Mystery Case Files - Ravenhearst
Hints, Tips and Tricks:
To solve the Storage Room Lock:
1: Click the paper with the "1" on it to get the animation of the man laying the egg.
2: Rotate the "3" slot until the card with the spade suit is showing
3: Click the "2" day sale so that the cent sign appears
4: There is a numbered slot machine in the upper right. Click each number until it
matches each numbered picture on the screen. (1 should be an egg, 2 should be
the cent symbol, and 3 should be a spade). When you've done it correctly, a mouse
will come out of the box.
4: Click on the "Feed me" paper on the shelf to reveal a mouse hole.
5: Click on the cupboard in the upper left to reveal a
can opener. Click on the can opener to open the can.
6: Click on the can twice so it rotates upside down.
7: Rotate the magnet so it's pointing at the can lid, to make the lid open and food
to come halfway out.
8: Click on the food to make it fall onto the plate, then click on the cat. The mouse
will now come through the hole and emerge at the bottom of the screen. Click the
mouse and it will run into the wheel. After a few seconds, the door will unlock.
To solve the Cellar Lock:
1: Your goal on the lightbulb grid is to get all the lights on. To solve, click the
following lights in sequence:
-Upper right corner
-Bottom right corner (this light will now be off)
-Lower left corner
-The upper left light should be on, and there should be a row of four "off" lights
in a diagonal row heading down to the bottom right. Click these four lights in order,
starting with the topmost one.
2: Once you've lit the entire grid, the green light bulb will go on. Turn the crank
below to produce a green battery. Fit this battery into the green battery slot.
3: The grid of lights will reset itself, but this time it's easy to solve. Click
each of the four corners, then the light in the exact middle. Turn the crank to
get the red battery.
4: On the grid, click the middle light in each of the four outer rows, then the exact
middle light. Turn crank for yellow battery.
5: Click the exact middle light, then the light above it, hen the light below it. Turn
crank for the purple battery.
6: Click each of the four corners, then each of the "off" lights diagonally next to
each corner. Turn crank for turquoise battery.
7: Once you've fit all the batteries in, the TV will turn on. There are three video
games that you must beat to continue. You can toggle between them by pressing
the three green buttons below the screen.
8: The first game is a Pong-inspired game. Use the crank on the right to control
the paddle. You must return the ball 15 times in a row to pass.
9: In the second game, you must keep your square in between the two lines for 35
10: In the third game, your goal is to collect 25 of the circular objects while
avoiding being hit by the heart-shaped objects.
11: When you beat all three games, the words "Game Over" will appear followed by the
silhouette of a key. Turn the door handle in the lower left to continue.
To solve the Final Door Lock:
Each key has a symbol on its end that corresponds to the symbol etched into the
door near each of the circular displays. Drag each key into the screen in the
top middle of the door, and the screen will display a letter. Click the red button
next to the symbol that corresponds to the key so that it turns green, and use the
rotating dial at the bottom of the door to rotate to the corresponding letter.
Repeat for each key until you've spelled out the word.
To solve the Parlor Lock:
Hint: To unlock this door, the wooden tokens must be fit into the appropriate
slots. The circle of slots is divided into two halves, the left being light and
the right being dark. You must fit the tokens that have sun/light themes into
the left side, and darkness themes in the right.
1: Left: sun, sun hat, sunflower, umbrella, sundial, sunglasses Right: owl,
bat, moon, Saturn, star, flashlight
2: Flick the light switches on either side to unlock the door.
To solve the Servant's Quarters Lock:
1: Click the valve to the left of the clock at the bottom of the screen so that
it moves to the other side.
2: Set the clock hands to read 9:30.
3: Click on the bottle opener hanging on the wooden shelf and drag it over to the
purple bottle to uncap it.
4: Click on the red wheel twice to turn the bottle upside down and empty the
liquid into the container.
5: Click on the wind-up car to cause a spark that ignites the flame under the
pot and causes the liquid to roll down the pipe into the bath tub.
6: Inflate the balloon with the air pump until it rises and causes an event that
reveals a valve.
7: Click the valve to steam away the lock and open the door.
To solve the Guest Bathroom Lock:
1: Click the Death tarot card to reveal a Z button. Click the Z button to make
the fortune teller appear.
