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Haunted Halls: Fears From Childhood
A Walkthrough by Michael Gray
AKA The Lost Gamer (
[email protected])
Copyright 2013
For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html
Table of Contents:
001. General information
002. Video Walkthrough
003. Walkthrough
003a. Chapter 1
003b. Chapter 2
003c. Chapter 3
003d. Chapter 4
003e. Chapter 5
003f. Chapter 6
003g. Chapter 7
004. Credits
001. General Information
-----------------------------------------------------------
This is a walkthrough for the game called "Haunted Halls:
Fears from Childhood". This is the sequel to "Haunted
Halls: Green Hills Sanitarium". To contact me about this
guide, use my email address,
[email protected].
Thanks to jgs for the ASCII art of a skeleton, seen at the
top of this guide.
002. Video Walkthrough
-----------------------------------------------------------
Do you want to see a video of how to beat the game, rather
than read how to do it? You're in luck! I made a video
walkthrough for this game, which can be found here:
http://www.youtube.com/playlist?list=PL-
BD_KjCUmdzhtqI2_JKs8hpu065cdlQz
The videos come complete with my live commentary.
003. Walkthrough
-----------------------------------------------------------
To start the game, click on "play". There are two
difficulty modes in this game.
003a. Chapter 1
-----------------------------------------------------------
In the previous game in the series, Tim and Dr. Blackmore
fought at Green Hills Sanitarium, and they disappeared
through a portal. Our hero, Tim's beloved, returned to
Green Hills at a later date, where she explored the
sanitarium again. With the help of a child, she found a
second portal and went through it.
It seems the portal has led our hero to somewhere in outer
space. Well, we won't let the lack of gravity (or logic)
stop us now, will we?
Click somewhere on the screen, and a holograph of a little
girl appears. She tries to convince you that she and Tim
are fine, and you should return home. After this, you have
the option of going through a tutorial.
Click on the door to zoom in on it. It's made of perfectly-
smooth glass, and you can see Tim reflected in it for a
moment. That must mean Tim is beyond this door! But how can
it be opened? There isn't a handle. Back away from the door
by clicking on the red x, or by clicking outside of the
small circle.
In this game, you can pick up items by clicking on them.
For example, in the upper/left corner of the screen, you
can get a pickaxe. In the lower/right corner of the screen,
you can get a suction cup. These items are moved to the
bottom of the screen. This list of items is called an
"inventory bar".
You can take items out of the inventory bar and use them on
things. For example, on the left side of the screen is a
red pipe. Use the pickaxe on the pipe to make water shoot
out. Then, use the suction cup on the water to get a wet
suction cup.
To exit the room, use the wet suction cup on the glass
door. That works as a handle! Click on it to pull the door
open.
You enter a large room. Click on the TV monitor above the
doorway (or click somewhere else) to see Dr. Blackmore. The
tentacled madman is displeased to see you again, but he
claims he is too busy dealing with Tim and other people to
fight you right now.
Open the cabinet which is on the right. It has red
sparkles, indicating that it is a hidden objects screen.
Click on the cabinet to start the challenge. You need to
find all the items on the list, which are located in the
picture. Find all the items and click on them. If you need
help, the hint button in the lower/right will indicate the
location of an item for you. The hint button can only be
used once a minute, however.
In this screen, there are two special items. They are
listed in orange text, to show they are special. One item
is a gopher. To make the gopher appear, click on the pot in
the center of the screen. To make the lit pipe appear, use
the lighter (in the lower/left) on the pipe in the
upper/left).
When you solve the hidden objects challenge, you get a
wrench in your inventory.
There are two tiles in this room. One is against the far
right side of the room, on a table. Another is in the
center of the room, by some rubble. You can place these
tiles on the doorway that Dr. Blackmore used. It looks like
we need five more tiles to complete this picture.
There are also two escalators in this room, both of which
are broken. Look at the right escalator. Pull the lever to
fix it, then go down the escalator to a cavernous area.
