Mystery Tales 14: Master of Puppets

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Mystery Tales 14: Master of Puppets

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Wise Geek → Game Walkthroughs → Mystery Tales 14: Master of Puppets - Walkthrough of the game in pictures step by stepMystery Tales 14: Master of Puppets - Full Walkthrough with Tips and Puzzles

Mystery Tales 14: The Puppeteer. The old mansion of the Gray family turns into a ghost house. One by one, family members disappear, and other tenants appear in the rooms - strange dolls. Who controls them, and what happened to the missing? To find out the truth, the paranormal detective must pass the tests prepared by the ghost. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

General Tips Chapter 1 The Embankment Chapter 2 Dollhouse Chapter 3 Street Chapter 4 The Conveyor Bonus Chapter Collectibles Mystery Stories 14: General Tips

In the old estate of the Grays, paranormal phenomena occur. The servants disappear from the mansion, family members are endangered. During the investigation, the detective discovers a terrible family secret. Now he has no other choice but to find a ghost - the former lover of Miranda Gray.

Go with the detective to the mansion and collect all the information about the mysterious puppeteer and the family. You will discover a world hidden from human eyes - the world of the supernatural. Use a special video camera to see it. Pass the ghost trials. Search locations for items from a given list or their images. Solve puzzles and mini-games, play a match-3 game.

Collect useful information in a notebook, use an interactive map to instantly move in space. Explore anomalous zones with a special video camera. This walkthrough will not tell you each time you need to zoom in on a location. Screenshots show each close-up scene.

Hidden object puzzles are referred to as HOPs. This walkthrough does not show HOP solutions. It will only show the location of the HOP and the item received. Use the Map to quickly move between locations. You will be shown step-by-step solutions for those mini-games that are not randomly generated. Read the instructions for each puzzle carefully. Sometimes you’ll have to select new scenes to enable dialogue, cutscenes, or quests before continuing with the game.

Mystery Tales 14: Chapter 1 The Embankment

Click; take Quest Log and SCRAPER. Read the note; take the VIDEO CAMERA (A). Read the note; take the GLOVE and 1/3 AMULETS (B). Take Hint, 2/3 AMULETS, and LENS (C).

Use the LENS on the VIDEO CAMERA; the camera is now in the interface box (D). Use Camera; complete the HOP; you receive a FISH (E). Read the notes; use FISH; take the EMPTY CAN and SCREWDRIVER (F). Use SCREWDRIVER; take 3/3 AMULETS and WIRE (G).

Use AMULETS; take BROWNER and ELECTIVE TAPE (I). Click twice; use WIRE and ELECTRIC TAPE (J).

Take Map and BROKEN SAW; use SCRAPER; take 1/2 BIRD (K). Take the METAL WEDGE (L). Use GLOVE; take 2/2 BIRDS and HEAVY STATUETTE (M). Press (N).

Use BIRD (AB). Easy level solution C-Bx2-C-Ax2-CAC-Bx3-C-Ax3-CAC-Bx4-C-Ax4-C. Complex level solution C-Bx3-C-Ax3-C-Ax3-C-Bx6-C-Ax6-C-Bx2-C. Bx2-CAx2-CAC-Bx3-C-Ax3-C. Final position (@). Read the note; take HAIRPIN and CHAIN.

Take the HOSE (D). Open the lid; use HOSE and EMPTY CAN; take GASOLINE (E). Use the CHAIN ??and GASOLINE on the BROKEN SAW; you receive the CHAINSAW. Use CHAINSAW (F). Walk forward.

Use Camera (G). Take RED TAPE; use STREAMER; take the MIRROR (H). Use METAL WEDGE and HEAVY STATUETTE; take MAGNET and LETTER G; click on the red button (I).

Use MAGNET; take DIAMOND RING and HOOK; read the notes (J). Use MIRROR (K); use HOOK (L). Pass (M). You have received the STORAGE KEY. Walk down twice.

