|
Age of Enigma- The Secret of the Sixth Ghost
Version 1.2 7/7/12
??????
????????
??? ???
??? ???
???
???
???
???
???
???
???
???
Age of Enigma: The Secret of the Sixth Ghost
A Walkthrough by The Lost Gamer
(ilovecartoonssomuch@yahoo.com)
Copyright 2012
For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html
Table of Contents:
001. General information
002. Walkthrough
002a. Tutorial
002b. Ghost One
002c. Ghost Two
002d. Ghost Three
002e. Ghost Four
002f. Ghost Five
002g. Ghost Six
005. Credits
001-General Information
---------------------------------------------------------
This is a walkthrough for the game called Age of Enigma:
The Secret of the Sixth Ghost. It is an adventure game
where a girl named Ashley goes into a house and frees six
ghosts who are being held captive. To contact me about this
guide, use my overly-long email address,
ilovecartoonssomuch@yahoo.com.
002-Walkthrough
---------------------------------------------------------
You can choose between casual or adventure mode while
playing this game. In casual mode, you are guided through
the game more than adventure mode. The active zones are
highlighted in casual mode, but they aren't in adventure
mode. However, in adventure mode, you are free to roam
around and there is more dialogue.
002a-Tutorial
---------------------------------------------------------
The game starts with our heroine, Ashley, having dreams
about a specific house. She gets a letter in the mail,
which has her name on it, but the wrong address. Inside the
letter is a key and plans of the house she's been dreaming
about.
Ashley doesn't think this is a coincidence, so she travels
to the address on the letter. The address leads her to the
house she saw in her dreams.
Once the scene is over, there is a brief tutorial, for
those of you who haven't played adventure games before or
are otherwise unsure how the game mechanics work.
Move your mouse over the screen. When you move the cursor
over the car door, it turns into a magnifying glass. This
means you can click on the car door to go inside the car.
Do so.
The keys are still in the ignition. Move the cursor over
the keys, and the cursor turns into a hand. This means you
can pick up the keys. Click on the keys, and they are added
to the inventory.
You can use inventory items on things. Click on the keys in
the inventory. Your cursor turns into the keys. Move the
cursor to the glove compartment (near the middle of the
screen) and click. Ashley uses the keys on the glove
compartment to open it.
Pretty simple so far, right? Pick up the key to the house
and the plans to the house, by clicking on them.
Ashley leaves the car. Now, you learn how to move around in
this game. Move the cursor over the steps, leading to the
entrance of the house. See how the cursor turns into feet,
and the words "move to entrance" appear below them? This
means you can click there to move to the entrance.
If you click on the door handle, you'll notice it's locked.
Use the key from your inventory on the door handle. Ashley
unlocks the door. Pick up the letter which is sticking out
from the nameplate, then enter the door.
Ashley instantly meets a shadowy person named Nathan. It's
too dark to see, however. You'll need to turn the lights
on.
On the ground here are three light switch pieces. One is
left of Nathan, in the black shadows. Two are right of him,
near the light switch. When you pick up all three pieces,
use them on the light switch. Then, click the switch to
turn the light on.
Nathan talks with Ashley for a while. He gives her a
pendant, and he explains that the Fraternity of Mediums has
chosen her to free the six ghosts that are being held
captive in this house. He points to the doorway which leads
to the first ghost.
002b-Ghost One
---------------------------------------------------------
Before going into the room to the left, examine the wall on
the left. There is a cabinet here. Take the musical score
from the cabinet, and then go into the room Nathan pointed
out.
Ashley sees the ghost, reading a book. If you zoom in on
the book (on the table), you'll notice its pages are
missing. You need to find all six pages. Fortunately,
they're all in this room.
One is on top of the furniture on the left, one is under
the couch, one is under the carpet, one is behind a picture
on the right, one is on the turned-over chair in the
lower/right, and on is in the corner of the turned-over
furniture in the lower/left.
