7th Saga Walkthrough Part 3

7th Saga Walkthrough Part 3. Runes:Wind teleports to any previously visited townWater restores HPsStar increase defenseMoon increase attack powerLight increase MagicSky restores MPsWizard ? items that can be bought in stores:. Potn Potion restores HPs. Potn Potion restores HPs. Potn Potion restores all HPs. MHerb Magic Herb restores MPs. MHerb Magic Herb restores MPs. Antid Antidote cures poison and petrification. M Water Magic water revives one slain character. Rcvry Recovery restores all HPs and MPs. Exigate Exit gate allows you to exit from any dungeon or castle. Winball Wind ball allows you to teleport to any town previously visited. B Power Bottle of Power doubles attack power for one battle. B Prtct Bottle of Protection doubles defense power for one battle. B Aglty Bottle of Agility increases agility by for one battle. Msquito Mosquito absorbs enemy's HPs to you. M Siphn Magic siphon absorbs enemy's MPs to you. B Fire Bottle of Fire attacks with fire ball.

B Ice Bottle of Ice attacks with ice spears. B Fossl Bottle of Fossil petrify one enemy temporarily. S Dstry Shield destroyer decreases enemy's defense power by half. Vacuum Vacuum attacks one enemy with black hole. Mirror Mirror deflects Petrify spell. Harp Harp protects from Vacuum spell. Opal. Pearl. Topaz. Ruby. Saphr Saphire. Emrld Emerald. Dmnd DiamondStore in town sells:Lemele. Rablesk. Bonro. Melenam none.Zellis Eygus none.Pell. Guntz none.Patrof Bone. Dowaine Pang. Belaine Telaine Pedal. Polasu Pandam Brush. Tiffana Bilthem Valenca Bugask Guantz Pharano Pasanda Ligena Melenam Palsu. Airship weapons that can be bought in weapon shops: Swords: Axe: Rod: Dagger:. Psyte. Fire Petr. Light Anim. Psyte. Tide. Saber Kryn. Anim. Conf. Fire Anger Anger Brill Kryn Natr. Power Desp Brill Desp Natr Cour. Kryn Fear Desp. Fear Myst Fear Myst Immo. Fire Hope. Insa Immo. Ansc. Doom.

Vict Weapon store in town sells: Swords Axe Rod DaggerLemele Rablesk Bonro Zellis Pell Patrof Bone Dowaine Pang Belaine " Telaine Pedal Polasu Pandam Brush Tiffana Bilthem Valenca Bugask Guantz Pharano Pasanda Ligena Melenam Palsu Airship " Muramasa Sword G Armors that can be bought in armor shops: Armors: Robe: Shield: Others:. Pyst. Cttn. Xtri Scarf Anim. Silk. Kryn. Mask Royl. Xtre. Cour. Kryn Cour. Seas. Brill Blck Brav. Hope. Just. Brill. Mystc Anger Sound Fort Vict Myst Scale Desp Anger. Chain Conf Mystc. Kryn Myst Frtn. Immo Immo Armor store in town sells: Armor Robe Shield OthersLemele Rablesk Bonro Zellis Pell Patrof Bone Dowaine Pang Belaine Telaine Pedal Polasu Pandam Brush Tiffana Bilthem Valenca Bugask Guantz Pharano Pasanda Ligena Melenam Palsu Airship. End of 7th Saga Walkthrough.
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7th Saga Walkthrough Part 2

7th Saga Walkthrough Part 2. Cave of Beore Don't waste time in the cave. Luze Defeat the dragon to get to the Sky Rune. If someone stole it don't worry. Use the Wind Rune to go to each town. Step outside the town. If the town flashes in the crystal display one of the apprentices inside the town has the stolen rune. Defeat him and get the rune back. Search the ground for the "Crystal of Peace". You can stop the war between Belaine and Telaine with it. See the King of Telaine when you have returned. Padal Try to find Commander Prosa. North tower Any of the apprentices can enter this tower. The Warp Tile at the top will bring you to Grime Tower. Cave of Laosu This is the secret cave you heard about in Pang. Go South from Padal until mountains. Go west along the mountains to find the invisible entrance. Polasu You may find Commander Prosa here. If you keep pressing him he will eventually promise to give you the Moon Rune if you can bring back the childrens from the Serpent in the castle of Baran. Don't go to the castle of Baran from here. It will be much better if you go from Tiffana. If you defeat the Serpent and Prosa refuses to give you the rune but instead asks you to find Pegim go to Zellis and find him then return and Prosa will give you the Moon Rune. Pandam Nothing special Brush After you get all Runes talk to Rarsa and find Brantu. He will let you use the glider to fly to the northwest continent.

Tiffana Talk to the king in the castle and you will be promised the reward of G if you find the princess. Baran castle Use the side door to enter. Bilthem You cannot do anything here until you defeat Doros. Bilthem castle There is a door on the first floor with stairs behind it. Go through the second floor to reach the stairs then use them to reach the basement. Find the key under the table and open the jail where the old man is. Talk to the old man (father of Doros) and get the "STAR" from him. With the "STAR" you will be able to defeat Doros. Vallince You crash landed here. Nothing special. Cave of Kapel You will lose your magic when you exit this cave. Bugask Nothing special. Guanta Talk to the Mayor who cursed you. After you get the "Moonlight" from "Metal Pison" he will remove the curse for you. (Cheat: Use the Wind Rune to go back to the main continent. Ask another apprentices to join you. Since that apprentice has not been cursed he/she can use magic. You will have an easier time in the cave of Bulnsel.)

Cave of Bulnsel It is Pison again this time as "Metal Pison". Defeat him and get the Moonlight. (This is a good place to build up your level and get enough money. You will need it later on.) Gorfun Defeat the dragon with magic and not physical attack. You will need the "Moonlight" to be able to defeat Gariso;every time he becomes invisible use it. Pharano You will wake up here in this town after you defeat Gariso and get hit by lightning from Lemele (Gorsia). Go south to Pasanda to find out more. Pasanda Talk to Belma who has just returned from Ligena. Ligena Talk to the elder. You will be informed about what happened. Talk to Ropesu with G you will be able to fly in his AIRSHIP to Melenam (You can avoid paying the G if you search in each room behind the shelf. When you are aboard the AIRSHIP talk to the pilot only or else you will be kicked out). Melenam Can't do too much until you got the letter from Palsu. Once you got the letter Tafuro will show you the lab. Dr. Fail will inform you about the invention Foma. After you talked to everybody in the lab take the AIRSHIP back to Ligena first then come back for the fight. Palsu Get a letter from the old woman to bring to her son Tafuro to Melenam. Airship After you defeat Foma and Melenam sinks you can talk to everyone on the AIRSHIP. Barluca This is the place you have heard in either Bugask or Gunta before you fight Gariso in Gorfun. GoNE and find the town of Saro's followers.

Saro's followers' You will hear about the cave in the west and Saro.town It is a good place to rest. There is no shop here so you have to make your way back to the Airship to shop if you need to. Cave in the west Follow the trail of Tetujins and you will find Saro. Two guards are there guarding Saro. It may be wise to save your progress after you defeat the first one. Once you find Saro and talk to him you can go back to the town of Saro's followers and get all seven Runes from them. Gorfun East NE from the town of Saro's followers. The floor is a maze. Follow the trail of Tetujins and look for stairs to go up. When you find Gorsia use the Runes in the following order (in my opinion there may be a better order): Wizard it will block Gorsia's power for a short period and he will be visible. Light it will deflect his spells and attack him. Water it will reduce Gorsia's dark power by half. Sky it will weaken Gorsia's magic power. Moon it will weaken Gorsia and reduce his attack power by half. Star it will reduce Gorsia's defense power by half. Wind it will reduce Gorsia's agility. Next on 7th Saga Walkthrough Part 3.
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7th Saga Walkthrough

7th Saga Complete Walkthrough. The level of the main character listed are applicable to Kamil. Yoursmay vary by or. Lemele's castle Receive the crystal from King Lemele. Lemele Buy potion and drink water (in the fountion inside the house) to refill the HP by. Fight monsters outside the town to build up level. Rablesk To proceed further you need the key to open the "Gate of the Earth". The ghost of a dog called Romus is in Aran castle and has the key. Talk to Gain in the tavern to get the promise of a MAP when you obtain the key and open the gate. Aran castle You have to be at least level to be able to survive and challenge Romus (see cheat note). OR You have to be level to be able to beat Romus normally in the first attempt. (cheat: at level you will have a tough time to defeat Romus but there is a way. Let him defeat you; when you are revived get the whistle from the old couple in the house in the lower righthand corner of the town. Use the whistle when you fight with Romus.)