Use LETTER G; take the CRANK and 1/3 SAFE PARTS (N). Use DIAMOND RING; take WIRE and 2/3 SAFE PARTS (O). Walk forward. Use STORAGE KEY; open the panel; select the lever (P). Press Qx4-Sx4-Rx4. Walk forward.

Use HAIRPIN; take the HORSESHOE and BURNER BASE (A). Read the note; use RED TAPE (B). Complete the HOP; you receive the KNIFE (C). Use KNIFE; take the CARROT (D).

Use CARROT; take the GAS BOTTLE (E). Walk back. Use HORSESHOE; take the TONGS and 3/3 SAFE PARTS (F). Use SAFE PARTS (G).

Easy level solution - move (H) in the next order 1-5.

Hard level solution - move (I) in the following NJNLNLML order.

Read the diary; take BOW. Walk forward. Use BOW; take the SPATULA (O). Walk back. Use SPATULA; take NAILS and LIGHTER (P). Use the GAS BOTTLE and LIGHTER on the BURNER BASE; you receive the GAS BURNER. Walk back. Use GAS BURNER (Q). Walk right.

Use HANDLE; take RUSTY AX and NET (A). Use WIRE; take the GRINDSTONE and BROKEN RAKE (B). Use the GRINDSTONE on the RUSTY AX; you receive the AX. Use the AX (C). Walk right.

Take 1/2 WOODEN PLANKS; use TONGS; you receive the HEART HALF (D). Use HEART HALF (E). Complete the HOP; you receive the SHADEL (F). Use the SCOOP; take 2/2 WOODEN PLANKS and WRENCH (G). Walk back.

Use WRENCH; take HAMMER and 1/2 REGULATORS (H). Use NAILS, WOODEN BOARDS, and HAMMER (I). Walk forward. Use the NET; take TWEEZERS, CHISEL, and CLAMP (J). Take the GRABELE HANDLE (K). Use the RABE HANDLE and CLAMP on the BROKEN RAKE PIECE; you receive the RABELS.

Use RABELS; take the CONSTRUCTION STAPLER and BALL (L). Use BALL; take the SCISSORS (M). Walk back, then right. Use SCISSORS; take OIL CAN and 2/2 REGULATORS (N). Press (O).

Use REGULATORS; easy level solution - move the sliders to the next position 1-5 (P). Hard level solution - move the sliders to the next position 1-6 (Q). Take the PAPIER. Walk back, then forward.

Use CHISEL and PAPIER; take SPONGE and VALVE (A). Walk back. Use the VALVE (B). Complete the HOP; you receive the BUCKET (C). Use BUCKET; take RULER and SHIP EMBLEM (D). Walk forward. Use SHIP EMBLEM (E).

Solution (F).

Mystery Tales 14: Chapter 2 Dollhouse

Read the recipe; take CORK; use TWEEZERS; you receive the HAIRPIN (G). Take SPRAYER and NEEDLE; use HAIRPIN; take BOARDS (H). Use BOARDS and CONSTRUCTION STAPLER (I). Walk right.

Take SODA; use OIL CAN; take JESTER HAT and BOOT (J). Take 1/3 KEYS; use RULER and SHOE; take the PATCH and VINEGAR (K). Walk back. Use the SPRAYER, VINEGAR and SODA; take VINEGAR (L). Read the note; use SPONGE and VINEGAR (M). Complete the HOP; you receive the SLIMPER (N). Use the SLIMPER (O). Go to the attic (P).

Talk; you receive STAINED GLASS FRAGMENT (A). Take 2/3 PIANO KEYS; use STAINED GLASS FRAGMENT; take the SPINDLE WHEEL (B). Read the note; use CORK; take KNIFE and NUT (C).

Use SPINDLE WHEEL and NUT; take THREAD and SCRAPER (D). Use the NEEDLE, PATCH, and THREAD on the JOKE HAT. Walk back. Use JOKE HAT; take the HANDKERCHIEF, PUPPET, and 3/3 PIANO KEYS (E). Walk right. Press (F).