Examine the book on the table, and put the pages back in
the book. The book tells you how to assemble a teal-colored
statuette. Many of the statuette's pieces are inside this
room. One is in the fireplace, one is on the arm of the
couch, one is under the table, and one is on top of the
turned-over piece of furniture in the lower/left.
There are two puzzles in this room that have pieces of the
statuette. One is the turned-over piece of furniture in the
lower/left. Near the chess board, you find a puzzle box.
Zoom in on it for a puzzle. This puzzle is simple: just
swap all the tiles until you form a complete image. Click
on two tiles to swap them, and when a tile is put in the
correct place, it turns darker color and it can no longer
be moved.
Solving the puzzle box gives you a piece of the statuette.
Click on the arrow at the bottom of the screen to back away
from the puzzle box.
The other puzzle in this room with a piece of the statuette
is the piano. Zoom in on the piano, and put the musical
score (from the hallway) on the top of the piano. Four of
the piano keys are red, and you are challenged to play the
song listed on the musical score.
Like a real piano, the farther left a key is, the lower it
is on the scale, and the farther right a key is, the higher
it is on the scale. From left to right, the notes you
should play are:
1 4 3 2 4 2
Solving the puzzle gets you a piece of the statuette. Leave
the piano, then leave this room. When you're back in the
hallway, walk to the corridor. The last piece of the
statuette is on the ground here.
Move the painting on the wall to get a rope. Open the
drawer of the side table to get a lighter. Then, go into
the closet (on the left). In the closet, you can pick up
two things: lighter fluid and a light bulb.
Leave the closet, then go to the kitchen (on the right).
You've got a few items you can pick up here, too. Take the
knife which is embedded in a cabinet drawer, take the rag
that is on the table, and take the saucepan from the
countertop.
You can turn on the sink's faucet here. Turn it on, then
use the saucepan on it to fill it with water. Then, turn
off the faucet and go back to the entrance hall. Here, you
can use the kitchen knife on the potted plant (on the
right) to get twigs.
Okay, now you've got everything you need to finish the
instructions in the book! Zoom in on the table and get
started.
Put the base of the statuette in place. The book says we
need to light some kind of fire here, and we have fire-
making items in our inventory. Use the rope on the twigs,
and Ashley bundles them up. Put them inside the statue
base. Then, use the lighter fluid on the lighter, and use
the now-full lighter on the twigs. This starts the fire.
Now, put the rest of the statuette pieces on the statuette.
The book tells you the order to do this in. First is the
middle of the statuette. Then the jaw, then the two curved
pieces on the sides of the head. Finally, put on the
skull/head and put an eye in the skull.
The ghost wants you to learn how to use the statuette, by
pressing the two buttons on the eye. On the base of the
statuette, you have two buttons. Click on a button to turn
it into a red dragon or a blue eye.
First, turn the buttons into two red dragons, then click
the eye. This causes elevation.
Second, make the top button an eye, then the bottom one a
dragon. This causes illumination.
Third, turn the buttons into two blue eyes. This causes an
earthquake.
Finally, turn the top button into a dragon and the bottom
button into an eye. This causes darkness.
Once you perform all four spells, the ghost is impressed
and decides that Ashley can help him. He grabs her hand,
and the game switches to Yumanco (the ghost) at a temple.
Apparently, our ghost is the leader of a tribe.
The ghost warrior here needs his spear. The six pieces of
the spear are on this screen. One is in the tree in the
upper/left, one is in the eye of skull above the temple
door, and one is resting on the temple door. One is above
the rightmost post on the left half of the bridge, and
another is on the rope atop the left part of the bridge.
The final spear piece is inside the puzzle cube, on the
right. Zoom in on it, and you are challenged to guess how
many cubes the structure is made out of. The answer is 39.
Once you have all the spear pieces, give them to the ghost.
He says you must find the four great sorrows inside the
temple. The door to the temple is tight shut, however. Use
the statuette on the door, then use the elevation spell
(two red dragons) to get the door to rise.
Enter the temple. It's too dark to see anything in here.
