from the left side of the door.
* Wet the paper in the water on the floor.
* Get the ball from the green metal barrel.
* Click the ball on the milk.
* Get the gray handle from the end of the green pipe.
* Get the green box between the pipes.
* Click the wet paper on the poster and see the numbers "16 0"
* Put the handle on the safe.
* Enter "160" on the safe and get the knife in it.
* Cut the green box with the knife and get the photo.
* Open the safe again and use blue key on the blue box.
* Get the paper and finish the game one of the endings.
End of 10 Year Commitment Walkthrough.

9 PC Walkthrough 3

9 PC Walkthrough 3. On ours we had to move up the keyboard to the right five notes counting both white and black keys. Using the chart from the tool shed, the right and left side will overlay. Using the notation clues fill in the blank spaces in the second row by matching the shaded boxes. In the first column add the first two rows of arrows to get the third row (f you have 4 arrows right in top box and 2 arrows left in the second box, the third box will be 2 arrows right). When finished this will be the sequence for the notation clue from the race car. Now play music from notation clues. When it is right, you will hear noises from the monkey above. We played all the notation clues, and the monkey was holding 4 coins to give to Isadora We used the blue coin first and got the key. Go up the red stairway the the hallway. Turn right and go forward to the attic door. Use key on door, open door. Go ahead twice to puzzle.

Watch the way the figures move to figure out how to get to the door at the other end. This one is kind of tough. When you reach the door, turn left and click on the chest. Get the elevator card. Turn right and push button, enter elevator. Turn left and put card in panel. Turn left and move handle to basement. Go forward, you will get a gun. Shoot all the rats, you must reload when the cylinder is empty by clicking on the cylinder in the lower left. You can turn your pistol into a machine gun by holding down on the control key and shooting a rat. When the clip is empty, you must repeat the process. Watch out for the big rats coming in from the hole ahead and a little to the left. It takes about five shots to kill them. This was one of the hardest sequences to finish for us. When all of the lights are lit, go forward to the boarded up door, turn right. Click on the paper, and get the monacle. Put monacle in muse machine.

After the muse machine blows up, listen to the twins, and follow them down. Turn left and click on boat. Explore. Click on anything that lights up, and look at it. The green on the palette is to tell you that green is the missing color in the color number notation clue at the left end of the T-shaped hall. On ours, green was three beats, or play the note three times. Now for the most nerve wracking puzzle in the game. Go to the organ. Here is where you will need your organ keyboard chart again, and the completed chart from the tool shed. Play the notes on the totems from left to right using your second keyboard chart. When you run into a shaded box, play the first note on the top of the totem, then move up or down the keyboard the number of arrows indicated on the notation clue from the tool shed. If the note is colored, play that note that many times, if the box is colored, play the sequence that many times. End of 9 PC Walkthrough.

9 PC Walkthrough 2

9 PC Walkthrough 2. Starting from the left side of the keyboard, assign the letters and their corresponding symbols to the keys using both black and white keys. you will notice that there are two letters missing from the alphabet since there are only 24 keys. We found it best to make a chart of the keys with the alphabet right above them, or we'll E-Mail you our chart. Look down, get mouse. Back out, turn right, go forward, turn left, go to cat tapestry, put mouse in bowl, but don't enter yet (this takes you to the chasm). Turn left, click on center tapestry to enter guitar book room, read guitar book, make notes on letters to tune guitar, look in three drawers below. Make note,or print the music notation clue in the center. Remember the letter of the guitar string, but don't take it. Now for the Chasm.