In this area, you can get a tile (inside the basin in the
upper/left), a fishing pole (in the lower/right) and a
lever (on the ground in the lower/left). If you examine the
rocks in the upper/right, Dr. Blackmore tries to destroy
them with a tentacle. Use the pickaxe to clear the rocks
away. Sadly, this area is dirty, so you can't see inside.
In the back of the room, there are some jagged stalagmites
and stalactites. Click on them for a puzzle. In this
puzzle, you want to put the pieces together, to complete
the stalagmites and stalactites. You can right-click to
rotate a piece, if needed. If you're stuck on the puzzle,
don't worry! There's a skip button in the lower/right
corner which will automatically fill up, after enough time
has passed.
When you're done with the puzzle, you get an escalator
lever. Go back a screen. Use the escalator lever on the
left escalator to fix it. Then, go up the escalator.
You're on top of a building somehow. Pick up the broken
bottle by the deck chair here, then examine the package on
the edge of the building. Dr. Blackmore moves the package,
out of your reach. Look at the package again, and use the
fishing rod (from the caverns) to reach it. Use the broken
bottle on the package to break the twine. The package
contains a tile and a book.
On the left side of the screen is an antenna. Zoom in on it
and use the wrench on the screws to get the antenna. There
is also a tile on the left, on the block which is part of
the ventilation system.
Finally, zoom in on the window washing machine. Put the
lever (which was on the ground in the caverns) here and
pull it. You can now look inside the window washing machine
for a tile and a squeegee.
Go downstairs and backwards, in the space hallway. Use the
squeegee on the water here for a wet squeegee. Return to
the caverns. If you haven't already, examine the rocks in
the upper/right corner and use the pickaxe to destroy them.
Now, use the squeegee on the dirty rocks three times to see
a tile. Use the pickaxe twice to get the tile.
By now, you should have picked up all seven tiles! Two were
in the cavern, three were on the roof, and two were in the
room with Blackmore. Go to this room and put all the tiles
on the door.
This starts a puzzle. Click on a tile, in order to change
it. You want to change all the tiles, in order to form a
picture of a child. Do this four times in order to solve
the puzzle and open the door.
Go forward. You're in a strange outer space area, with
various doors. Right now, the door you want is the one in
the lower/right. Zoom in on the door and put the book in
the empty space. This opens the door, which leads you to a
forest area.
By the way, you can read the book. It is described in the
notes section of the game, in the lower/left. The book is
about a forest area, so it makes sense that it leads you to
one.
003b. Chapter 2
-----------------------------------------------------------
Solve the hidden objects challenge on the left, in order to
get a hose. Two items are covered up by leaves; they are
the worm in the lower/right corner and the nippers in the
lower/left. Take the tree branch from the road here and go
down the right fork.
Oh dear, the way is blocked by a tree! Go back and take the
left fork. This leads to a cabin and a juggling squirrel.
Look inside the tree for a key, then use the key on the
cabin door to unlock it.
Inside the cabin, you can open the stove for a hidden
objects challenge. The two hidden items here are poison and
a mustached man. Use the flask on the snake for poison, and
use the mustache on the man for a mustached man. Solving
the challenge gets you a pitcher.
Take the chair leg from the ground here. Near the bear's
feet is a chainsaw. It needs fuel. Leave the cabin and
examine the fuel can, on the left side of the porch. Use
the hose on the fuel can, then use the pitcher on the hose
to get fuel. Reenter the house and use the pitcher of fuel
on the chainsaw to get it.
Go back into the woods and take the right fork this time.
Use the chainsaw on the tree to clear the pathway. You can
pick up a tree stump when the chainsaw is done. Go forward
to see a boy, who is trapped in a tree by a wolf. You must
help this boy, whose fear is powering Dr. Blackmore's
machine!
On the left side of this area are some leaves. Push them
aside to get a hazelnut. Return to the juggling squirrel by
the log cabin. Give it the hazelnut to receive a marble.
There is a bear claw by the squirrel that you should pick
up, as well.
Go to the crossroads. See the tree in the middle/right?
Zoom in on it and put the marble on the board for a puzzle.