Use PIANO KEYS; click on the symbol (G); then on 4 identical keys (H). Do the same for the rest of the characters. Take the SIGNET (I). Use SIGNET (J). Walk right.

Use Camera (K). Take 1/3 TRANSMITTERS and BRUSH; use KNIFE; take the LOG (L). Use SCRAPER and HANDKERCHIEF; take CORD and CUTTERS (M). Use CUTTERS; read the note; take 2/3 TRANSMITTERS and PUPPET STRINGS (N). Use the PUPPET STRINGS on the PUPPET. Walk back.

Use the LOG; take the PLIERS (O). Use PLIERS; you receive a METAL STICK (P). Walk right. Use CORD and METAL STICK; take SOLVENT and FREEZING SPRAY (Q). Go to the attic.

Use the PUPPET (B). Complete the HOP; you receive a VASE (C). Use the VASE; take the SINK (D). Walk back; go right twice. Use FREEZING SPRAY and SINKER; take FORK and TALC (E). Go to the attic.

Use BRUSH and TALC (F). Easy level solution (G). Hard level solution (H). Take the HANDLE (I). Use CRANK; take the GLOVE DOLL and SUN (J). Walk back; go right twice.

Use SUN; take the FEATHER and 3/3 TRANSMITTERS (K). Use TRANSMITTERS (L). Light level solution (MN)-(OM)-(NO). Complex level solution (PQ)-(QR)-(RP)-(QR)-(PQ)-(QR).

Take the ROPE; use SOLVENT and remove cloth; take GLUE and MORTAR AND PESTLE (A). Take 1/3 FILTER PARTS; use GLOVE DOLL; you receive a RAP (B). Use the BURDOCK on the MORTAR AND PESTLE; you receive the THORNY PLANT. Use THORNY PLANT; you receive the DOOR COMBINATION (C). Use DOOR COMBINATION (D); press 1-5. Walk right.

Take 2/3 FILTER PARTS and PUPPET; remove the cloth. Read the note; use FORK; take the VALVE (E). Use VALVE; take the FAN; use FEATHERS; take the HANDLE (F). Use HANDLE and GLUE; take 3/3 FILTER PARTS and PUPPET PART (G). Walk back.

Use FILTER PARTS (H). Complete the HOP; you receive the DOOR RING (I). Use DOOR RING (J). Walk forward.

Use Camera (K). Take 1/2 BOOKS; use ROPE; you receive the KNIFE (L). Take the ELECTRIC TAPE; use FAN; take BROKEN BOLT CUTTER; use KNIFE; take FAMILY CREST; read the note (M). Walk back.

Use FAMILY CREST; take SPOON and BOLT CUTTER PIECE (N). Use SPOON; take the GEAR (O). Walk right. Use PUPPET PIECE, PUPPET AND GEAR (P).

Easy level solution - move as shown in the EDFBACED image. Hard level solution - move as shown in the FED image. Take the DOLLHOUSE DOOR.

Use DOLLHOUSE DOOR; take the EMPTY POUCH and HANDKERCHIEF (G). Walk back, then forward. Use EMPTY POUCH; you receive the NUTS (H). Use NUTS; take the CHAIR DECORATION (I). Walk back, then right.

Use CHAIR DECORATION; take WRENCH and 2/2 BOOKS (J). Use BOOKS; take PENDANT, BROKEN ELECTRIC TAPE, and BOLTS (K). Use the BOLT CUTTER PIECE and BOLTS on the BROKEN BOLT CUTTER; you receive the BOLT CUTTER. Walk back, then forward.

Use BOLT CUTTER; you receive a LOCK; use ELECTRIC TAPE (L). Complete the HOP; you receive the GATE KEY (M). Use GATE KEY (N). Walk forward.