Gate of the Earth You will meet Pison here. You have to be around level to defeat him. Bonro Find Gain to get the MAP. Enlist other apprentices to your party (they won't fight you here). If they refuse raise your level and ask again. (In my case at level Kamil asks Olvan to join him). If your main character is Lux or Esuna you might be able to get a ship ride to Pandam.Zellis Find the historian Brantu. You need him in your party to open the big stone in Cave of Melenam. If you haven't enlisted anyone's help in Bonro you should ask around here. Or if you change your mind about your partner try asking around here. (In my case Kamil drops Olvan and enlists Lux). After this town don't talk to any apprentices unless you want a fight. Cave of Melenam When you enter find the red flashing light in your crystal display. It is the Wind Rune. Get it first before doing anything. It will be wise to get out and save yourself when you got the Wind Rune. When you get to the exit (blocked by stone) Brantu will open it. Melenam Nothing special here. You cannot save here. Use the Wind Rune to go back to Zellis to save. Cave to Eygus Pison is here again. He becomes Red Pison and is tougher than before. You need to be at least level to beat him. Eygus Nothing special here. One man will show you to the entrance to a tunnel that leads to the continent.

Cave to Pell Go down the stairs in the back room of the house in Eygus to enter the cave. Pell South SE from the exit of the cave. You will meet an unemployed singing digger hanging out at the traven. Talk to him and later you can offer him a job. Stock up on items; there is no shop in Guntz. Guntz South SE of Pell. Guntz needs water. If you keep pressing the town sage he will eventually promise to give you the Water Rune if you can bring water back to Guntz. Use Wind Rune to go back to Pell and bring the digger here. Patrof East of Guntz. One of the apprentice has grasped control of Patrof and rules from the castle. Find a hidden passage to the castle under one of the tombstones. Get B. Power. Patrof castle You should be level to. Fighting method:. B.Power defense attack (attack again if needed) An easy way: answer YES to join the bad apprentice so you can go through the front gate. After you save come back to the bad apprentice and say YES you've changed your mind. An easier way: let your main character die before you talk to the bad apprentice. In the battle revive your main character. You will get the Star Rune after you defeat the bad apprentice.

Bone Get the remote control from a lost kid from Bonro. You won't find him if you haven't got the Star Rune. Cave of Milto Find the unusual section of the wall. Use the remote control on it to reveal an opening. Inside you'll find a scientist who has created a submarine. He'll take you to Dowaine. Dowaine A boy in town will sell you items valued between and G for G. Pang Pang is kingdom of the Dwarves. If Olvan is part of your party you'll hear about the secret Cave of Laosu. Search the ground for Potions. Grime tower Only Olvan can use the entrance to this tower and he must use a Gold Key acquired in Bone. At the top is a Warp Tile that leads to the North tower. Belaine Belaine is a industrial city. There are a lot of weapon shops so visit each before making a purchase. If you have a wizard in your party you should get the "Muramasa Sword" for the wizard. If you only have Kamil and Lux like I do don't bother (it is not as good as those in the normal weapon shops). Telaine The old man who lives next to the castle will tell you about Luze and the Sky Rune. Continue to 7th Saga Walkthrough Part 2.
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7th Guest Walkthrough Part 2

7th Guest Walkthrough Part 2.

Knights in the Bathroom:
OBJECTIVE: Swap the Black and White Knights. Solution: I've solved this through brute force. It took enough moves that I don't plan to document it here. OBJECTIVE: Flip over all the cards. Only cards adjacnet too or in line on a row/column over already flipped cards can be flipped. Through the Microscope: OBJECTIVE: You are Blue, have more blue pieces left at the end of the game. To create a new Blue move one square in any direction. You can more up to two squares in ANY direction including diagonals, you may jump other cells. This is the PIT's: OBJECTIVE: Make your way along the colored bricks to reach the FINISH block. There is a methodology you need to follow to complete this.

HINTS: You do not need to step om all the colored bricks to win. Every third brick you step on needs to be purple. When stepping on the FINISH brick it must be the third in that sequence. SOLUTION: The Book in the library says that each color represents a number, and that the next move depends upon what color/number you are starting from. Flip Picture: OBJECTIVE: Using the control buttons around the edges retore the picture back to it's correct state. Each time the puzzle is restated it is scrambled different. SOLUTION: When the picture is displayed correctly before being scrambled the squares of it are numbered 1 to 9 as show below. Memorize the section and it's number as shown below.

BUTTONS: Clicking on B1 increments the picture shown in squares 1,4 and 7 to the next picture in sequence. If picture 9 was shown then picture 1 is displayed in that square. Clicking on B2 increments squares 2,5 and 8. Clicking on B3 increments squares 3,6 and 9. Clicking on buttons B7,B8 or B9 decrement their column. Clicking on buttons B10,B11 or B12 increment the picture on their row. Clicking on buttons B4,B5 or B6 decrement their row. Note: I had the best luck resetting the puzzle until I got one that had the same pattern in columns 1 and 2. I was then able to increment column 3 to the same pattern. I was then able to increment row 1 and 2 until all 9 squares had the SAME picture. I then set column 2 to the picture before column 3. I then set column 1 to be the picture before column 2. I then decremented the rows 1 and 2 until I had the complete picture. Spelling Blocks: OBJECTIVE: Rearrange the blocks to spell the correct three words. CONTROL: Clicking on the TOP of a column slides the lower two blocks up, the top one goes to the bottom. The opposite is true by clicking on the BOTTOM of a column. Clicking on the RIGHT edge of a row slides the row to the right. The rightmost block goes to the left edge. Again the opposite is true for the LEFT edge. The blocks always initialize to the same configuration:

EDITOR'S NOTE: This solution was included at the end of the file. It has been put in this section of the document because it is part of this puzzle. Here's solution for 'Spelling Blocks' puzzle: Now you should have something like this: GET BOY TAD. P.S. I solved this with pure force...took about 5 seconds to find this solution using very simple C program on 486/33.... Piano Bar: OBJECTIVE: Follow the song through 18 notes repeating in a 'Follow the leader' type of game. SOLUTION: I taped a piece of paper to my screen and marked all the keys on it. Then I numbered the keys 1,2,3...18 as they were played. I believe this is the Sequence Only part of the Keyboard is shown. I've entered this in two different formats, use the one you find easiest to follow. The musical solution is: Follow the Leader through the 18 note melody by playing the following keys. The Piano pictured is an accurate repro of a real piano. Play in sequence: Low B, up an octave to B, F#, G, E, D#, E, F#, E, Low B, up an octave to B, C, B, A, G, F#, E, F#. For those who have a little trouble, it may help to remind that 'B' is located to the right of any three key black sequence. Stauf's Face:

OBJECTIVE: Restore Stauf's face to normal. NOTES: This is simular to the crypt puzzle except that each section of the puzzle can be in THREE states. The sequence like this: > NORMAL > Red > Green (Or is it Green > Red?) Star Knifes. OBJECTIVE: Remove knives by jumping over them with another knife. To win you must have only one knife left on the board. SOLUTION: I've numbered the nodes like this: SkyScraper. OBJECTIVE: Find the proper path throught the windows to clear each section. SOLUTION: You start on the BOTTOM section, click on window #1 and follow then in order. Some of them will automatically turn on when another is clicked. Click the next on that needs to be lite when some are automatically turned on. End of 7th Guest Walkthrough.
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7th Guest Walkthrough

7th Guest Solutions to various problems encountered.