Use the statuette on those lights, then use the
illumination spell (blue eye and red dragon).
The stairs have ten fresco pieces on them. Five are yellow
and five are green. Collect them all, then use the yellow
fresco pieces on the yellow fresco on the wall.
A puzzle starts. Two of the five fresco pieces belong in
the wall. The places where they go are highlighted. Pick
the correct two pieces, then hit submit. If you get it
wrong, you have to do the puzzle again, only with different
fresco pieces.
Solving the puzzle gets you a token, which is one of the
great sorrows. Pick it up. Now, use the green fresco pieces
on the green fresco. You have to do the same puzzle again,
and when you solve it, you get another great sorrow token.
Go up the stairs. Pick up the red cartridge on the floor
and use it on the red fresco here. You have a similar, but
different puzzle. This time, all five pieces fit into the
fresco. You need to figure out where they go. Match each
piece of the part of the fresco it goes on. If you get it
wrong, you have to do the puzzle again, only with different
pieces.
Solving the puzzle gives you another great sorrow token.
There's a large hole in the ground here, preventing our
character from reaching the blue cartridge. Use the
statuette on the ceiling above the hole. Use the earthquake
effect (two blue eyes) to get the rocks to fall from the
ceiling, into the hole.
Pick up the blue cartridge and use it on the blue fresco.
You get the same puzzle again. Solve it to get the fourth
great sorrow token.
Go forward, to reach the top of the temple. The priest here
is attempting to sacrifice the ghost's wife. Use the
statuette on the priest and create darkness (red dragon,
blue eye). The priest decides to sacrifice the statue,
instead of the wife.
Zoom in on the altar. Put the statue in the middle, and
then put the four sorrows in the four slots here. Blue and
brown go on the left, red and green go on the right. Once
everything is in place, the statue is destroyed and the
ghost is freed.
002c-Ghost Two
---------------------------------------------------------
The first ghost leaves a key on the floor when he's freed.
Pick up the key, then leave this room. Ashley has another
conversation with Nathan, who seems to indicate that she is
a prisoner.
Go forward, to the hallway. The door to the basement is on
the right, but it's locked. Use the key on the door, then
go downstairs to the basement.
It's dark in here. See the broken light bulb? Use the rag
from the kitchen on it to remove it, then put the light
bulb from the closet in its place. Click on the light
switch (on the right) and the room lights up.
The next ghost is here. She wants something. Talk to her,
and try to give her something. She doesn't want it, and she
retreats into the shadows the basement.
There are a few items for you to get here. One the shelf on
the right, you have broken pruning shears. Inside the
toolbox on the shelf, you have a hammer. Pick up both of
those things. Also on the right, you have a bag a coal.
Click on it to knock it over.
The coal falls in the grate. You'll want to get that piece
of coal. Pick up the screwdriver on the left, just right of
the pillar. It's inside a crate. Then, use the screwdriver
on the grate.
A puzzle starts, where you have to loosen all four screws.
Right-click to loosen a screw and left-click to tighten it.
The screws are related like this:
If you loosen Screw up/left, Screw up/right tightens.
If you loosen Screw up/right, Screw down/left tightens.
If you loosen Screw down/left, Screw down/right tightens.
If you loosen Screw down/right, it doesn't affect the other
screws.
Thinking logically, if you want to loosen all the screws,
you have to do it in that order (up/left, up/right,
down/left, down/right). So loosen the up/left screw all the
way, then the up/right screen, then the down/left screw and
finally the down/right screw. You may have to do this
pattern twice to solve the puzzle.
Solving the grate puzzle allows you to pick up a screw and
a piece of charcoal from the coal container you knocked
over.
There is a vase, in the far corner of the room. Ashley
notes that there is something inside it. Use the hammer on
the vase to open it. You get a piece of paper.
Talk to the ghost, who is in the shadows. Give her the
piece of paper, then give her the charcoal. She gives you a
drawing of a bonsai tree. There's a bonsai tree in this
room. We have to trim it to look like the tree in the
painting.