Go to the cat tapestry and click on it, go ahead into the Chasm. You will pass through a door. Turn right and go ahead 1 time. Turn left, go ahead twice, turn left, go ahead once. You will be facing the skull. Turn left and go ahead once, turn left, go ahead once to the bar. Open the right hand panel, click on the center and drag left. Get the bottle. turn left twice, go ahead once, turn right, go ahead once back to the skull. With the skull to your back, turn right, go ahead once, turn right, go ahead twice, turn left to the door. With your back to the door, go ahead once, turn right, go ahead once, turn left, go ahead to the skeleton. Turn right and give bottle to skeleton, and get bone. Turn right, go ahead once, turn right, go ahead once, turn left, go ahead twice to the door. Open the door back to the tapestry room. Go to the garage door in the center of the upstairs hallway. Click on handle in middle and drag up. Give bone to dog. Explore. In the car is another notation clue.

Go to the robot and click on him. Pick the car on the right, the slowest one. Right after you click on the starting lights hold down on the mouse button until the race is over. May take several times. When you have won, listen to the robot. Turn right twice and go to the round tool shed left of the door. Click on handle and drag right. Look at the notation clue and draw it or print screen. Get spark plug. Look at notation clue in floorboard of car, and draw it. Go to muse machine and put in spark plug. Go back to garage, and get toothed wheel. Look down and enter hole. Face Skeleton, then turn right, go ahead once, turn right, go ahead once, turn left, go ahead twice to the door. Turn left and go ahead 1 time. Turn left, go ahead twice, turn left, go ahead once. You will be facing the skull. Look down, and click ! on the center of compartment. Put toothed wheel in empty spot. Here, since every game is different, you will have to experiment. The goal is to have all 12 holes showing pink. Our arrangement was 1, 3, 4, 2. The secrete is to add the total of pink dots on each wheel, and turn the top wheel until all available pink dots are showing. When you get the wheels aligned properly, look up, and click on the skull to enter the Dolly room. Explore.

Go click on guitar case in the chair. She will tell you she needs a string. Go up the steps, enter the skull. Turn right, go ahead once, then turn left, go ahead one to the bar. Open the left hand or center panel, get string. Turn left twice, go ahead once, turn right, go ahead to the skull, enter skull. Give string to guitar. Tune the guitar using the tuning box on the left. Notice that the guitar head is bent down, so tune from bottom to top with the guide from the guitar book. Get the tuning fork. Go to the white door, and click in the middle. Go put it in the muse machine. Go back to the Dolly room at the left end of the t shaped hall. After you enter the door, turn right, and go to the ball machine. You must align the cups to get the ball the the bottom of the board. We found it best to turn the lower cups first to see which way they will turn. This is fairly easy, it only took us a couple of tries. Click on the ball and draw the notation clue. There are 2 notation clues! on this sheet.

The first one is for the jungle organ. The second one is missing the second note, this will be the letter of the unused guitar string in the left drawer in the guitar book room Go to guitar picture tapestry, the first one to the right of the throne and click on it. Using the clues from top of the stairs, microwave, and cat picture, drag correct pieces to center to build guitar. Pull up on toggle to watch movie. Turn right, open door and get vacuum tube. Since the twins take it from you, go back to the Dolly room, climb the stairs, enter the skull. Turn right, go ahead once, turn left, go ahead once, go ahead once over the bar. Turn left twice, go forward, open the chest marked time bomb, get the vacuum tube, back away, go ahead twice, turn right, go ahead once, turn right, go ahead to skull, enter skull. Put vacuum tube in muse machine. Go to the organ. Build another keyboard chart below the first one, take the first symbol from the sheet music and place it and the letter on the second chart as indicated on the sheet music, then continue your alphabet from there, wrapping around at the end of the keyboard back to the beginning of the keyboard on the left. Continue to 9 PC Walkthrough 3.