Mystery Stories 14: Chapter 3 Street

Take 1/2 PLAY FIGURES; use HANDKERCHIEF; you receive the SHARD (O). Take the PETARD; use SHARD and WRENCH; you receive the BELL (P). Use BELL; press the button (Q). Walk right.

Talk; you receive the FLAG (A). Take PURSE; use FLAG and LOCK; take PLIERS and START BUTTON (B). Use the START BUTTON on the BROKEN ROTALE; you receive the ROULETTE. Use ROULETTE; you receive the CANDLESTICK (C). Take the PUMP; use PENDANT and CANDLESTICK; take the FAN and 2/2 PLAY FIGURES (@). Walk back.

Use the GAME FIGURES on the board (D). The mini-game is randomly generated. Final location on the easy level (E). The final location on the hard level (F). Take LASSO.

Use LASSO (G). Walk forward. Use PLIERS; you receive a HANDLE; take the BRACELET (H). Take 1/2 CROSSBOW AND ARROW; use HANDLE and FAN; take GLASS CUTTER and LIGHTER (I). Use PETARD and LIGHTER; take AUTOMATIC CHIP and PURSE AMULET (J). Walk back, then right.

Use GLASS CUTTER; take PURSE AMULET (K). Use the PURSE AMULETS on the PURSE; take the money. Use MONEY (L). Complete the HOP; you receive the CABINET AMULET (M). Read the note; use CABINET AMULET; take the HANGER and LOCK PICK (N). Walk back.

Use LOCK PICK; take CUP and INFLATABLE PILLOW (O). Use PUMP and INFLATABLE PILLOW; take the COLANDER (P). Walk forward.

Use COLANDER; you receive the CORK (Q). Use CORK and BRACELET; take the CUTTERS and 2/2 CROSSBOW AND ARROW (R). Use CROSSBOW AND ARROW; you receive the LEVER (S). Walk back, then right.

Use AUTOMATIC CHIP and LEVER (A). Easy solution (IE)-(ED)-(GH)-(HI)-(DH)-(BC)-(CD)-(DE)-(EF). Complex level solution (NM)-(MP)-(JK)-(KL)-(LM)-(MN)-(NO).

Click; take the SUCKER and SAMANTHA’S CAT (R). Use SAMANTHA’S CAT; you receive a TAXI COUPON (S). Walk back, then forward. Use TAXI COUPON (T).

Easy level solution - when the car is in position A, press B. When the car is in position C, press D. When the car is in position E, press F.

Hard Level Solution - When the cars are in position (G), press (H). When the cars are in position (I) and the red car is moving to the right, press (J). When the cars are in position (K) and the green car is moving up, press (L).

Use HANGER; take GLASSES (A). Take MANNEQUIN HAND and BURNER; use CUP; take the CUTTERS (B). Use GLASSES and BURNER (C). Walk forward.

Read the note; take BROKEN JACK; use SUCKER; take the MONOPOD (D). Use CAMERA (E). Take the SAFE HANDLE; use CUTTERS and MONOPOD; read the note; take the SCREWDRIVER and LEVER (F). Use SCREWDRIVER; take the GARAGE REMOTE (G). Walk back.

Use GARAGE REMOTE (H). Complete the HOP; you receive the CAT HOOK (I). Use CUP; take TONGS. Use CAT HOOK (J). Go to the roof (K).

Use MANNEQUIN HAND; take the MAGNET and BROKEN STETHOSCOPE (L). Use TONGS; take the VALVE (M). Take NAILS; use VALVE; take the SOLDERING IRON and BOLT (N). Use the LEVER and BOLT on the BROKEN JACK; you receive the JACK. Walk back.

Use JACK; take the GLOVE BUTTON and HAMMER (O). Use GLOVE BUTTON and HAMMER; take STETHOSCOPE PIECE (P). Use the STETHOSCOPE PIECE on the BROKEN STETHOSCOPE; you receive the STETHOSCOPE. Walk forward. Press (Q). Use the SAFE HANDLE and STETHOSCOPE on the safe.