Use the screw in your inventory on the pruning shears in
your inventory to fix the shears. Then, use the shears on
the tree. You have a puzzle, where you need to make seven
cuts. Cut the three branches nearest the base of the tree,
cut the three branches in the upper/left and cut a branch
in the upper/right. If you make a mistake, you have to
restart the puzzle.
The ghost decides Ashley can help her, and we get
transported to the ghost's past. She wants to find the
bridal suite, so she can be married. Pick up the pink
leaves from the base of the tree here, then walk to the Zen
Garden.
Examine the sand of the garden for a puzzle. Which picture
is a correct aerial view of the garden? The answer is "C".
Solving the puzzle lights the garden's lantern.
Now, click on the doors in the center of the screen to
enter the bridal suite. This is a puzzle. As you can see,
the room is a mess.
Start by clicking on the bed (or the bonsai tree) a few
times to fix it. You can then click on the bed or the
bonsai tree to see what the room is supposed to look like.
This should help you clean up the room.
There are many things for you to pick up.
1. The two broken table pieces, where the table should be.
2. The two bowls, near where the table should be.
3. The three kimono pieces (one near the screen, two near
the bed)
4. The teapot on the lampstand
5. The teapot stand, where the table should be
6. The bento box and meal, right of the bed
7. The torch, right of the bed
8. The incense stick and holder, left of the bed
9. Two more table pieces, one in the left corner of the bed
and one under the blue pillow.
Okay, now that you have all the items, it's time to fix up
the room a bit. You need to click on the bed, the screens
and the bonsai a few times to clean them up. Also, click on
the top of the open doorway, to make the curtain flutter.
The picture of what the room is supposed to look like has a
table with items on it. Put the table in between the two
cushions, then put the two bowls on top. Put the teapot
stand on the table, then put the teapot on the stand. Use
the bento meal on the bento box, then put the bento box on
the table. Use the incense on the incense holder, then put
the incense by the table.
The picture of what the room is supposed to look like shows
petals on the bed. Use the pink petals from the tree
outside on the bed.
The picture of what the room is supposed to look like shows
a kimono on the screen. Put the white piece on the screen,
then the pink piece, then the red piece. Basically, it's
putting the pieces on the screen, from largest to smallest.
The picture of what the room is supposed to look like shows
a stone statue on the cabinet. Click on the cabinet for a
puzzle. You need to determine which statue fits in the
shadow. The answer is #3.
We're almost done! Leave the bridal suite. Now, light the
torch with the lantern here. Then, leave the garden. Light
the three torches here, in the proper order: the one by the
bridge, then the one on the right, then the one by the
bench.
You can solve a puzzle at the bench now. With this puzzle,
you have eight guesses to figure out which four stones go
where. All your previous attempts are recorded, and you
have to use your best logical skills in order to figure out
the solution to the randomized puzzle.
Solving the puzzle gets you an oil lamp. That's the last
item we need for the bridal chamber! Return to the bridal
chamber and put the lamp on its holder in the wall.
Use your torch to light the incense and the lamp. Then, put
the torch in the torch holder, on the wall. The bridal
chamber is now complete, and the second ghost is free.
002d-Ghost Three
---------------------------------------------------------
The second ghost leaves behind some rope. Pick it up, then
go back upstairs. In the main hallway, go right through the
door which is now open. Inside is the third ghost, Murray
the Pirate.
Murray says he wants you to clean up this room before he'll
talk to you. There are six vase pieces here in this room,
two on the table, one on the carpet and three on the wooden
floor. Pick them up to get a full vase.
The vase goes where the small picture frame is (near the
model ship). Take the picture frame, then put the vase
there.
The ghost sets fire to the carpet. Use the pot of water on
the fire to get a key. The pot of water came from the
kitchen; all you had to do was pick up the pot, turn on the
water faucet, then use the pot on the faucet to fill it
with water.
Use the key on the locked display cabinet in this room.