With this puzzle, you want to move marbles around to clear
them off the board.
First, move the yellow marble right, up and left. Second,
move the blue marble down, up and right. Third, move the
blue marble down, then the yellow marble down. Move the
purple marble left, down and right after this.
Solving the marble puzzle gets you an apple. Take the right
fork here and look at the mushrooms on the left for a
puzzle. Here, you want three mushrooms to appear in the
three circles, then click. You can right-click to rotate
the board. There is one group of mushrooms you can get on
each board position, except for the upper/left one, which
can be used twice. When you're done, one mushroom remains
in the upper/right. Click on it to pick it up.
Go back to the crossroads. Give the apple and the mushroom
to the hedgehog. As a reward, you get the bear claw. Now,
go inside the log cabin. Use both bear claws (one was from
the juggling squirrel) on the bear to get the light bulb.
Place the log in the back of this room, under the light
fixture. Click on the fixture and put the light bulb
inside. You can now open the cabinet on the left for a
torch.
Solve the hidden objects challenge here for a bone, then
return to the crossroads. Solve the hidden objects
challenge here for a magnifying glass. Take the right fork.
Examine the tree stump here, then use the magnifying glass
on the stump. This starts a challenge. Hold down the left
mouse button and move it around the outline. Once you've
traced enough of the fire outline, you see some fire in the
tree stump.
Return to area outside the log cabin. Use the torch in the
fuel can here. Then, go to the fire tree stump and use the
torch to light it. Go to the wolf's area and use the fire
on the branches in the lower/right to start a fire and
scare the wolf.
The boy can't leave the tree. Go back a screen. See the
tree house? Zoom in on the ladder, then use the chair leg,
bone and tree branch as ladder rungs. Now that the ladder
is fixed, click on it. It falls down. Click the ladder to
add it to your inventory, then go forward a screen and use
it on the boy.
The boy is happy that you saved him from his fears. He
wants you to save all the other kidnapped children, along
with Tim. The boy then leaves to be with his parents.
A book appears when the boy leaves. Take the book and leave
the forest area. Back in Dr. Blackmore's space lab, you now
have access to the lower/left door. Put the book on the
door, open it, then go through to a toy store.
003c. Chapter 3
-----------------------------------------------------------
This toy store has five rooms. You can easily go forward
and backwards through the rooms. Let's go through the rooms
in order.
The first room has a hidden objects challenge. The items
here are a screw and a green ball. Use the paint on the
ball to get the green ball, and use the screwdriver on the
screw to get the screw. Solving the hidden objects
challenge gets you a pirate hat.
There is a cake on the back wall here. Click on it for a
puzzle. In this puzzle, paint the sections of the cake so
no two sections of the same color touch each other. Look
out for the pieces which touch a lot of other pieces, like
the one on the far right or the one on the bottom/left part
of the second row. Solving the puzzle get you the cake.
The only other thing in the first room is a saber, in the
upper/left. Take it, then go forward to Room 2. Examine the
castle, then the wizard. Click on the ramrod to take it.
The other thing in this room is a dollhouse puzzle, in the
lower/right. For this puzzle, put the dolls where they
should go. The top row is man, baby and dog. The bottom row
is woman and cat, empty room, then man in bunny slippers.
Solving the puzzle gets you a doll.
Go forward to Room 3. There are figurines you can work with
here. Take the tin soldier from the upper/right, then look
at the robot on the pedestal left of the door. Use the
wrench on the robot's hat to get a nut.
Go forward to Room 4. There's a hidden objects challenge
here! The hidden item is a lion, which you get by clicking
the book in the lower/left. Solving the challenge gets you
a pair of scissors.
This room has three books. The book in the lower/left has
math equations for you to solve. The answers are 7, 2, 8
and 3. That'll come in handy later. The book in the far
corner is a pop-up book. Use the scissors on the lance to
get it. The final book in this room, on the right side, is
a puzzle that we can't solve yet.
Go forward to Room 5. This is the final room, and a girl is
trapped here! Oh, dear! We need a special token to activate
the machine and save her.