Solution Ax3-Bx2-Ax4-Bx6-Ax6-Bx2. Take PHOTO IN FRAME.

Use PHOTO IN FRAME; take BROKEN AMULET and SIGNET (C). Go to the roof. Use SIGNET; take AMULET FRAGMENT and CHAIN ??HOLDER (D). Use NAILS, CHAIN ??HOLDER, and HAMMER (E). Press (FE). Walk forward (G).

Mystery Stories 14: Chapter 4 The Conveyor

Take SPRING; read the note; use MAGNET; take the BRUSH (H). Take 1/2 EMBLEM FRAGMENTS; click; use the SOLDERING IRON (I). Take the SPATULA and SOLVENT (J). Walk back.

Use SOLVENT and BRUSH (K). Complete the HOP; you receive the BIRD (L). Use BIRD; take the BRUSH (M). Walk forward.

Use BRUSH; you receive GLUE (N). Use the AMULET FRAGMENT and GLUE on the BROKEN AMULET; you have received an STAR. Use STAR; take the CHISEL and MASK (O). Walk down twice; go ahead.

Use MASK; take the EMPTY BOWL and 2/2 EMBLEM FRAGMENTS (P). Use EMBLEM FRAGMENTS; take SHEARS and SWITCH (Q). Go to the conveyor. Use SPRING and SWITCH (R).

Light ABC solution.

DEF complex level solution.

Take the BOTTLE KEY (G). Use the SNACK KEY (H).

Use SHEARS; take the SAW HANDLE. Use SPATULA; you receive the GATE PIECE (I). Take the SAW BLADE and WRAPED CHOCOLATE (J). Use the SAW BLADE on the SAW HANDLE; you receive the SAW. Use GATE PIECE (K).

Light level LMN solution.

Complex level solution O-Px2-QRS.

Walk forward. Take TONGS; use the SAW; take LONG BRANCH and SHOVEL SHOVEL. Use EMPTY BOWL; you receive the DOG FOOD (A). Use DOG FOOD (B). Walk forward.

Take HEAVY STATUETTE and CANDLESTICK; use CHISEL; take the FAN (C). Use FAN; take the RAKE (D). Walk down twice.

Use the RAKE; take 1/3 BRACELETS; use WRAPED CHOCOLATE (E). Complete the HOP; you receive the PERFUME (F). Use PERFUME; take the WEDGE and CANDLE (G). Use the LONG BRANCH, HEAVY STATUETTE, and WEDGE on the SHOVEL LEAF; you receive the SHOVEL. Walk forward twice.

Use the SHOVEL; take PROTECTIVE GLOVE and STONE SWORD (H). Use the STONE SWORD (I). Walk forward.

Use CAMERA (J). Take 2/3 BRACELETS and VASE EMBLEM; use TONGS; you receive a SLIVEL (K). Take BROKEN FILE; use SLIVEL; you receive a BURNING SLIVEL (L). Walk down twice.

Use the CANDLE, CANDLESTICK and BURNING SLIVEL. Select (N). Win three times in "easy" game mode; 5 times in the game mode "difficult" (O). The mini-game is randomly generated. Take the NAMEPLATE (P).

Read the note; use NAMEPLATE; take the CORK (A). Walk back. Use CORK; take the EMPTY JAR (B). Use EMPTY JAR; you receive the WATER (C). Walk forward three times.

Use WATER and PROTECTIVE GLOVE; you receive the SKULL (D). Use SKULL; take WALTER DOLL (E). Read the note; take the KEY (F). Walk back.

Use KEY (G). Complete the HOP; you receive the LANTERN (H). Use LANTERN; take 3/3 BRACELETS (I). Walk back.

Use BRACELETS; you receive the FILE HANDLE (J). Use the FILE HANDLE on the BROKEN FILE; you receive the FILE. Use the FILE and take the HAIRPIN; use VASE EMBLEM; take WALTER’S ASSE (K). Walk forward twice.