This has a clock with two drawers. Back away from the
clock, and use the picture frame on the wall above the
ghost. Look at the picture, and click on the area where the
clock is to see that the clock is set at 5:55.
Go to the clock in the display cabinet, and set it to 5:55
by pressing the two buttons. One drawer opens. Take the
piece of paper which is inside. Then, zoom in on the
bookshelf on the left, and use the piece of paper on the
last book.
Ashley opens to page 13 of the book, where there is a
puzzle. Swap all the pieces around, until the picture is
reconstructed. It's a picture of an open book, with a clock
inside. When a piece is put in the right place, it can no
longer be moved.
Finish the picture, and you'll see that the clock in the
picture is at 3:00. Go to the clock in the display cabinet,
and set it to 3:00. You get a boat mast.
Go to the model ship in this room, and put the boat mast on
top of the mast on the left. This opens the windows, near
the back of the ship. Zoom in on them for a puzzle.
All numbers are even
The second is half the first
The first is the highest
All are different
The last is less than five
The four even single-digit numbers are 2, 4, 6 and 8. 8 is
the highest, so it is first. The second is half of the
first, and the first is 8, so the second is 4. The last two
numbers must be 2 and 6, because all are different, and
since the last is less than 5, it is 2. This means the
answer is 8, 4, 6 and 2.
Solving this puzzle gives you treasure. Use the treasure on
the ghost. He decides Ashley can help him, and we get
transported to the ghost's past.
You're on a beach. Pick up the berry on the bush in the
lower/right and grab the crab when it appears. Go forward
to the creek, by the big rock formation.
There is a parrot with a pearl here. Click on it, and the
parrot flies away. Click on the pirate twice, and you get a
hollow reed and a rope.
There is a hole in the wall, in the middle of the screen.
Use the crab here, and it gives you a map.
Go to the branches on the left. This is a puzzle. You want
to figure out which branch is on top, the one which is not
under any of the other branches. Click on that branch. Do
this many times in a row to get rid of all the branches.
Solving this puzzle gets you a shovel handle.
You automatically leave for the beach. Use the map on the
sand for a puzzle. You need to follow the pirate's nine
moves to reach the treasure. Watch which X's he steps on,
then mark those X's, in the proper order. Do this until you
have all nine X's marked, and you find the location of the
treasure chest.
You don't have a shovel to dig up the treasure chest. Go
down to the ocean, and the pirate goes underwater for a
maximum of thirty seconds. You can see the key for the
treasure chest inside a large oyster, and you can also see
a shovel head. Pick up the shovel head, then return to the
beach.
Use the shovel head on the shovel handle. This makes a
shovel. Try to use it on the X which marks the treasure
chest. The shovel falls apart. Use the rope on the shovel
to strengthen it, then use it on the X again to get the
treasure chest.
The treasure chest is locked; we need to get the key from
the oyster. First, though, we need to get the pearl from
the parrot. Use the berry (from the beach) on the hollow
reed (from the skeleton) to form a makeshift blowpipe. Use
it on the parrot to get a pearl.
Take the pearl and dive into the ocean. Pick up the stick
near the clam. When the clam opens, use the stick on it.
Then, use the pearl on the key. The pirate swipes the pearl
for the key.
Go back to the beach. Use the key on the treasure chest to
find a piece of a locket. Take it, and the pirate learns
that he is really the queen's son. That's rather
unexpected.
Nathan reappears and talks with Ashley for a bit. He
refuses to give her much information on the Fraternity of
Mediums who called her here to test her.
002e-Ghost Four
---------------------------------------------------------
The third ghost leaves behind a hook. Use the hook on the
rope which the second ghost left behind. Now you can go up
the stairs to the second floor! Simply go to the main
hallway, then use the grappling hook on the dog.
At this point, you can go to the bathroom to help Ghost
Four, or you can go into the bedroom to help Ghost Five.
The order you help the two ghosts in doesn't matter.