Telescope in the Library:

OBJECTIVE: Spell out the sentence by clicking on the letters. After selecting a letter the next one selected MUST be connected to the last via a canal on the map of Mars. Click on the Letters starting with the T at the bottom to spell:

THERE IS NO POSSIBLE WAY Spiders on the Star:

OBJECTIVE: Cover all the purple circles around the edge of the star with spiders. NOTE: The puzzle is won when all but one circles have been covered with a spider. The spiders will move alone one of the lines from the starting circle to the ending circle.

SOLUTION: OR Click any purple circle to start. Click on either purple circle connected via the lines to the one from step 1 to have the spider move to there. Pick a purple circle so that after the spider moves he will be on the circle from step #1 above. Click on the circle from step #1 above to have the spider move to it. Pick a purple circle so that after the spider moves he will be on the circle from step #3 above. Click on the circle from step #3 above to have the spider move to it. Continue this way around the star, picking a spot so that the spider can move to the place you CREATED the last spider on. Skulls and Headstones in my cake:

OBJECTIVE: All 6 guest's need to receive an equal share of cake. The problem is that the pieces given to each guest must touch on a side. The final shape of the pieces for each guest doesn't matter. The S's represent sections with a SKULL, the H's sections with a Headstone. The section without an H or S are just icing. Solution: Click on all 5 pieces with the number 1. After they fly from the cake click on all 2's, then 3's, 4's, 5's and finally 6's. All 6 guests received 5 pieces total consisting of 2 skulls, 2 headstones and 1 icing. Eight queens that do NOT get along:

OBJECTIVE: Position eight queens on the board so that no queen can capture another queen. NOTE: Queens can move in any direction including diagonals for as many squares as they want. Solution: Blood flow:

OBJECTIVE: Open/Close gates so that the blood can flow from the heart to the end. NOTE: Click the heart to get the blood flowing when you think you have it. The easiest strategy I found was to start from the end. Click the gates and you will notice that the end with the little ball is fixed. Click the gates open and closed so that there is a continuous path for the blood to follow. By staring at the end this path is obvious.

OBJECTIVE: Find your way through the maze to the basement. Another puzzle awaits you there. NOTE: The room with the Bishop puzzle has a maze on a carpet. This is also the map to the basement. The maze is recreated below. The lengths of sections in the actual maze seem different than the map indicates even though the overall relationship of openings etc. seems correct. Can's in the pantry:

OBJECTIVE: Rearrange the can's so that they make a complete sentence. The only VOWEL is Y. Here is a hint from the game: Bashful nomad, craftily, agilely, meet secretly near my underground vault. And here is the final solution: Shy gypsy slyly spryly tryst by my crypt Letter Flowers on my bedspread:

OBJECTIVE: Make a sentence from the letters on the bedspread. Notes: From the last selected letter the next letters that can be used are either 5, 3, 3 or 5 letters away. NOTE: The STARS are used as spaces. Here is the flow for the answer: KEY: Spaces to move Letter Grating Ain't it?

OBJECTIVE: Move the grate parts around so that the circle cut in two of them is over the opening. The bottom one protects you from the spikes. I've numbered the six position's of the grates like this: 1 2 3 4 5 6 Click on these position's to arrange the grates so that you can get through: 5 (You should now have a completed circle) Coins on the Briefcase:

OBJECTIVE: Turn over ALL coins. Once a coin is turned over only the coins along the column above/below or on the row to the right/left of it can be flipped. There are two puzzles in the sequence. Solution: Bishop's needing a change: OBJECTIVE: Swap the bishop's out, white to black. Notes: You DO not have to move White/Black/White/Black etc. You can start with Black or White AND can move multiple Black or White Bishop's in a row.

SOLUTION: By numbering the board as show follow the moves in the numerical order under the #'s columns.(IE: 1,2,3,4,5,6,7 etc) Crypt in the basement: OBJECTIVE: Get the lid's all closed before the dead escape. There are 9 coffins arranged like this: Notice that clicking 2,4,6 or 8 has no effect on 5. One more thing: Several times while trying to click on #9 I managed to instead click while the right beckoning hand was displayed. This exits the puzzle early. Be sure you have the EYE before clicking in a coffin. Although I am sure there is a nice algorithm for this solution I still have not found it. I have managed to solve it by brute force only. By resetting the puzzle I usually find a fairly easy one to solve within a few minutes. Continue to 7th Guest Walkthrough Part 2.
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5 Days a Stranger Walkthrough Part 2

5 Days a Stranger PC Game Walkthrough Part 2. After reading this, we need to find the "Object" we're looking for. First of all, grab the teddy off the bed. Head over to the library. find a book about the occult. Read it for info on how to find the "Object" we're looking for. Head down to the TV Room. If you don't remember, go downstairs to the lounge, then head through that back door. In here, grab the cord attached to the TV. Now, head to the back yard. Take the twig by the tree stump here. While you're out here, go ahead and drop in the shed and take the pickaxe. Now, use the cord on the teddy, then use that on the stick. Head back into the kitchen and check the cabinets under the sink. Use the teddy on the salt. Go back up to Matthew's Bedroom. Now, use the teddy on the bed. In case you don't feel like following the stick, head back down to the kitchen. Use the pickaxe on the wall. Down here, you have to use the finder to locate a spot on the floor. It's in the southeastern area of the room. After the indicator is pointing straight down, an area of the floor can be used. Use it.

Head back to the hunting room. If you've forgot, its through the dining room, east to the lounge, through the TV room, then voila. Go over to the broken jar. Touch the idol. Day Four Seem's like we're locked in. Go ahead and talk to the window. If you care about plot, talk to Simone about everything. To advance the story, talk to Simone about "What makes you think I killed Phillip, Anyway?" followed by "I was possessed by the ghost!" followed by "It possessed me just like it did when I killed AJ." followed by "I'm delirious with guilt most of the time". Pick up your tie. Use the lockpick on the door. Head to the upstairs hallway. Now would be a good time to SAVE. When ready, go to the eastern most exit, the bathroom. Wait until the welder is on the floor mat, then use the floor mat.

Day Five The whole point of the conversation is to make sure you're understanding the plot so far. First, go into the room behind you. Talk to Jim to retrieve the items from the Welder. Now, go to the library and search the same row of occult books for another. Give it a good looksee. Now we need to make another detector. To do this, head downstairs to the lounge. Take the scissors off the Dresser. Now, use the scissors on the Apron. Use the strip on the mask, then use the mask on the machete. Head back to the kitchen and dip it in salt. Finally, go to the basement and wave it over the manacles. It'll lead you to the upstairs bathroom. The area you're looking for is just below the sink. Now, use the scissors on the detector, then use the machete to pry up the tiles. Take the body. Head back downstairs. Go to the hunting room and use the body on the floor. Now, use either the apron or the mask on the remains. Now, go talk to Simone and Jim. As them both to meet you in the hunting room. Jim is upstairs in Matthew's room and Simone is in the lounge. Back in the Hunting Room, use the Teddy on Jim. Then grab the rifle off the wall and use it on Simone. Now, use the Black Magic book on yourself. Kick back and enjoy the ending. Books Article It's an article cut out from a magazine called Treasure Hunting Monthly. THE MYSTERY OF THE DEFOE MANOR DeFoe Manor, one of the countyr's more notorious stately homes, is renowned for being a great source of untold wealth, but what is the curse that surrounds the creaking house?