On the right side of the room is a sad birthday dolphin.
Give the cake to it, and you receive the wizard's hat in
return. On the left side of the room are shelves, with
three things for you to take: an eyepatch, a pipe and a
parrot. Take them all, then go backwards two rooms, to the
display case room.
Zoom in on the soldiers on the right. Give the ramrod to
the left soldier and give the pipe to the right soldier.
They fire a cannonball, which destroys a tank. Take the
cannonball from the tank.
Go back a room and use the scissors on the crane to get the
hook. Go forward once and look at the display case on the
left. The pirate here needs pirate gear! Use the eyepatch,
saber, parrot, metal peg leg, pirate hat and hook on the
pirate. The pirate goes to get its treasure, but a soldier
stands in the way.
Go backwards twice, to the first room. Solve the hidden
objects challenge here. The hidden items are a chick and
12. Pull the item below the cuckoo clock to set it to
twelve, and use the spoon on the egg for a chick. Solving
the hidden objects challenge gets you an angel.
Say, remember those math equations in the room with books?
It gave you the numbers 7, 2, 8 and 3. Look at the cash
register here. Insert 7283 and pull the lever to get a
coin.
Finally, zoom in on the lower/left corner. Put the doll
here, and watch the scene as the male doll proposes
marriage. She rejects his offer, leaving you free to take
the gold ring.
Go forward a room. The angel goes on the church in the
upper/right, which results in you getting holy water. Look
at the fire area in the lower/left. Use the holy water on
the demon to get sulfur.
Go forward twice, to the library. There's another hidden
objects challenge here. The hidden item this time is a
pelican, inside a book in the upper/left. Solving the
challenge gets you a bomb.
Return to the display room and give the bomb to the pirate.
The pirate will use it to get rid of the soldier. As a
result, you get some silver.
Return to the library and examine the book on the right.
You want to place your items in the circles, according to
what they're made out of. The gold ring goes in the gold
spot, the tin soldier goes in the tin spot, and so on.
Click on a spot to see what goes there. Solving the
challenge gets you a wizard's staff.
Go back two screens and look at the castle. Give the
wizard's hat and the wizard's staff to the wizard. The
wizard defeats the dragon, which lets you get an emblem.
And this emblem is the token needed to help the little
girl!
Go forward to the final room and use the token on the
machine. Here, you want to move the four lights around.
Simply click on a light, then one of the four directions on
the arrow pad (the one onscreen, not the one on your
keyboard). Move the lights so they match up with the lights
on the top of the machine.
Press the red button to see where your lights are on the
machine. You can do this as many times as you want. When
all four of the lights match up, the girl is freed!
She leaves, and some mirror shards show up in the tornado.
Take the mirror shards, then take the book. Leave this area
and use the book on the new doorway to open up the next
area.
003d. Chapter 4
-----------------------------------------------------------
The boy here is on a bed, being attacked by Dr. Blackmore's
tentacles. What's more, the three areas outside his windows
are scary! We'll go through all three windows, then defeat
Dr. Blackmore. First, though, grab the paint can in the
lower/left. Look under the bed and take the jar of jam in
the lower/left.
Go the leftmost window. There is a mean snowman here. In
the upper/right is an icicle. Use the ice pick on the
icicle twice for a puzzle piece. Then, solve the hidden
objects challenge. To get the crocodile eye, click on the
crocodile's eye, and to get the rose, click on the rose
outline in the ice. Solving the challenge gets you a pair
of tongs.
Back away, then look at the middle window. There is an evil
genie here, who is attacking us with wind. There are two
challenges here. First is a hidden objects challenge.
Solving it will get you a shovel. The two hidden items here
are a bird (click on the pouch) and a doll (click on the
red box).
Second, look at the metal plate on the building. Use the
antenna (which you got in Chapter One, on the roof of
Blackmore's lair) here. Use the mirror shards on the
antenna to start a puzzle. This is a jigsaw puzzle. Put all
the mirror shards into place. The top of the mirror is
light in color, while the bottom is darker. Solving the
challenge shines the mirror in a specific location.