2: Click the green button to make the fish move, then click the blue button to
make the fisherman lower his rod so that he catches the fish. Time your button
presses so that the fish and hook meet. (Hint: Click the blue button first,
and when the rod is on its way down, click the green button.)
3: Once the fish is in the grinder, flick the yellow switch to the right of the
slot machine to create a fishbone in the slot machine.
4: On the chalk board is a tic tac toe game. Play tic tac toe by clicking on
any square to fill in an X. Win the game and the board will explode to
reveal a lever. (Hint: if you lose, you can exit to the map and re-click
on the guest bathroom to restart the scenario. Or, better yet, play the game
again (and again) until you win so you can go to the next level.)
5: Pull the lever to play the slot machine until you get double fishes (paired
with the fish bone equals triple fishes). A nickel will roll out into the
6: Click the nickel and drag it into the coin slot to the left of the fortune
teller. A paper key will appear.
7: Click and drag the paper key on top of the paper key cutout on top of the
door handle to unlock the door.
To solve the Music Room Lock:
1: Press the red "on" button on the orange panel to reveal three dice.
2: Press the valves above the dice the number of times corresponding to the
dice (i.e. if the die says "4" press the valve 4 times.
3: When you press all the valves, a coin will roll into the elephant's mouth
and raise the bellows, and a new set of dice will appear.
4: Repeat 3 two more times until the lips on the end of the bellows are in
front of the horn mouthpiece.
5: Press the bellows to blow the horn, causing three music notes to appear
on the staff paper below
6: Play the notes on the keyboard to unlock the door.
To solve the Surveillance Room Lock:
1: To the left of the Venus Fly Trap you'll see a severed wire. Click on the
hole to reconnect the wire, which sends power to the electronic device.
2: Click the switch on the black device above to turn it on and power the
3: Click the orange button on the TV to turn it on. Adjust both the antenna
and the knob with the pliers until you get an image with some numbers on
4: Type that string of numbers using the keys on the typewriter to let the
fly out of the cage.
5: Click on the fly and it will fall into the mouth of the Venus Fly Trap.
6: Click the Venus Fly Trap to solve the puzzle and unlock the door.
To solve the Library Lock:
1: There are seven clocks in this room, plus the big white clock with
moveable hands. Do the following for each clock: Move the hands of the
big clock to match the hands on the little clocks, and press the red
button next to the big clock. This will cause one of the panels at the
bottom of the screen to open, revealing an object.
2: For each revealed object, find and drag the corresponding opposite object
into the empty slot behind it. These objects are scattered throughout the
Angel - the red devil head in the upper right of the screen
Female symbol - the male symbol hooked around the bottom dial on the square
Fire - the icicle hanging from the square black clock
Girl photograph - the black and white boy photograph handing on the wall
Moon - the sun in the face of the clock with Roman numerals to
the left of the big white clock
Rabbit - the tortoise sitting on top of the big white clock
Salt - the pepper shaker sitting on the white clock in the lower
left of the screen
3: The closed panels now contain a variety of objects that represent numbers
(5 fingers, 2 cards, 6 pointed star, 4 leaf clover, 3 point triangle, 5
fingers, 3 pronged trident) key these numbers in sequence into the keypad
to unlock the door.
To solve the Attic Lock:
1: There is a device with symbols and Roman numerals on it. Find these objects
on the screen (snake, doll's hand, dagger inside the large clock, grey arrow
with lamb's head on it) and rotate them fully by clicking multiple times to
cause letters to be revealed.
2: The revealed letters correspond to the four lettered blocks on the shelf next
to the Buddha statue. Pay close attention to the direction each revealed letter
is facing, then rotate the blocks to match.
3: When you've done this correctly, the green WC light will begin to flash.
Click on the toilet seat to lower it, then press the handle to flush the
toilet and a yodeler will appear in the painting. Flush the toilet a few
more times until the yodeler climbs all the way up the mountain. Eventually
this will trigger the hammer to fall, breaking open the doll's head and
revealing a key to unlock the door.
To solve the Shed Lock:
1: Click on the turquoise can so that a fly pops out of it.
2: Click on the amber-colored bottle on the top shelf to remove the cork. A
second fly will come out.
3: Click on the yellow can on its side and a third fly will fly out.
4: Click on each fly and drag it onto the glowing turquoise electrical current.
The fly will get stuck and close the electrical circuit, which powers up the
horse racing game.
5: Click the red button on the black number dial and rotate it so that the pointer
falls on the number 35. A piggybank will descend.