Read the note; use HAIRPIN; you receive the PHOTO OF WALTER (L). Use WALTER’S DOLL, WALTER’S PHOTO, and WALTER’S ASHES (M).

Light level BCDAC-Dx2 solution. Complex level solution BDACDB.

Mystery Tales 14: Bonus Chapter

Click; take the SCRAPER and SAW BLADE (A). Take the COMB; use SCRAPER; take WIRE and LACQUER (B). Click; take the LETTERBOX HANDLE and CUP (C).

Use LETTERBOX HANDLE and LACQUER; press (D). Complete the HOP; you receive a BUTTON (E). Apply and press the BUTTON (F). Walk left.

Read the note; take the SAW HANDLE (G). Use the SAW HANDLE and WIRE on the SAW BLADE; you receive the SAW. Take the LOG; use BOWL; take the WRENCH (H). Take OIL CAN and 1/4 LETTERS; read the note. Use the SAW; you receive the BOARD (I). Use LOG and BOARD (J). Walk forward.

Take BROKEN FLASHLIGHT; use OIL CAN and WRENCH; take 1/2 SPRAY AND LIGHTER and HAMMER (K). Take 2/4 LETTERS; use COMB; take the LOCK PICK (L). Use the HAMMER; you receive a PEG; take the LIGHT BULB and FILE (M). Walk down twice.

Use LOCK PICK; take the HORSE (N). Walk left. Use the HORSE (O).

Easy solution 1-2-3-4-5-6-7-8-9-10-11-12-13-14-3-15-3-4-5-10-16 (P). Hard level solution 1-25 (Q). Take AMULET.

Use AMULET; take 3/4 LETTERS and BATTERY (A). Use the BULB and BATTERY on the BROKEN FLASHLIGHT; you receive the FLASHLIGHT. Walk back. Use FLASHLIGHT; take ELECTRIC TAPE and 4/4 LETTERS (B). Use LETTERS; take 2/2 SPRAY AND LIGHTER and BELT (C). Walk left, then forward.

Use SPRAY AND LIGHTER (D). Complete the HOP; you receive the OLD KEY (E). Use OLD KEY (F). Walk forward.

Use FILE; you receive the CHAIN; take the CLOTH and press (G). Use BELT; take SOLVENT, 1/2 EMBLEM, PAPIER, and HOOK (H). Use SOLVENT and CLOTH; take the STICK (I).

Take SCREWDRIVER; click on the fabric; use PEG and PAPIER; take the WOODEN ARM (J). Use the ELECTRIC TAPE and WOODEN HAND on the STICK; you receive the STICK. Walk down twice. Use STICK; take 2/2 EMBLEMS and TWEEZERS (K). Walk forward twice. Use EMBLEMS (L).

Easy solution (M).

Hard level solution (N).

Take the MIRROR and 1/3 ANGELS (O). Read the note; use MIRROR (P) and HOOK (Q). Walk forward.

Take GLASS CUTTER and UMBRELLA; use TWEEZERS; you receive 2/3 ANGELS (A). Use UMBRELLA (B). Solution CDC-Dx2-CD-Cx2-D. Take the HANDLE (E). Walk down twice.

Use HANDLE and CHAIN; take the SPATULA (F). Use SPATULA; take 3/3 ANGELS and TONGS (G). Place ANGELS (H).

Solution A-Cx2-BABEDCED-Cx2-B-Cx3-ED. Take 1/3 GEMS and COGS (F). Walk forward twice.

Use SCREWS and SCREWDRIVER; press (G). Complete the HOP; you receive the FUSE (H). Use TONGS; take the FAN and BROKEN CAMERA (I). Use the FUSE (J). Walk forward.

Use FAN; take the BRUSH and 1/3 MAP AMULETS (K). Take 2/3 GEMS; use GLASS CUTTER; read the note; take 2/3 MAP AMULETS (L). Use BROOM; take the SCALPEL and CAMERA FLASH (M). Use the CAMERA FLASH on the BROKEN CAMERA; you receive a CAMERA. Walk down twice.