The mansion was built in the early 19th century by the legendary explorer Roderick DeFoe, in celebration of his retirement and marriage. Sir Roderick disappeared along with his only son, on the fifteen year anniversary of his wife's sudden death. After that, the house fell into the possession of a succession of heirs, most of whom died or disappeared in mysterious circumstances. The house as left abandoned after the last heir was thought to have died in 1946, until the recent appearance of Clarence DeFoe, who managed to prove his connection to the lineage and inherit the house. Family History A History of the DeFoe Family: Volume VII Roderick DeFoe, later Sir Roderick DeFoe, is probably the most famous of the lineage. Using a lot of the inheritance he attained when his parents died suddenly, he embarked on a series of adventures througought the globe, earning quite a reputation as a colonial explorer. He retired from adventuring at the age of 40 when he met his future bride, Belinda Rothman, and feel instantly in love. He built a luxury manor in the English countryside, and the couple moved in as soon as work was complete. By all accounts, the couple were deliriously happy, which is what made Belinda's sudden death, while giving birth to their only son, Matthew, all the more tragic.

Sir Roderick was in mourning for a long time, leaving the up bring in of Matthew in the hands of numerous nannies and tutors. When he finally did start taking an interest in his son, he was known to be bitterly disappointed as his son rejected the idea of joining the army, preferring to pursue art and literature. As Matthew neared the age of 15, however, he and his father seemed to grow closer. They didn't always see eye to eye, but they seemed to understand each other, and offer unconditional love. An then, on Matthew's 15th birthday, he and Roderick disappeared. A servant found bloodstains in one of the rooms, but no bodies were found. The fate of Sir Roderick and his wayward son remains a mystery to this day, the first of many mysterious disappearances connected to the DeFoe line and the family house. Continue to 5 Days a Stranger Walkthrough Part 3.
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5 Days a Stranger Walkthrough Part 3

5 Days a Stranger PC Game Walkthrough Part 3. Newspaper It's a copy of the local paper, dated last Friday. HEIR TO DEFOE ESTATES FOUND DEAD Sir Clarence DeFoe, last ot the longrunning DeFoe line, was found dead yesterday in his home. DeFoe, 24, was found hanging from a tree in the front yard of the DeFoe Manor. His recent bride, Julia Swanson DeFoe, was also found dead in the mansion, apparently stabbed to death. Inspector Jacob Barnes, the officer in charge of the investigation, has closed the case. "There's no mystery here" he said. "DeFoe killed his wife and then himself. We have already disproved the possibility of a third party." Sir Clarence's solicitor, Michael Cheasham, however, has gone on record questioning the Inspector's judgement. "The last I saw Sir Clarence, he was infinitely content. He would never have commited such an act. Plus there was no suicide note." Diary The diary of Sir Roderick DeFoe. March 5th, 1805 Work on the house is going well. It should be completed by the end of July. Belinda is already excited about the forthcoming wedding, and spends many hours of the day going over even the smallest details over and over again. Not since our early courtship has she been so giddy with joy. It softens my heart to see her smile, and she smiles often. I am wondering why I didn't retire sooner. August 12th, 1805 I am only now having the opportunity to write this, as it has been a most hectic day. The wedding went without a hitch, and the house was ready for us to move in as soon as the ceremony was over. Belinda insisted on consummating our marriage immediatly.

I am sure, dear diary, this house can expect to hear the laughter of children before 1806 is out. February 14th, 1806 A romantic day for our announcement; the physician has just left, confirming that Belinda is with child, a child we can expect to be born in June. We have already decided to name the child Matthew if a boy, or Jane if a girl. June 28th, 1806 Belinda is dead, I will never forget her face, ash grey, contorted with pain. The child is healthy, Would that it had never come about and spared me this fresh hell. May 24, 1820 Matthew showed me the painting of the grounds he had created. I worry about the boy. Why can't he have healthier interests, like soldiering? The painting was fair, I suppose, but I would rather my child be less of a weakling. June 28th, 1821 It is the anniversary of the night I unleased a horror. A horror which I tonight shall remove from this world. May God forgive me. That's the last entry. Diary The secret diary of Matthew DeFoe. June 28th, 1814 Today is my eigth birthday. Nanny said I would doon be a big strong man like my father.

I wanted to see him today, but he wouldn't come out of his study all day. Nanny says he always get cross on this day, but it's not because of me. August 5th, 1817 I found a new friend. He is behind the door in the kitchen and he doesn't have a name. He likes me to sit and talk to him, but father gets very angry when he finds me doing this. I asked father who the boy behind the door was, but he told me there was no boy behind the door and it was just a silly fantasy. May 24th, 1820 I showed father the painting I just finished. He said it was quite good, which is the best thing he has ever said. While he was in the good mood, I asked if I could go and look behind the door in the kitchen. He pretended not to hear me.

June 28th, 1821 My father has done a terrible thing. All this time he pretended there was no boy behind the door, and now this. There is blood all over the kitchen floor. I will do what I can. Then we can be a family together and be happy. That's where it ends, except for a little ink blot just underneath the text. Book It's a book on white magic. FINDING A PERSON FROM THEIR POSSESSION. Tie the possession in question to a stick and dip it in salt. Next, wave it over the place where the subject sleeps. When you hold it in front of you, the object should now indicate in which direction the owner lies. End of 5 Days a Stranger Walkthrough
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5 Days a Stranger Walkthrough

5 Days a Stranger PC Game Walkthrough. 5 Days a Stranger is the first game in the Chzo Mythos, also known as the DeFoe Quadrilogy. The series includes Trilby's Notes, 7 Days a Stranger, and 6 Days a Sacrifice. Chronologicaly, this game comes first, followed by Trilby's Notes, 6 Days a Sacrifice, and finally, 7 Days a Skeptic. I recommend that you play this game first, followed by 7 Days a Skeptic, Trilby's Notes, and finally 6 Days a Sacrifice. This is a spoiler free walkthrough, and such, I will only include what to do. You have my personal guarantee that there will be NO plot spoilers in this guide. If you want to know the plot for this game, view my Plot Analysis that can be found on ANY of the aforementioned games pages.

There are a few things you should know. 5 Days a Stranger (Hearby refered to as 5DAS), is a classic point and click adventure game. The keyboard is hardly used any; the only time you'll need it is for saving, taking screenshots, etc. You'll notice that during noncutscene portions, there will be a bar across the bottom of the screen. This bar contains four buttons. The first is two footsteps. That's the walk command, fairly self explanatory. The second is an eyeball. Click on this, then an object to investigate it more closely. The third icon is a hand. Use this on an object to to activate it. Examples include using it to open a door. The fourth is a thought bubble with an exclamation point in it. Use this on a person to speak with them. Also, whenever you move your cursor over an object, it's name will be displayed on the status bar. This walkthrough is presented in a bullet format. That means I will use a list to present what to do. Most of the walkthrough will be typed as such. I've also divided it into days, so it'll be much more easy to find what you need. With all that said, let the game begin. Walkthrough Day One After the cutscene, try to use the window.

Now, use the door. After the cutscene, head downstairs. Go through the eastern door. Go through the other door here. Go through the other door. After the cutscene, head back to the foyer. In the foyer, go upstairs. Talk to the woman trying to force her way into a door. After the conversation, head back downstairs into the foyer. This time, take the western exit. Take the other door out of here. Take the blue door to the outside. Out here, use the tree. Now talk to the tree. After the cutscene, head back to the lounge. In case you've forgotten, go through the kitchen to the dining room, through the dining room into the foyer, and through the foyer to the eastern exit. Now, thoroughly interrogate the guests. You have to ask everyone three questions in order to proceed with the game. After talking with Phil, he'll give you an article. This is important, so don't forget about it. After you've completely interrogated everyone, you'll proceed to day 2.