9 Walkthrough

9 PC Walkthrough. First open the envelope and read the will, the code for the door is at the bottom. Be sure to include the dashes. Then push enter button. Open the gate. Grab the Monacle and you will fall down the stairs don't worry that the Twins take the Monacle, you will get it back later. Listen to Salty whenever he comes up, he will give you clues. Explore the Lobby. To the right of the furnace is a ladder, go up and get the CD. Put CD in empty holder to the left of the ladder, turn on fuel. Face furnace (boiler) and turn red wheel to the right and fill boiler. Push red button, when gauge read 7 pull red knob down. Go to the steps on the opposite side of the room and go down the left side. Pull the lever and hold it for a second or two. Turn right twice and you will see the water wheel turning. This powers up the bridge to the Organ and the neon "Muse" light below you. Turn right and get coin. Put coin in Isadora's machine and listen to what she says. The grub means nothing.

Just something wierd. Go up the ladder beside Isadora to the balcony. Click on the center of the door and solve the match the sounds puzzle. This changes with each game and is time consuming but not difficult Go straight ahead to the Muse Machine and look it over. on the way back look at the back of the door to see the chart of what goes in the Muse Machine. Go to the Organ. Turn left and look and touch the Dog skeleton. Just something fun to do. Pull the lever beside the canal and a bridge comes up. Go forward to the Organ. Look up at monkey. Read sheet music on Organ. Play notes from left to right WITH NO STOPS. You should hear some music. Go to the Tiki Gods guarding the door beside the stairs. They should laugh and let you into the Drum Room. Explore. Go through the door at the opposite end of the room into the T-shaped hall. Look over juke box. Turn left and go forward to end of hall.

Turn left and touch sign with colors, it should start blinking, the number of blinks for each color will be important later. Look at the other picture opposite. Just weird, not important as is the dripping sac thing at the other end of the hall. Now go to the other end of the hall. Turn right and touch the cat picture. Remember the part of the guitar that you see there. (this is called a notation clue) Click to open the door and watch the Salty sequence. Listen to what Salty says when he comes out. Go back to Drum Room to the masks and click on them for mask puzzle. The masks have to be in order from left to right. Each mask must have a characteristic of one next to it. Try the round face with big eyes at the left, then the next with big eyes, then the next with funny fangs, and so on. IMPORTANT Make a note of the color of the background and the masks to use on the Juke Box. Use that on the Juke box and the needle falls through the record and drops the gear. look down and open the grate and get the gear. Go to the Clown pole which is at the top of the stairs and down the ladder.

Turn left and click on the heart revealing the gears. Pull the bottom gear all the way down. (it takes twice) Pull the left gear down twice. Insert the gear you have in the center. This will reverse the walkway right above you to let you in the upstairs hallway. Be sure to go to the CD to the right of Isadora and turn it over to get the number of the song to play for Salty. Also be sure to turn left at the top of the stairs and look under Thurston's picture for another notation clue. Go upstairs. Turn left and listen to Thurston. just fun stuff. Go to microwave looking thing and open it and look at another notation clue. Go to Victrola and set lever to the number of song on the CD you just looked at. Push button and Salty goes crazy. Go to the end of the hall and look into binoculars, just shows chasm. Turn left and turn board over and get first notation clue with music to play on the Organ. Write this down or push the "PrintScreen" button and go to Paint and paste and print.

This is a pain, because you have to quit the game, but we found it the best way. Go to elevator and push button. Go in and turn left and push whatever lights up. Turn left and move lever to 1. (2 is where you are and the basement doesn't work yet) Attic you can go up and look but not enter. Exit elevator and go down the stairs, across to the ladder and up. Go to drum room, turn right, click on drum with face on it. Turn left, go to drum machine, pull lever on left side. Pull all the buttons down and listen to the drum solos. When ready push red button and play "Simon Says" with drummer. Get maraca from drummer. Go to muse machine and insert maraca. Go to door in right side of T-shaped hall. Enter tapestry room, turn right. Click on tapestry. Enter room, and turn gears to show thone ( eye under screen will be blinking). Go set in thone, push red button, make note of the alignment of letter and symbol. Go to door, turn right, click on tapestry, enter, align wheel of fortune with clue from throne. This sequence of symbols and letters will be applied to the Organ keyboard. Continue to 9 PC Walkthrough 2.