4: Click on the piggybank and it will drop a nickel through the pipe.
5: Drag the nickel into the coin slot to the right to activate the horse racing
6: Click on one of the colored buttons to choose which horse you bet on to win,
then click the lever above to start the game.
7: Keep playing the game until your horse wins. It's best to stick with one color
until it wins instead of going from color to color, since winning seems
completely random. When your horse wins, the lock will break.
To solve the Greenhouse Lock:
1: There are eight pictures depicting the growth cycle of a frog. By pressing
the green buttons, you must put these pictures into sequence from earliest
to latest. Starting from the bottom and curving right, the number should be
set to: 4, 8, 6, 1, 7, 3, 5, 2. When you've done it correctly, a roll of duct
tape will appear in the upper right corner
2: In the lower left corner, click the water pump switch twice until the water
turns on and starts dripping out of the hose.
3: Click and drag a piece of tape over the leaky hole to fix it.
4: Click the switch below the middle flower pot once so that the color turns
5: Click the switch below the right flower pot twice so that the color turns to
6: Turn the dial on the pump to extend it over each of the flowers. Click the
green dial near the plant food bottle, then click the red lever on top of the
pump to feed the plant. Do the same with the blue dial for water. Feed and
water all three plants so that a flower grows in each pot.
7: Now you have the pluck off certain petals so that the plants match the picture
on the wall. When you've done it correctly, the key will appear.
To solve the Nursery Lock:
1: This is a memorization game. Press the button on the device in the lower right,
and it will flash a series of objects in sequence. You must select these objects
and drag them into the correct spaces in the grid below. The first one will be 3
objects, the second time will be 4 objects, and the third will be 5.
Tips: This isn't easy. Concentrate, and if it helps, write down what the objects
are on a piece of paper to help you remember. As soon as you know what the first
item is, try to click on it without taking your eye off the rest of the flashing
items to get a head start. Move fast! You don't have a lot of time.
2: After you've completed the final Match 5 challenge, five paper symbols will
appear: Sheep, dog, turtle, bird, reptile. Push the buttons corresponding to the
symbols on the large middle pbject (i.e. snake = turtle).
To solve the Guest Quarters Lock:
1: There's a battery to the left of the apple. Drag it to the battery receptacle
in the lower right of the screen
2: Rotate the pistol so it's pointing at the apple. When you have it positioned
right, it will fire and break a piece off the apple, revealing symbols scribbled
3: Type the symbols from the paper using the keys in the upper right corner, and
press the green button to cause a boot to appear behind the chicken.
4 (optional): Pull down the lever on the toaster. When the toasted bread comes
back up, it will read 3 1/2 inches.
5: There's a counter next to the wooden ruler. Set the arrow to 3 1/2 inches,
and press the red button below, which will cause three bottles to lower.
6: There are two levers to the left of the bottles. The upper lever slides the
bottles, and the lower lever pours out contents into the mixer below. Use
the levers to create a feed by combining ingredients from the bottles.
7: Use 2 doses from the Diamonds jar, 3 doses from the Spades jar, and 2 doses
from the Moon jar. Pull the lever on the mixer to create chicken feed. Turn
the crank on the box with the typing keys to cause the boot to kick the
chicken. The chicken will feed, then produce an egg.
8: Repeat the process using 2 doses from Moon jar, 1 dose from Spades jar, and
1 dose from Diamond jar.
9: There should now be four eggs in the carton. Use the dials on the right to
adjust the colors in each window to match the colors on the eggs. Click on
the lever to the right to unlock the door.
To solve the Workshop Lock:
1: Manipulate the Click n' Slide blocks so that you can slide the battery down
into the receiver below.
2: Click the switch to the left to turn on the fan.
3: Click the white button on the fan twice to move the fan to the bottom position.
4: Click the "03" panel to reveal a red button.
5: Press the red button to cause a multi-colored ball to
fall into the fan, get launched, break the Santa egg in half to reveal a battery.
6: Take the battery and place it in the beige square with the /- symbol to the
right of the guitar.
7: Set the dials on the voltage meter above to read (left dial) 8 and-(right dial)3.
8: Click on the pick taped to the guitar and drag it across the strings. The noise
will cause the monkey to jump, revealing a swipe card inside the amp speaker.
9: Click on the card and drag it through the card reader below the amp.