Day Two After the cutscene, use the western door in here. Now, head through the western door here. Talk with Jim on all subjects. Now, head to the backyard. Here, walk all the way to the right, just past the pipeline. Talk with Phil. To advance the story, ask "Was it you who dug up the yard?". followed by What are you doing with that metal detector?", followed by "How do you know the tomb's there?" followed by "Can I borrow your metal detector?" Now, head back to the foyer and go upstairs. Look for the door with the broken lock. It's the one closest to the stairs. In the library, go ahead and talk with Simone about all subjects. Now, on the left bookcase, look on the second shelf from the top for two yellow books next to each other. Use these to get map of the Defoe Manor. Go ahead and take a peak. When satisified, go ahead and go back to the backyard and talk to Phil. Use the plan on Phil. He'll give up the metal detector. Head back to the pool. Use the metal detector on the pipeline. On the pile of dirt you're led to, use it to reveal a panel. Use the panel. Walk back over to the panel. Use the ladder. Day Three To start off, remember the article Phil gave you? Go ahead and give it a read. You have to in order to advance the plot. Now, head through the western door. Pick up the newspaper by the front door. Go ahead and read it as well.

Make your way through the house to the back yard. If you want, talk to Phil in the dining room; he doesn't have much to say. Surprise! Go ahead and use your car to obtain the lockpicks. Let's put them to use, open up the door to the shed here using the lockpicks. Go ahead and take the saw off the wall. Head back out. Go back into the house and head upstairs to the library. In here, talk to Jim. To advance, ask him "What are you doing?" followed by "Do you want to tag along with me?" While in here, locate the Defoe Family History book. Now, make your way ALL the way back to the backyard. Most specifically, stand by the tree. With Jim standing near you, use the saw on the tree. Now go back upstairs. Go to the door to the right, last on the north row. Use your lockpicks to open this door. Inside, use the wardrobe and take the book inside. Read it. Now, head over to the window. Use it once to open it, then again to enter. Out here, use your Grolly (Umbrella) and use it on the crack on the roof. Use the window. In here, use the nightstand to get another diary. Read this one to. 5 Days a Stranger Walkthrough Part 2
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3 Skulls of Toltecs Part 2 Walkthrough

3 Skulls of Toltecs Walkthrough. Use parrot on confession box. Talk to parish and ask him to call Friar Anselmo. Then you can enter Anselmo's room and pick up a ticket. Open trunk and look inside you will get a gun belt. Exit church and go into the bank. Use cassock and talk to cashier. Try to retrieve golden skull from bank and when you are told the safe is jammed tell him that you will tell other customers to retrieve their money from bank. Then put off cassock and tell the cashier that you want to retrieve your money because Anselmo told you to cashier will ask you to try unlocking a strong box. In the vault use dynamite with handle and use matches with dynamite. BANG! Now go to saloon, go upstairs and use magic cloud. Go down and pick up a bucket. Now go to well and use bucket with well. Use handle. You will get a golden skull. Examine it to pick a stethoscope from it. Now go into church, go to belfry (its in the upper left corner) and there click on Dickson's balcony to jump there. Open right drawer and look inside (you get a manual).

Read manual. Exit room. Open another door. Pick up pillows and rip them using a knife (one of them contains a fake $100 bill). Now go to canyon and talk to general. Give him a hat and gun belt. Enter a cave (its just above his head). Pick up cards. Exit cave. Now drive to waterfall. Climb up and use rope with rock to get to the hidden cave. Click on bars to discover a hidden entrance to monastery. Drive to fort. Enter sergeant's room its in the bottom right corner. Talk with sergeant and ladies. Give a bottle to sergeant. Reenter room and tell ladies that sergeant is drinking whisky. Then you can pick up a 'Star Of Free Mexico' medallion from a board. Look at it to get a cork screw. Use corkscrew and tabasco bottle to open it. Now go back to general and give him medal. Also tell him where the hideout is and join him there. Ask him about his plan and items you need to succeed. Give him a balloon. Exit cave.

Go to saloon and talk to sheriff. Ask him to join the game and tell him you've got dollars. Then use chair. When the cards are dealt click on 'OK' and then choose 'C' option and use cards with fake bill in your inventory. You will be arrested. Pick up a rock (just near your leg) and use it on Pettyboom. Pick up a dart from Dickson's ass. Use dart on the ring at the ceiling. Go to town. Go to BTS and open station door and try to enter. Now close/open/close etc door about 10 times (I know its ridiculous but it freaking works...) keeping the door closed at the end. Next go to signal and move handle. If you did all correctly stationmaster will die, if not, then try again a trick with door. Enter station and pick up a book from shelves. Look at it. Use equipment. Exit door. After movie go to the fort. Talk with warden about prisoners' malnut rition and he'll ask you about food. Now go to kit chen and use bottle of tabasco on bowl with rice. Exit kitchen and use triangle (just above the door of kitchen). This should trick the warden. Now go and unlock jail door with jail key. Talk to Bull about stethoscopes and he'll tell you he could try unlocking the safe. Now go to the patio and talk to soldiers. This should help Bull to sneak into the room. Now go to colonel's door and go to safe. After movie go to saloon and talk with Anselmo and Leconte. Tell them general's plan for attack.

Tell Anselmo about hidden cave in waterfall and give uniform to Leconte. Now go to the hideout and go to the tower to talk to general. Tell him you have 1nd and 2nd tasks he gave you and then go downstairs and just 'use fabric' to complete 3rd task. Now go back to general and tell him you have done everything. After movie click 'open door' in the distance. Once inside, open 1st door on your left and enter. Use wheel. Pick up a ball from John Nodoffsky's leg. Go back to general and use rope on cannon. Move cannon. Use ball with cannon. Move cannon. Use rope on cannon to get back to general. Again enter monastery. Walk a bit to the right and open the most distant door. Enter it. Open all 4 drawers and go to hose. Use hose and tap of barrel. Go through window. Use hose and another window the one above main entrance. Use hose on gunmen and then use matches on books near them. Enter main entrance. Pick up green book and look at it. Go up the stairway and use a key on the door. After movie move carpet and look at the drawing. Go left and move sun symbol. Now go to the very right and enter cave. End of 3 Skulls of Toltecs PC Game Walkthrough
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3 Skulls of Toltecs Walkthrough

3 Skulls of Toltecs PC Game Walkthrough. This one is kinda buggy one, so I don't guarantee you will get to final. Move Buck (the killed man). Talk to Friar Bacon (when I mean talk I mean you should talk all topics). This one is kinda buggy one, so I don't guarantee you will get to final. He will notice Buck is missing. Pick up pickaxe (twice because you pick up pick and picket, not a whole pickaxe). Use picket with Friar Bacon. You will knock him out. Pick up his cassock. Use donkey. Select left arrow. Talk with French army soldier. Return back to canyon and use don key to select right arrow now and get to Big Town. Enter door. Look into wooden bucket (you get a screw).

Go up the ladder. Move 'P' sign and go downstairs to collect it. Exit house. Go left to the well. Talk with the man, who fell into well. Go to Big Town Station (BTS since this point). Enter it and talk to telegraphist. Look at the teleprinter. Exit BTS. Go left. Open a box near entrance to General Store. Look into the box (you will collect logs). Enter local jail. Talk with Mortimer Pettyboom. Exit jail. Go to the saloon. Talk to layabout. To enter saloon you need to tell him you learnt in the same school with him and tell him that that M.Pettyboom was the 'super sucker' in your school. Then he should let you in. Once inside talk to sheriff and barman (you will need to get an empty whisky bottle from latter). Once you got it, examine it to see the location of the whisky plant. Talk with thug. Go upstairs and open right door. Talk with dancer you need her to tell you where her girlfriend keeps her money.

