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Mystery Case Files - Shadow Lake
Version 1.2 1/30/13
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Mystery Case Files: Shadow Lake
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
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. Characters
004. Walkthrough
004a. Drive Motel
004b. Shadow Lake Penitentiary
004c. Grimes Quarry (Collector's Edition)
004d. The Warden's House
004e. The School
004f. The Teacher's House
004g. The Library
004h. The Coroner's Office
004i. Trestle Road
004j. Lake Community Church
004k. Destroying the Relic
005. Credits
001. General Information
-----------------------------------------------------------
This is a walkthrough for the game called Mystery Case
Files: Shadow Lake. The game was released in 2012, and it
is the ninth game in the series. There is also a
collector's edition of the game available for a higher
price; this guide covers both versions of the game.
To contact me about this guide, use my email address,
ilovecartoonssomuch@yahoo.com.
002. Video Walkthrough
-----------------------------------------------------------
Hey! Want to see how to beat the game instead of reading
about
it? Well, I've got a video walkthrough, and you can see it
at...
http://www.youtube.com/playlist?list=PL-
BD_KjCUmdzqWECdnkry1Qbwejztp6bT
Sometimes, it's more helpful to see the puzzles solved than
to read about them. Plus, you get to hear the comments I
say while playing the game!
003. Characters
-----------------------------------------------------------
Cassandra Williams: The psychic consultant for the TV show
"Ghost Patrol". She wants your help in solving the mystery.
Jack Talon: Host of "Ghost Patrol". He is a gruff person
who doesn't give autographs.
Kelli: The co-host of "Ghost Patrol".
Jaime Monihan: A prisoner at the local penitentiary.
Cassandra makes you look up his records.
Melvin M. Denney: The warden at the penitentiary. You visit
his office and his house, over the course of this game.
Ellen Denney: The wife of Melvin. She committed suicide, by
means of drowning.
Billy Denny: The warden's son had poor grades and liked the
song "How Much is That Doggie in the Window?".
Sam: A student at the local elementary school, whose ghost
still haunts the area.
Theodore Hanson: Teacher at the local elementary school. He
was 32 years old.
Janet Fleming: The local coroner, who performed the
autopsies on most of the victims of the evil relic.
Sheriff Dale O'Connor: The man who discovered the warden's
dead body. He was on speaking terms with Janet.
Pastor Douglas Roberts: A priest who worked at the Lake
Community Church. He unsuccessfully attempts to exorcise
the evil out of the evil relic.
Joe Brooks: Writes the letter leading to Grimes Quarry. He
has the key because he worked night security there.
Dale: Cousin of Joe. Owner of Grimes Quarry. He inherited
it from his dad. He found something and fired everyone.
Bobby Marshal: Foreman at Grimes Quarry.
004. Walkthrough
-----------------------------------------------------------
To start with, you can pick casual mode or expert mode. In
casual mode, the hint button recharges more quickly, and
you have an optional tutorial.
004a. Drive Motel
-----------------------------------------------------------
The game starts with our character, a detective, arriving
at Drive Motel. Cassandra Williams, a psychic consultant
for the TV show "Ghost Patrol". They're at a ghost town in
Bitterford, Maine.
Go through the tutorial if you want; it's helpful if you've
never played an adventure game like this before. Move
forward to the Ghost Patrol van, and click on the back
doors of the van to meet Jack Talon.
The Ghost Patrol leaves shortly after this. There appear to
be two rooms to the hotel here. Room #1 is locked, and if
you listen, you can hear a scratching noise coming from
inside. Room #2 is open, and you can go inside it.
Check out the notebook on top of the bed. Open it, to learn
that the spare key to Room #1 is inside the safe here. You
need three things in order to open the safe, though.
1. The letters on the van's license plate
2. Kelli's birthday
3. Cassandra's apartment number
Each one of these things is hidden by a puzzle.
To learn what the letters on the van's license plate are,
go inside the bathroom of Room #2. It is actually a dark
room, for developing photos. Instructions on how to do this
are on the wall. Take a piece of photo paper, then expose
it to the light machine for seven seconds. Use the photo
paper on the developing solutions.
If you do this correctly, you get a photo of the Ghost
Patrol, which shows their license plate number. There are
three letters on the license plate.
To learn what Kelli's birthday is, zoom in on the TV in
Room #2. Open the drawer in the lower/right. Kelli's cell
phone number is written here, and there is a quarter you
can pick up.
Leave the room and go back to the first screen (with the
motel sign). Go into the dumpster on the right and pick up
the phone, as well as the phone receiver. Return to Room
#2.