Inside the bathroom, you can pick up half of a red bottle
on the shelf on the left. Half of a yellow bottle is on the
floor, under the rug, and half a yellow bottle is inside
the sink on the right.
Zoom in on the cabinets above the sink. Open the door on
the left, and you can pick up half a blue bottle and half a
green bottle. A scare awaits you when you back away from
the cabinets.
Click on the shower curtain to see a pharaoh sleeping in
the bathtub. Zoom in on the pharaoh, then pick up half the
blue bottle, half the red bottle and half the green bottle.
By now, you should have four full bottles.
The pharaoh holds a piece of paper in his hands. It shows
four colors like this:
Blue Red
Yellow Green
There are four indentations in the bathroom floor. Put the
four bottles in these indentations, so they match the paper
in the pharaoh's hands. Then, zoom in on the floor for a
slider puzzle. Move all four pieces around, until they are
all in their proper locations (marked with an X).
Once you're done, the pharaoh wakes up. He is surprised
that he has not moved on to the afterlife, and he suspects
something went wrong with his embalming process. He enlists
Ashley's help in getting him back to the proper afterlife.
Pharaoh reappears, outside his tomb. Talk to the woman on
the left, who challenges you to a puzzle. Click on the
paper to start it. Here, you want to match each card to its
opposite. Sun goes with moon, man goes with woman, water
goes with fire, sand goes with river and ox goes with
grain.
The woman gives you a key when you solve the puzzle.
Leave the woman, then go towards the tomb. Pick up the
medallion on the floor, and enter the room to the left.
Place the key from the merchant with the other keys to
start a puzzle.
With this puzzle, you want to place all five pieces on the
board, to form a perfect cube. You don't need to rotate the
pieces. The pieces are...
man
bird sun
man eye
palm
Solving the puzzle makes a cube appear. Push it down. Go
right to see that pushing the cube has opened the door
here.
Now, there is a maze here. Try going forward, and you'll
see what I mean. The way through the maze is detailed to
the right of the entrance. See the dots? From bottom to
top, the dots are:
Left
Middle
Middle
Left
Left
Right
Right
Left
Middle
Go through the maze, by taking following that route. Each
of the nine rooms has a figurine in it; pick up all the
figurines. The final room also has a medallion; pick that
up as well.
You end up in a tomb-like room. Examine the boat on the
left. This is a puzzle, where you need to put all nine
figurines on the boat. The pictures on the wall show both
sides of the boat. The picture on the left is the opposite
side of the boat, while the picture on the right is the
side of the boat closer to you.
Place all the figurines on the boat. If you try to put a
figurine in the wrong spot, it will not work. When you put
a figurine in the right spot, it snaps into place.
Solving the puzzle gets you an ankh. Use it on the door to
the left, which has an indentation for an ankh. This opens
the door to the tomb. Go left into the tomb.
The pharaoh meets his mother, who interfered with his
embalming. She says he must perform a purification ritual
to save his family.
Pick up the medallion on the ground, then zoom in on the
sarcophagus. There are medallions here. Pick all of them
up, then zoom out. As you can see, there are seven statues
in this room, and seven medallions in the inventory. You
want to make the medallions match the statues.
Zoom in on the sarcophagus again. From left to right, place
the medallions of Isis, Thot, Horus, Hathor, Osiris, Anubis
and Amon into the slots.
Putting the medallions in place opens up the top of the
sarcophagus. Zoom in on it for a pipes puzzle. You want to
turn the discs, until you have blue pipes connecting the
two blue spots, and red pipes connecting the two red spots.
This puzzle is randomized, and once you solve it, the
fourth ghost is saved.
Nathan appears once you've helped either Ghost Four or
Five. He wants Ashley to forget about the Fraternity of
Mediums and join him. He is so forceful that Ashley becomes
suspicious of his motives and what he wants her to do.
002f-Ghost Five
---------------------------------------------------------
Ghost Five is inside the bedroom of the second floor. You
can do this ghost before doing Ghost Four.