Look into the keyhole of the left door. Exit saloon. Talk to young lady about guy called Dickson when she begins to ask about his appearance use the following pattern of res ponses: CEBD. Then talk to old lady on the roc king chair. Then go to General Store and tell the shopkeeper that his mother calls him. He will leave and you can fetch some stuff: sugar, bis cuits, cigars, coffee, carrots. Now return to stable. Give carrot to your donkey and pick up hat from donkey's head. Go to church and talk to parish. Open a door to the right and try to pick up a ticket on the table (you can't now). Go to jail again and tell him that a coffee maker doesn't belong to jail and he will let you pick it up (tell him because it belongs to saloon when he asks why he should do it). Now use coffee on coffee pot. Go to the entrance to BTS and use water tank with coffee maker. Use screw on trolley. Now go to bank (a door near jail's door).

Talk to cashier and borrow some money from him; also try to open bank account. Now ride back to monastery and buy tobacco light from French soldier. Now go back to BTS and use trolley you can drive to following locations: waterfall, Indian village, Fort and a cemetary. When you have visited one of these locations you can get there clicking on the 'map' icon at the bottom of the screen and choosing a location to go to. Drive to cemetary. Pick up a rope. Talk to parrot. Give biscuits to parrot and pick parrot up after you do. Use pickaxe (to assemble it just use pick on picket at your inventory) on the plot of land the one which is the 'most fertile' when you examine it. Look furrows. Now leave and drive to Indian village. Pick up knife. Enter the closest tent via rip on its side. Pick up bottles (you get a magic cloud). Pick up candle. Exit tent. Talk to apache near totem pole. Talk to apache, guarding meeting in the leftmost tent he will ask you to bring him an item. Now drive to 'Forest' location on map there pick up fabric, hanging on tree (twice). Use knife on the gum on other tree. Enter cabin. Pick up the fishing rod. Talk with Tom about whisky ingredients. Exit cabin. Use fishing rod with river to get a horn. Drive to Fort Apache now. Talk with engine driver.

Enter fort. Talk to Lieutinant. Open kitchen door. Open cupboard, pick up tabasco. Open a trap door on the roof. Use fishing rod on trap door to fetch some dynamite. Talk to look out guard to learn which musical instrument needs to be played in order to lower the flag (answer:bugle). So use horn and pick up lowered flag. Now look at the window in the center of the fort and talk to Colonel Leconte. Next time you look in window give him a flag. Exit fort. Now drive to Indian village. Give chewing gum to the apache, guarding meeting. Go inside. Agree to smoke a pipe of peace. When it will be your turn just use tobacco light with pipe. After scene enter other tent the one you wasn't before (in the distance). Look into the basket and pick up a box of matches. Return to tent where you have smoken a pipe of peace and look into cauldron you will get barley seeds. Now go back to fort and enter colonel's room. Move barrel to kick it to your trolley. Pick up french uniform and a sponge. Use sponge on alarm above door to the left. Go to fort's jail and talk with sleepy jailer. Exit jail and enter a laundry which is run by a Chinese. Talk with him and give him french uniform for cleaning. Pick up a bowl of rice here and reenter laundry to collect clean uniform. Examine uniform to find a key in pocket.

Go to colonel's room and unlock door with a key you have found. Examine safe. Go to kitchen and use logs on oven, matches on oven, coffee maker on hotplate and finally pick up the coffee maker. Use rice on empty bowl on another hotplate. Now head to monastery and use coffee maker on sleeping Mexican. You need to call him an impostor and ask him about revolutionary hideout whereabouts. Now go to cemetary and use barley seeds with furrows and then use magic cloud. Collect barley. Now go to BTS and use water tank with barrel. Use sugar with barrel and then barley with barrel. Finally use 'P' sign on barrel and deliver the barrel to whisky maker. At Indian village use empty bottle with barrel and try to pick up a golden skull. After movie go back to Big Town and give balloon to old lady she will mend it for you. Go to church. Use candle with can delabra and use matches with candle. Continue to 3 Skulls of Toltecs Walkthrough Part 2.
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3 Days Zoo Mystery Part 6 Walkthrough

Magnate's office: 3 Days Zoo Mystery Part 5

Play Sudoku:
Click the keypad and fill up the number fields. Each number may only appear once horizontal and vertical. Find all needed items

Police Station:
Find the three books and give them to the sheriff. Get all items and give them to him also. Match three or more balls of the same color by swapping two balls. Play, until the color test tubes are filled. Find the wanted items and give it to the sheriff. Now you have to copy the dna. In the middle, you see numbers from 15. Move your mouse on the 1 and you see, that a certain part of the dna is marked. By clicking left on the 1 (or any other number), you will change this part . Click it, till both sides do look the same. When you think, all looks the same, click "compare"

Bar:
Find all the wanted items. In the mini game, you will see different shapes in different colors. The colors are not of any interest, but the shapes. Place all shapes into the box, with out overlapping. The box has to be filled up completely and you can't turn the shapes. Now find the needed keys and key rings. The mini game wants you find a matching pair of keys on each of the five cards.

Hotel Room:
Pick up the camera from the night stand and find the items. Find the differences. Move the desk lamp left side, get the laptop out of the inventory and click it at the socket. Click the laptop. Play the Match3 game, till you found all your letters for the password. Get the lock pick and open the look of the door. Use the lock pick to move up the first spring of the lock. If it falls down, go on looking for one that stays on top. Now look for the second one. If you choose the wrong one, the first one will also fall down. So you first have to lift the first one again and then look for the right second one. If you choose the right on, you can go on looking for the next. Please have a look at the screenshot to see the right order. Seen from left right (18) you have to use the following order: 6, 4, 8, 3, 5, 2, 7, 1

Dock:
Find the items. Repair the ship. Find all items and give them to the captain. Now you have to solve a math problem. Each flag is standing for a number, you see at the bottom. Solve the math problem, you already see now. Place the correct flags at their places. 8983=6, 15+32=47, 27+49=76, 5636=20.

Dump near the old circus:
Find the items. Click the container door at the right side. Place the teddy on top, the car in the middle and the pyramid at the bottom shelf of the container. Now click the caravan door left and find more items. After finding all rings, click the door of the white caravan. You have to find a position with the ring that it will fall through the rods into the bowl. Which ring goes in which bowl does not matter. After this, the caravan door opens and you receive the oil. Get the oil and the can out of the inventory and click the door of the caravan in the back left. Give all items to the man standing in the door. Another labyrinth is awaiting you.

Old Warehouse:
Click the truck. The hook and chain are hanging at the rope with the wash. Get it out of your inventory and click the truck again. Find the wanted items and click them also at the truck. Now click the box left side of the door. After you foand all items, click it at the box. Now you have to do a phantom picture of the clown. Find afterwards the items and use them to repair the ladder. Find the last items.

Bar:
Give the bartender the recipe form your inventory. Talk with the man, who is coming along. Give the dish to the man and now talk to the next one and the next customer. Get the stuff out of the microwave the same way as you did with the keys in the fish tank at the beginning. After serving all customers, the bartender is coming back. You have to play mahjongg with checks. You have to click away two equal looking checks. Checks which are covered by others you can't pick.