Use CAMERA; you receive the CLOCK CODE (N). Use CLOCK CODE; take the DIAL and 3/3 GEMS (O). Use GEMS; take 3/3 MAP AMULETS and FORKING FORK (P). Walk forward twice.

Use CARD AMULETS; solution (Q). Take the GOLF BALL.

Use the GOLF BALL (A). Use (BA). Take the CUTTERS and RATCHET (C). Walk back. Use RATCHET; take the SIGNET (D). Walk forward.

Use SIGNET; take STETHOSCOPE and CORK (E). Use the DIAL and STETHOSCOPE; read the note (F). Use the SCALPEL (@); you receive the STRAITJACKET.

Read the note; take NAILS and CLOTH. Use TUNING FORK; take the JADE EYE (G). Use JADE EYE; you receive the CORKSCREW (H). Use CORKSCREW (I). Press (J).

Click on the pairs of identical items (K). Take the BADGE (L).

Use BADGE and CUTTERS; take HORN and JEANS (N). Use HORN; take the PIPE and SCARF (O). Use the CLOTH, JEANS, and SCARF on the STRAITJACKET; you receive the LADDER. Use the LADDER (P). Walk forward.

Take 1/2 PLANKS; use CORK; take the RUBBER BOOTS (A). Use RUBBER BOOTS (B). Solution (C).

Take FLAG and BOOT (D). Take 2/2 PLANKS (E). Use PLANKS, NAILS and BOOT (F). Walk left.

Take 1/2 LOCKER HANDLE (G). Read the note; take SPOON. Use PIPE; read the note; take 2/2 LOCKER HANDLES and SPONGE ON STICK (H). Use LOCKER HANDLES (I).

Easy level solution (ABCDEFG)-(HIJKL). Complex level solution (HIJK)-(DEFG)-(KL). Take SOLVENT.

Take the GLASS (M). Use the SOLVENT and GLASS on the SPONGE ON STICK; you receive the SOLVENT. Use SOLVENT (N). Walk forward.

Take the BRUSH; use SPOON; take the RECORD (O). Take TALC; use FLAG; take the LOCK PICK (P). Take FRAME; use LOCK PICK; take TAPE and AX HANDLE (Q). Walk back.

Use PLATE; take the TRUE CLEF (A). Use the TRUE CLEF; take REVOLVER and 1/2 NEEDLE AND THREAD (B). Use TALC, TAPE, and BRUSH; you receive the FINGERPRINT (C). Walk back.

Use AX HANDLE and REVOLVER; take the AX (D). Use the AX (E). Complete the HOP; you receive the IMPROVISED WEDGE (F). Use IMPROVISED WEDGE; take 1/3 PIANO KEYS and GRID (G). Apply the GRID to the FRAME; you receive a NET. Walk left, then forward.

Use the NET; you receive 2/3 PIANO KEYS and PATCH (H). Use FINGERPRINT; take PEN, MAGNET, and NUMBERS (I). Use MAGNET; take GASOLINE and 3/3 PIANO KEYS (J). Walk back.

Use KEYS; take 2/2 NEEDLE AND THREAD and NOTEBOOK (K). Use PATCH and NEEDLE AND THREAD; take the DOOR HANDLE (L). Walk back.

Use GASOLINE, NOTEBOOK and PEN; you receive the BOAT CODE (M). Use NUMBERS and BOAT CODE; take the PASS (N). Walk left, then straight. Use DOOR HANDLE and PASS (O).

Easy level solution 1-7 (A).

Hard level solution 1-10 (B). Congratulations! You have completed Mystery Tales 14: The Puppeteer Collector’s Edition.

Mystery Tales 14: Collectibles

Gifts are marked in pink, souvenirs in green, coins in yellow. Collectibles (AD).

Collectibles (E-H).

Collectibles (I).

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