The drawer in the bedside table is glowing. Open it up,
then click on the crucifix. The ghost, a monk, appears. He
is upset because he does not have a bible.
Click on the dog, who finds the bible under the bed. Take
the bible from the dog, and use it on the ghost. He is
upset because an evil creature is inside the broken mirror.
He gives you a mirror fragment. There are four mirror
fragments here. One is on the ceiling, and two are on the
ground near the bed. Pull the blankets on the bed to find a
fourth mirror fragment.
Now, zoom in on the mirror. There are four mirror fragments
around the mirror. Collect them all for a total of nine
fragments. Put all nine fragments into the mirror, so there
are no more holes in the mirror. The hardest piece to see
is the tiny one, on the lower edge.
Click on the mirror for a puzzle. You have to put mirrors
on the screen, so all the numbers are reflected to each
other. For example, there are two number 2s on the board.
You want to strategically place mirrors so one 2 bounces
off a number of mirrors and reflects onto the other 2.
If two numbers reflect on each other, they turn green. The
mirrors go on the board like this:
7 7
5 \ / / 8
16 \ / 9
15 \ / / 10
16 / / 11
4 / / 12
14 \ 9
15 / / 13
Solving the puzzle causes the poltergeist to leave the
mirror. Click on it multiple times to get rid of it. The
ghost is thankful for your help, and he decides to trust
you. Ashley goes into the ghost's past.
Pick up the piece of wood on the path here, then go forward
to the cloister. Talk to the dying abbot here. Pick up the
four pieces of bottle (on the ground here) to get a bottle,
and pick up the plate which is on the shelf left of the
abbot.
Go through the doorway to reach the jail. Pick up the
sickle on the stairs, then go forward to the jail cell.
Talk to the witch inside the jail cell, who claims she can
help the abbot. Put the plate into the plate holder by her
cell.
She wants you to get plants with snake-like buds. Go back
to the countryside. You want to get the red plants on the
left. Use the sickle on them for a puzzle. In this puzzle,
you get thirty seconds to look at a grid. When time is up,
or when you click, you're asked a question about the grid,
such as "what color plant is in this particular square?".
The questions and grids are randomized, and you get
infinite chances. Answer a question correctly to get the
flower.
Return to the witch and put the red flowers in the plate.
She wants you to use a pestle on them. Use the sickle on
the piece of wood (from the path in the countryside) to get
a pestle. Use the pestle on the plants for a puzzle.
In this puzzle, each plant stands for a number. Figure out
which number each plant stands for. The sums of each row
and column are listed out for you, and you get infinite
guesses.
Once you solve the puzzle, the witch asks for more plants.
Return to the countryside and get the leaves from the top
of the right tree. Another grid puzzle blocks you from
getting the plant.
Once you solve the puzzle, return the witch and give it to
her to confirm it's the right plant. Use it on the plate
and use the pestle on it. Now, you get a Sudoku puzzle; put
tiles on the board so each row and column contains five
different symbols.
The witch asks you for a white flower. This is a garlic
plant. It is on the far edge of the screen. It is, of
course, blocked by a grid puzzle.
Once you solve the puzzle, return to the witch and give her
the garlic for verification. Put it in the plate and use
the pestle on it. This gives you another number puzzle.
The witch finally asks for the yellow flowers by the
tombstone. They are protected by a grid puzzle. Solve it,
then return to the witch. Show the flowers to her, then use
them on the plate. Use the pestle on them for another
Sudoku puzzle.
Solve the puzzle, then pick up the remedy. Give it to the
witch. Then, give her a bottle to put it in. She asks for a
cork.
Return to the countryside, for the last time. On the tree
on the left, there is a knot in the trunk. Use the sickle
on it to get some cork. Use the sickle on the cork again,
to get a cork that fits the bottle. Return to the witch and
give her the cork.
The witch finishes her potion. Go back to the abbot and
give him the potion. He explains that the witch was really
an herbalist, not a witch, and he compliments the ghost on
finally overcoming his prejudices against the witch.