Former Director's house:
Find all wanted items. After this, you have to bring them in the right order. Columns from left to right: red, blue, green, purple, yellow. Rows from left to right: Animal, weigh, food, footprint, sketch. Find the needed items and give them to the former director. Place all items at their original place. Enjoy the end. End of 3 Days Zoo Mystery.
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3 Days Zoo Mystery Part 5 Walkthrough

Magnate's room: 3 Days Zoo Mystery Part 4.
Click the paper bin right side and pick up all the papers. Reassemble the picture after You can turn the pieces by right click. A piece at the correct place will get dark and can't be moved anymore. Move the chair a little to the side and get the golden head. Place it on the sphinx on the desk and click the grandfather clock. Find the parts of the clock and after this the billiard balls. Now click the colored shred behind the chair. Reassemble the stained window. Now search for the symbols, you can see on the window. After you found them, get the photo out of the desk drawer. Find the deer and place them at the wall. The glasses belong to the champagne bottle left low corner. The other door of the desk opens. Get out the note

Zoo Lodge:
Find the animals. Follow the traces in the labyrinth and bring the animals into their boxes. Find the items, the animals stole. Replace the items. Click the box behind the guard and connect the wires

Zoo Administration:
Find the wanted items. Now click the fish tank and collect the letters. Find all dogs and place them into the picture frame left side. After finding all gears, click them at the safe, you found behind the dog picture. Place the gears, so that all move. The safe opens, grab the book
Former director's house. Get the stuff, the former director needs. Give all to him and collect the rest. In the upper part you see three pans with the symbol of food, on the top you have the food. In the middle there are little balls. Your goal is it, to drop the food at the right place so that it can fall down into the pan. That is showing it’s symbol. The food has to find it’s way between the little balls, so you have to find out, where is. The best spot to start. If you fail, you will get another trial. Now give the former director the green stuff and look for the pictures. Give him the picture. Find the differences

Library:
First click on the music box at the fireplace. While the search scene, you will have to use the plazmatron same time at the chair and the table, otherwise, you wont be able to find the feather. Place all items on the music box. Click the music box again and it will show a color sequence you have to replay. Remind the sequence and click the right order of colors at the books left in the shelf. The correct order is: dark blue, light green, pink, light blue, purple, light red, yellow. A compartment on top of the music box appears. Click it and find the keys for it. After finding all, click the compartment and place the keys in the right order. Have a good look, which key turns which other keys with it. The key marked with a red circle in the screenshot will turn just it’self. Get the documents out of the compartment and find the wanted items

Bar:
Find all wanted items. After it you will have to fix the fish get the parts from the bar. Place it back above the bar. Find the foot and hand prints. In the following mini game you have to find on each card one matching pair. Find the wanted items

Magnate's house, hall:
Click the piano and follow the sequences, The keys will have symbols, so that it is more easy to replay it, Diamond, Star, Moon, Diamond, Star, Moon, Spades, Clubs, Diamond, Star, Moon, Spades, Clubs, Heart, Triangle, Diamond, Star, Moon, Spades, Clubs, Heart, Triangle, Spades, Heart, Diamond, Star, Moon, Spades, Clubs, Heart, Triangle, Spades, Heart, Star, Moon. Find the needed items 3 Days Zoo Mystery Part 6 Walkthrough.
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3 Days Zoo Mystery Part 4 Walkthrough

Police Station. 3 Days Zoo Mystery Part 3.
First you will have to find word, which are relevant to the police work. Click the first letter, hold the left mouse button pressed and drag the to the last letter, where you can release it. The words are only hidden horizontal from left to right. You are looking for (seen from top to bottom): 1st row: Pistol, 2nd row: Handcuffs, 4th row: Armor, 5th row: Gloves, 8th row: Badge, 9th row: Binoculars, 11th row: Hound, 12th row: Magnifier. Now you have find the objects. Give the objects all to the sheriff. Now you have to copy the face by clicking the arrows left and right. When you start with the chin, the rest is coming by it self, as you only have to look at the outlines when they do fit, it’s the right part. Find the rest of the items that are wanted.

Dock:
Get all the stuff, the captain needs. On the boat you will have to place the items at the right spot. Unfortunately the game will already show you a shadow, where you have to click the item. Now you have to find shoes, tires, roses and bananas. The pictures in the bar are only an example so you will not only find red roses for example, but also white ones. Now place all objects in the corresponding crates. The next mini game is waiting. Your goal is it, to bring the blocks onto the tiles with the same symbols. By clicking a block, you will see arrows left, right, top and bottom. With this arrow, you are moving the blocks. By clicking the arrow, the block will always go in the clicked direction, till a wall or another block stops it. For the solution please have a look at the screenshot.

Laboratory:
First click the alien and find the hammer afterwards. Give the hammer to the alien and find the next one he wants. Give it to him also and find the next one. Where there are only three sketches left, click the door lock right side. You have to activate the five lamps, by connecting the cables. You turn the cables around by clicking them. You can easily see, if they are at the right place, as only then they will have a real connection. Start top left. Now you can find the three sketches. Reassemble the picture by clicking two tiles they will swap places. To come back to the main lab use the door left from the bridge. Click the device on the table in the left low corner and find all parts. Four will be left, so enter the door to the right and look there for the rest. Go back and place the parts from your inventory on the desk low left corner. You have to reassemble the device with right click you can turn them. From now on, you can use the plazmatron as well with it you can make objects disappear for. a moment to see, if needed items are behind or ander it. Items, you can use the Plazmatron with, will highlight, when you move the mouse with the Plamatron over it. Find the needed items in here and the other room. Get all items out of the inventory and place them at the tower, right next to the bell jar. in the middle of the room. Place all chips at the right place, you can turn them with right click. Now click the crystal in the middle, where the glass jar was standing before.

Police Station:
Give the crystal from your inventory to the sheriff. Now you have to construct 4 phantom pictures again. Talk to the clown and click the blue folder on the desk. After finding all items, get them out of your inventory and click them onto the blue folder. On top you will see the objects that you need to have at the bottom. Your goal is it . Follow the line, that is connected with the box, to see where it ends and click the object into it. Find the papers. Reassemble the note by placing the paper pieces at the right spot. With right click you can turn the pieces. Pieces, which are at the right place, get dark and can't be moved anymore. Place the note afterwards onto the folder on the desk.

Magnate's house, hall:
Find all items and give them to the butler. Now you have to reassemble the pictures. Find the needed items. Then find the records, use plazmatron at the piano and place them into the music device there. Now bring the records in order use the screenshot to anderstand the numbers in the step by step walkthrough below blue 3 and 4 and red 2 down, red 7 to the right, blue 5 down, blue 3,4 and 5 to the left, red 1,6 and 7 to the right, red 6 and 7 down, all reds to the right, blue 1,3,4 and 5 down, blue 7 down, red 8 to the right, red 5,6,7 and 8 to the left, all red to the right, all red to the left, blue 7 and 8 to the right, blue 6, 7, and 8 down, blue 3 to 8 to the right, all blues down, 4 to 8 to the right, all red to the left, all blue to the right. 3 Days Zoo Mystery Part 5 Walkthrough.
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3 Days Zoo Mystery Part 3 Walkthrough

Zoo Administration. 3 Days Zoo Mystery Part 2
Click the fish tank and you will get a list of things, you have to look for After finding all, you will find them in your inventory, right side Pick them up and click them at the fish tank. The first mini games: You have to get out the five keys by using the magnet.

By clicking left, the magnet will fall down. If it comes onto a key, the key will stick at it and the rod will move it up. By dragging to the left or right, you can change direction, but you can't change the height of the key. If a fish touches the key with the mouth, it will drop down again. You have to find the right moment to let the magnet fall down. When you are done, click the painting with the horse at the wall behind the desc You do not know the combination, so you first have to collect all numbers Click them from your inventory onto the safe Now you get 7 circles. The one in the middle cannot be moved, all others you can move by clicking them. You have to assemble the picture of an elephant A circle that is at it’s right position cannot be moved anymore Get the note out of the safe.