The rightmost window has evil plants. On the right side of
this window you can get a salamander and a flask. Take
them, then return to the middle window.
Put the salamander in the spot that light is shining. It
becomes a fiery salamander. Pick it up with tongs. Also,
use the flask on the tornado (above the evil genie's head)
to get the tornado.
Return to the leftmost window. Use the fiery salamander on
the snowman to destroy it, leaving you with a three gallon
hat. Use the shovel on the snow in the lower/left to get a
bowling ball. Use the tornado on the ice block in the back
to find a sculpture of Dr. Blackmore. Use the pick on the
sculpture for a puzzle piece.
Zoom in on the puzzle in the lower/right. Use the two
puzzle pieces here for a challenge. You want to put all the
pieces on the board. The pieces can be rotated, by right-
clicking. Solving the puzzle gets you a genie's lamp.
Go to the middle window. Click in the lower/left to look at
the evil genie's lamp. Put the good genie's lamp here, and
the two of them fight. While this happens, click on the
evil genie's lamp to close it.
There should be a second hidden objects challenge in the
middle window now. Go through it to get a balloon. The
hidden objects this time are hieroglyphs and snakes. To
find the hieroglyphs, click the sand in the upper/right. To
find the snakes, click the basket in the middle/left.
Let's wrap up with the right window. The plants here need
to be defeated. Use the jam (from under the bed) on a
plant. Pick up the axe in the lower/right and use it on a
plant. To get the other plant, you must knock over a
beehive and paint it black to make it look like a fly.
Hmmm...that beehive doesn't look convincing. Return to the
first window, for a hidden objects challenge. Solving this
gives you flies' wings. The hidden items here are the
pinecone (under branches in the upper/right) and the
ballerina (turn on the fan to reveal it).
Return to the rightmost window. Check out the totem pole on
the right for a puzzle. Here, you want to move all the
pieces around, so the symbols match. Right-click to rotate
a piece. The symbols are randomly determined, and the
pieces go from dark to light, when you go from left to
right. Solving the puzzle gets you a pair of eyes.
Examine the beehive on the ground. If you haven't already,
use the black paint on it. Put the eyes and fly wings on
the beehive. The plant will eat the beehive.
You should have finished all three windows by now! Go back
to the boy's room. There is an unplugged device on the
right. Use the scissors here for a plug, then look under
the boy's bed to see Dr. Blackmore's tentacles. Put the
plug in the socket here to shock a tentacle.
Click the baseball to have it block off a hole. Use the
bowling ball to fill another hole. The final hole is near a
bicycle pump. Use the balloon on the hole, then use the
pump. It falls off! Reset the balloon, then grab the
shoelace and use it on the balloon to secure it. Use the
pump again to fill it up.
That takes care of the tentacles. When the windows and
tentacles are fixed, the boy thanks you and leaves. Take
the book, then leave his room.
003e. Chapter 5
-----------------------------------------------------------
Before going into the next room, let's do two things. Go
backwards once, to the main hall area. You can revisit the
hidden objects screen here. To get "1+1=2", use the sponge
on the chalkboard. To get XIII, use the nail on the XII.
Solving the hidden objects challenge gets you a lamp.
Go back another screen, to the hallway. Use the three
gallon hat on the water pipe to get a hat full of water. A
new hidden objects challenge is here, on the right. Use the
hammer on the clock for gears, use the paintbrush on the
die for six red dots and click on the jack in the box for a
clown. Solving this challenge gets you a pipe.
Okay, NOW you're ready to start this chapter. Return to the
room with doors and go through the fourth door to reach the
graveyard.
Use the pickaxe on the rocks to the left for a stone. Look
at the keys on top of the main gate, then click the main
gate to shake them loose. Use the hat with water on the
plants on the right. That lets you look at the keyhole for
the right gate. Use the keys here to open the gate.
At the first part of the cemetery, click on the bottom step
of the building to the left. It needs to be weighed down.