Nathan appears once you've helped either Ghost Four or
Five. He wants Ashley to forget about the Fraternity of
Mediums and join him. He is so forceful that Ashley becomes
suspicious of his motives and what he wants her to do.
002g-Ghost Six
---------------------------------------------------------
The fourth ghost left behind some chalk, and the fifth
ghost left behind a flask of holy water. If you haven't
picked up those items yet, pick them up now.
Time to head to the last ghost, in the last area of the
game. That would be the attic on the second floor. Go to
the attic door on the left. Use the chalk on the door for a
puzzle.
In this puzzle, figure out how many triangles are in the
pentagram. The answer is 30. Once you do that, put the holy
water on the door, so you can open it. Go through the door
to reach the attic.
Ashley takes the soul pendant from its spot in the
lower/right corner of the screen. Why? Well, see the
candles here? Use the soul pendant in the spot in the
middle of the candles.
A puzzle starts. You want to untangle the ten circles, so
that the lines connecting the circles don't overlap.
There's a design on the floor to help you out. Five circles
go in the five corners of the smaller pentagon, while five
circles go in the five corners of the larger pentagon.
Nathan appears when this is finished. That's right; Nathan
is the sixth ghost. He used to be a medium, until the
Fraternity rejected him for experimenting with dark magic.
He demands that Ashley join forces with him, and when she
refuses, he is upset and sends her to Hell.
Ashley's goal here is simple: escape from Hell. She starts
off near a tree, where there are many items to pick up.
These items are a crow, a knife, a beetle, a piece of a
walking stick, and an empty hourglass. There's a lemon on
the tree that is out of reach.
Talk to the creature here. He wants to hear from his
brother, Richard.
Go forward, to Soul Valley. This place also has items for
you to get. Pick up a butterfly wing, a stick, another
walking stick piece and a heart. There is an eyeball stuck
in the rock here; you have to use the knife to get it out.
Walk forward to the River Styx. The ferryman won't take you
across until you pay. You don't have money, but you have
items you can pick up here. Take the clover, the sand, the
stone, the string, and the third piece of the walking
stick.
Go back to Soul Valley. If you click on the hands in the
river, a ghost appears. It wants three things: a heart, a
beetle and some clover. Give it all three of these things.
Click on the hands again for another ghost. It wants three
things as well. Give the ghost the eye and the crow. Use
the sand on the hourglass to get a full hourglass, and give
it to the ghost.
Click on the hands again for another ghost. It wants three
things, too. Give it a butterfly wing and a walking stick.
You don't have rotten fruit yet, but you can get it.
Go back to the tree. Use the string on the stick, to make a
slingshot. use the stone on the slingshot, and use the
slingshot on the fruit in the tree. It's a lemon. Pick it
up.
Go forward to Soul Valley. The lemon you have is fresh, so
use it on the green smoke on the right; this makes the
fruit rotten. Use it on the ghost, and the ghost leaves.
Click on the hands again for another ghost. This is the
ghost of Richard. Talk to Richard's ghost, then go back to
the tree. Talk to the creature here and tell him about
Richard. He gives you a coin for your efforts.
Go forward twice, to the River Styx. Use the coin on the
ferryman, then click the ferryman to cross the river.
You're almost out of Hell now! Go forward to the gate for a
puzzle. You need to move the blocks here, to make rows or
columns that have three or more matching tiles. When you
make a match, the tiles disappear. The trick is that you
can only move blocks horizontally.
Keep moving blocks and removing blocks from the board,
until there are no more blocks above the red line. You can
reset the puzzle if you need to, of course.
Solving the puzzle causes Ashley to leave Hell and return
to the attic. Nathan, on the other hand, is sent from the
attic to Hell. The house is now free of ghosts, and Ashley
is accepted as a member of the Fraternity of Mediums. The
end!
005-Credits
---------------------------------------------------------
This FAQ is copyright of The Lost Gamer, 2012. If you want
to use any part of this FAQ, ask me first (instructions
under general information).
|