At the bar:
After collecting all cups and plates, give them to the bartender Now you have to fill the trays with the food according to the silhouettes make sure, that you fill a tray before it reaches the left end Collect the bottles You will have to place them on the shelf at the back wall When you click a bottle, the correct shadow on the shelf will be highlighted Now clean the bar by collecting the papers and the spider web Now bring the bowls in the right order if red is right side or left side at the end, does not matter. Use the lower spot to place bowls there also. You are allowed to take as many bowls as you want at the same time, but you can only place a smaller bowl onto a bigger one, not the other way around.
I marked the bowls with numbers for the step by step walkthrough always grab the number and place it as told blue 1 down, blue 5 and 6 to the right, red 1 (with the ones above) down, blue 3 to the left, red 5 and 6 to the left, red 4, 5 and 6 down, blue 6 to the left, red 4, 5 and 6 to the right, red 3, 4, 5, 6 down, blue 1,2,3 and 6 to the right, blue 6 to the left, blue 5 and 6 to the right, red 3,4,5,6 to the left, all red down, blue 5 and 6 to the left, 4, 5, and 6 to the right, red to the left.

Uncle's house:
All lamps can be moved to the left and right, so that you can see better For the last cat, grab the rifle (right low corner) and shoot the bottle in front of the painting at the top The painting drops down and you can get the cat. You have to bring the numbers now in the right order 1 left upper corner 15 low right corner By clicking a tile, it will move to a free spot. While doing this a bonus will load when it’s full you can swap two numbers by clicking them.

Now find the needed objects
Get them out of the inventory and place them on the scale To place an object on the scale click it and click it on one of the scale pans You will have to bring the scale in balance by placing all objects on the scale pans You can do it by try and error or find out the weight for each object and then count or have a look at the screenshot ;)

Police Station:
Get the documents from your inventory and give it to the sheriff. After finding all donuts, give them to him also and then click the coffeemaker, in the other room, left side. Find all ingredients to make coffee Place all parts at the right place to fix the machine. Give the coffee to the sheriff and find all folders When you found all get them out of the inventory and click them at the file cabinet left side. You will have to bring them in the right order use the already placed once for orientation The columns have to show the same color the rows have to show the same theme Right placed folders are getting dark and can't be moved anymore For top to bottom: First row are animal Second row are geometric symbols in black and white Third row are letters Fourth row are vehicles The last row show black symbols Now give red folder from your inventory to the sheriff. 3 Days Zoo Mystery Part 4.
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3 Days Zoo Mystery Part 2 Walkthrough

3 Days Zoo Mystery Part 1. Slider puzzle 2: You see tiles, marked with a symbol and blocks marked with the same symbol. It’s your goal to place a block on a field with the same symbol. But when you move a block, it will always go in the pointed direction till it will be stopped by a wall or another block. Coordinate your blocks, till all are laying on the right position. 3 Days Zoo Mystery PC Game Walkthrough Part 2.

Wires: Connect the wires by clicking them into the right position, till all lamps get energy.

Micro chips: You see a parts of micro chips in bottom bar place them at the right spot in the micro chip above.

Labyrinth: To have to rows of boxes in one row you see objects at the boxes, the others are empty. The others are connected by lines. You have to find the two boxes with are connected with each other and place the objects inside the empty box, according to the one, the line is connected with.

Find the difference: Find the 10 differences between the two pictures.

Memory: Turn two cards and find the matching pairs But there is a difference to normal memories: Here you have to find animals and their foot. For example: Monkey and banana, tiger and meat.

Gears: Place the gears so that they are all connected. At the end they all have to move start with connecting the one at the right side.

Food in pans: In the upper part you see three pans with the symbol of food on the top, you have the food. In the middle there are little balls. Your goal is it, to drop the food at the right place so that it can fall down into the pan that is showing it’s symbol. The food has to find it’s way between the little balls, so you have to find out, where is the best spot to start. If you fail, you will get another trial.

Key activation: Click the keys with the mouse, so that they point to the little lamp. The lamp will be activated then. All but one key do not only turn it self but also one or more other keys. Find the right combination and do the key, which is only turning it self at last.

Matching pairs: You will be shown a paper with a lot of different symbols. Only two are matching. Find and click this two you will play, till you have three different papers right

Follow the sequence: A piano plays a melody and you have to replay it. There are symbols shown on the keyboard that makes it easier to recall. If you hit a wrong key, the piano will show the complete sequence again.

Sudoku: You will have to fill the four 4x4 squares with the numbers 1 4. Each row and column is only allowed to contain each number once.

Match 31: Match 3 or more balls of the same color to fill the test tubes left. When all test cubes are full, you win.

Match 32: Match 3 or more balls of the same color to fill the test tubes. For each filled test tube you will receive a letter for the needed password.

Open the lock: With a lock pick you have to move up the single parts of the key. Find out the right order as the already moved up parts will fall down again, if you click the wrong part.

Maths with flags: You have three math problems, shown with flags. Each flag is equivalent to a number, you see at the bottom. Replace the flag with the numbers and find the results.
Mahjongg with checks: Just click always the two free laying checks away. Continue to 3 Days Zoo Mystery 3.
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3 Days Zoo Mystery Walkthrough

3 Days Zoo Mystery PC Game Walkthrough. There is no time limit. The book shows you your next goals for in case that you forgot. Use the question mark for a hint. It will renew fast, but it costs you 100 points. Later in the game you can also use the plazmatron, which will let disappear objects from the scene for a moment, so that you can only see, what you you are looking for. When you mouse cursor changes into a question mark, something has to be done, like a puzzle. When your mouse cursor changes into a hand, you will have move this object. You should talk to the persons around you. Sometimes they will have important informations for you. For fast wrong clicking you will get a point punishment. You can skip mini games, if you want, but you will have to do a search scene instead For doing a mini game you will receive 1.500. If you skip the mini game you will not receive any points for the solving the search scene. Some of the mini games, you will play twice or three times, but always in different variations.

Minigames:

Fish tank/Microwave: It’s your goal to get the key out of the fish tank/microwave, with out touching the swimming around fishes/beams. Do you touch one of it, the key will fall down again move your mouse with the key left and right to find your way.

Turning discs: Your goal is it to reproduce a picture. The middle disc will not move, so you should start with the next ring. Move the discs by clicking till the picture is complete. Discs, which are in the right position can't be moved anymore.

Food trays: You will see three trays moving from right to left in the middle of the scene. They only show the silhouettes of different kind of foods. In the lower part, food is moving in a bar. Get the right food and place it on the according shilohuette on the tray. Each tray has to be complete, before it reaches the end of the treadmill.

Staples of bowls/records: You do get two staples with bowls/records in two different colors in different sizes. Your goal is it, to staple the bowls/records from big to small from bottom to top. Use the empty compartment, for moving the plates around. You can click move more than one bowl/record the same time, just click the lowest one of the staple you want to move.

Slider puzzle: Bring the tiles in the right order by clicking a tile to move it to an empty spot next, over or under it.

Swap puzzle: Bring the tiles in the right order. By clicking two tiles the will swap places.

Parts puzzle: Place the parts at the right place to build or fix something. All parts can be turned with right click.

Scale puzzle: Your goal is it, to bring the scale in balance, while putting all objects on the two scale pans. When you weight each object, you can see it’s single weight that might help you to solve the puzzle quickly. But of course, you can also do it with "try and error".

Repair the coffee machine: After finding all parts of the coffee machine place them at the right spot. To do so, click one of the parts from the left side bar and click it at the right spot left side. Parts which do not belong at this spot, will not be placed at all.

Sort objects: All objects have to be brought in the right order, according to their color and the symbol. Columns have to show the same color, rows have to show the same theme of symbols. You will get a few objects already in there to have a start. Objects which are at the right place can't be moved anymore.

Word puzzle: Find the words which are connected to the police. The words are only hidden horizontal from left to right.

Copy face/dna/clown: On the right side of the screen you will see how the object you have to copy looks like, left side you will have to copy. To change the image on the left side, use the arrows left and right. When you think, you have all five changing parts right, click the compare button.

Replace objects: Your goal is it, to place all objects at their right spot. When clicking an object, you will see a small image, showing a part of the location. Find it and click the object there. Continue to 3 Days Zoo Mystery Walkthrough 2.
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