Use the stone here to hold the step down. This lets you
have a hidden objects challenge. The two hidden items here
are the lamp and the banana; just click on them to get
them. Solving the challenge gets you some insulating tape.
On a post in the back, you can find some tow. Take it, then
click on the grate in the lower/right. The piping here
needs to be fixed. Put the pipe into place, then put the
tow on it, then use the insulating tape. Turn the handle
and the pipe will work. The fountain will fill up with
water, letting you get some instructions.
Go to the right. Take the shield from the ground, then
solve the hidden objects screen. You have three hidden
items here. A gem is hidden in the knee of the false leg, a
mask is inside the box at the bottom of the wooden post,
and a sliced melon is obtained from using the knife on the
melon. Solving the challenge gets you a hand fan.
Another hidden objects challenge is immediately activated.
This time, the hidden items are music and bubbles. Click on
the accordion for music, and click on the wine bottle (in
the upper/left) to get bubbles. Solving this challenge
gives you an iron ball.
Go left a screen. The hidden objects screen here has
reactivated. The hidden item here is a photo, which you get
by clicking on the newspaper. Solving the challenge gets
you a conductor.
Go to the left part of the graveyard. Look in the open
grave on the left. You have a skeleton puzzle here. What
you want to do is reassemble the skeleton; the head bone's
connected to the neck bone, the neck bone's connected to
the shoulder bone, the shoulder bone's connected to the arm
bones, and so on.
When you solve the puzzle, you get a shield. Look at the
building in the back. Put the two shields into the grooves
here. You need a third shield! Take the tip of the spear on
the right, then look at the grave in the lower/right. Use
the hand fan to blow away the leaves and reveal a shield.
Use the spear tip to get the shield. Replace the spear tip
on the soldier's spear, then put the shield on the door to
open it.
Go into this area. A creepy skeleton with ten hands is
here! We must destroy it with the chandelier, but the
chandelier is in the wrong place. We have to use the
magnetic machine in the back to fix this situation.
Look at the machine. Hang the instructions on the hook,
then place the lamp, iron ball and conductor into their
places. This starts a puzzle. You want to click on lights,
so all the lights on the grid are lit up. There is a reset
button, in case you get stuck.
When you're done, use the pick on the chandelier. The
skeleton is destroyed. Go back to the girl, and use the
pick on the skeleton hands three times. This saves her. She
thanks you, and you get the next book. Leave the cemetery
and place the book on the next door.
003f. Chapter 6
-----------------------------------------------------------
The child in this chapter is terrified of the dinosaur
skeleton in the museum.
In the first room, you have a hidden objects challenge. To
get a heart with an arrow, use lipstick on the heart. To
get a dead fly, use a flyswatter on the fly. Solving the
challenge gets you a chalice.
There are two items you can get in the first room. On the
door on the right, you can get a lightning bolt. On the
statue (right of the stairs), you can get a lira.
Go through the left hallway to reach the Viking room. There
is a hidden objects challenge here. Put the doll head on
the doll body for a doll, and use the charcoal on the ball
to get a black ball. Solving the challenge gets you a saw.
Zoom in on the Vikings. Use the saw on the Viking's helmet
to get a horn. Pick up the rope in front of the Viking
ship, then open the barrel on the left. Inside the barrel,
you find fish. Put the fish on the rock (right of the
Viking ship), and a seagull lands. Click on the seagull to
get its wings.
Open the doors and go through them to the Middle Ages room.
Open up the visor of the knight in the upper/right to get a
crown. Click on the wall by the knight for a challenge. You
want to move shields around, so all the bird shields are in
the same column, all the lion shields are in the same
column and all the horse shields are in the same column.
Each row should have the same cross design, according to
the symbol on the left. Solving the puzzle gets you a
shield.
Click on the display in the back. You have knights
fighting. Put the shield on the right knight, and the
knights joust. A sword falls off, so you can pick it up.
Go back a room. The hidden objects challenge here can be
done again. Open the small case for a button, and put the
pan of water on the coals to get boiling water. Solving the
challenge gets you a crossbow dart. Go forward a room and
put the dart on William Tell's crossbow to get an apple.
Go back two rooms, to the first room of the museum. The
hidden objects challenge here has restarted. Click on the
thread to get a needle, and use the pencil on the tic-tac-
toe grid to get tic-tac-toe. Solving the challenge gets you
a shield.
Go through the right hallway. Take the bow from the
cavemen, then go through the right archway. Look at the
fighters in the back; take their trident and spear. Look at
the circle on the left wall. This is a puzzle, where you
have to move all nine gears around, so none of the lines
are touching each other.
Solving the puzzle opens a display of ancient Greek gods.
Each god should have an item. Zeus gets a thunderbolt,
Bacchus gets a chalice, Aphrodite gets an apple, Ares gets
a sword, Artemis gets a bow, Apollo gets a lira, Poseidon
gets a trident, Hera gets a crown, Hermes gets wings, Hades
gets a horn, Hephaestus gets a hammer and Athena gets a
shield. Giving all twelve gods their items results in you
getting a helmet.
Do you see the statue of Hector, a heroic Trojan prince?
Put the helmet on him, and he throws a spear. Go left, then
use the rope on the spear. This saves the child. You can
now leave the museum.
003g. Chapter 7
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Dr. Blackmore's lair is to the left. Go through the
doorway, and you'll see that it resembles his old lair,
Green Hills Sanitarium. Look at the front door to find a
board. Place the board left of the road, so it reaches to
the octopus. You can now grab the octopus and use it on the
door to the sanitarium to enter.
Dr. Blackmore is busy working, and he doesn't notice you.
At the base of the stairs, you can get a red skeleton. Pick
it up.
There are three doors here. The left door leads to Tim, the
right door leads to fear mirrors, and the middle door leads
to Blackmore's old room. Go through the middle door. Flip
the bottom/left edge of the carpet to get a key. Use the
key on the dresser (right of the bed) for a red monster
crest.
Open the closet door for a hidden objects challenge. Use a
knife on the three lines (on the wood on the left) for a
square, and use the cheese on the grater for grated cheese.
Solving the challenge gets you a pin.
Go backwards and go through the right room. Use the pin on
the lock of the grate, which is on the floor. This opens
the grate, which has a hidden objects challenge. Click the
matchbook for the last match and click the brown box for a
mouse. Solving the challenge gets you a drawer handle.
Return to Blackmore's old room. Put the drawer handle on
the drawer (to the left of the bed) for a red dinosaur. You
also have a hidden objects challenge in the closet. Click
the cocoon (on the right) for a butterfly, and use the
mallet on the trashcan for a lizard. Solving this puzzle
gets you a red octopus.
Go back a screen and through the right door. The final
hidden objects challenge is here. Use the propeller on the
plane to get a fixed plane. Solving this challenge gets you
a red wolf.
You have five red items now, and the five mirrors are here.
Match each item to a mirror. From left to right, the items
are the wolf, the octopus, the monsters, the skeleton and
the dinosaur. Those were the items which scared the five
children.
The children are now free forever, and you get a rabbit
toy. Take it, then go backwards. Go through the left door
to see Tim. Look at the machine Time is connected to, and
use the doll here to activate it.
You have a wire puzzle. In Round One, you can swap tiles by
clicking on one tile, then clicking on another. Swap tiles
so all five wires connect.
In Round Two, you have to make the wires connect. This
time, you do it by moving columns downward, and by moving
rows left. I found it easiest to start with the shortest
wires.
The final round is perhaps the most difficult of all! Click
on a spot where four corners touch, and you can rotate all
four pieces clockwise. Do this until all the wires connect!
When you solve the three wire puzzles, or when you use the
Skip Button to do so, Tim is reeled into the lab. He flips
the switch, electrocuting Blackmore. Tim and our hero then
leave through a portal. The end!
004. Credits
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This FAQ is copyright of The Lost Gamer, 2013. If you want
to use any part of this FAQ, ask me first (instructions
under general information).