Use the quarter on the bed oscillator on the wall here. Set
it to the maximum setting, in order to move the bed. This
reveals a phone jack. Put the phone, then the receiver, on
the dresser, and plug the phone into the jack. Call Kelli's
cell phone number.
Kelli's phone rings. It is underneath the desk here, inside
the shoes. Pick it up and look through the phone to see
that Kelli's birthday is on the 7th.
To learn what Cassandra's apartment number is, zoom in on
the TV in Room #2. Adjust the antenna twice, and it falls
off. Then, go back to the motel sign screen, and zoom in on
the office window. Use the antenna on the guest ledger and
read it to see Cassandra's apartment number.
Once you have all three pieces of information (which are
automatically recorded in your notebook in the lower/left),
use them on the safe. For example, if the three things are
"CAB", "7" and "215", press "CAB7215". That opens the safe,
getting you the key.
Go to the door of Room #1 and use the key to open it. Go
inside the room, and click on the area in the upper/right
to meet Cassandra. She gives you some drawings and tells
you to visit the penitentiary. Go to that area, by using
the map in the lower/right.
004b. Shadow Lake Penitentiary
-----------------------------------------------------------
Cassandra gave you six pictures, and there are six screens
in this area. Your challenge is to match the pictures to
the screens. For example, on the first screen, you have
broken windows on the stone wall. One of your pictures is
of the upper/right window. Use the picture on this area to
match it.
Simple enough, right? You need to do that on every screen.
Go to the front of the jail. Match the picture to this
screen; it is a picture of the pillar left of the door. The
stone ball and the wheel are contained in the picture.
Zoom in on the left window to find a tape player. Click it
to hear the Ghost Patrol talking. They left a key under the
right stone ball here. Click on the right stone ball to
make it fall off. Pick it up, then pick up the key that it
was hiding. Use the key on the lock to enter the prison.
Cassandra is getting a psychic message about a prisoner
here. She wants you to find items, filled with psychic
energy. That will make the message clear.
First, let's match the picture in this room. It's of the
stairs here; you can clearly see the stairway railing.
Zoom in on the shelf against the wall here. Click the jug
to move it and get a sailboat.
Zoom in on the photograph on the floor (left of the wrecked
stairs). Click on the man with glasses to get him.
Click on the door to the left to go to the next room. The
picture you have to match in this room is of the chair,
which is lying sideways on the floor. You can clearly see
its legs.
Zoom in on the area, behind the desk in the lower/left. You
can find a lucky coin, a postage stamp, and a rejection
stamp in the lower/right quarter of this area. In the
upper/left corner you have a silver box. Click to open it
and find a bullet.
Finally, a key is inside the upper drawer here. Pick it up,
then go back a screen. Use the key on the glass display
case (in the lower/right) to open it. Inside, you find a
shovel.
Go back to the administration room. You can zoom in near
the cabinets in the corner. Here, you can find handcuffs, a
license plate, a cross and a letter. Open the left cabinet
to find a love letter.
Once you find all the items, Cassandra can get a reading.
She learns that there was a prisoner here named Jaime
Monihan. More information can be found in the records room.
Click on the gate leading to the records room. This leads
to a puzzle. You want to put the five puzzle pieces (which
are on the bottom of the screen) into the five areas, on
the left side of the middle division. The trick is that
each line of green must be of equal length.
Pull the ring, in order to try the lock. The pieces will
come together, and you can see if any particular piece is
too long or too short. Match them all to open the door.
Go into the records room. The middle file cabinet has a
drawer labeled "M". Zoom in on it to see Jaime Monihan's
file. Match a picture with the picture of Jaime Monihan.
One of the cabinets here has a wide open drawer. Place the
stone ball in this drawer. The cabinet falls over, and now
the cabinets sort of look like steps which lead upstairs.
Go upstairs to the Warden's Office.
Click on the shelf in the upper/left; the picture for this
room is supposed to match here. Unfortunately, everything
is out of place.
Zoom in on the Warden's desk to get a lighter. Zoom in on
the typewriter on the floor. In this area, you can get a
fan, three pipes, a lid and a radio.
Now that you have all the items, put them on the shelf in
the upper/left, according to the drawing you have. Put each
item in the right spot, and you can match the drawing with
the shelf.
That's the last drawing you have to match, so use the map
to return to Cassandra. She takes the drawing and has a
psychic vision.
In this puzzle, you have four small screens, which you can
rotate and move around. You want to put all four screens
together, to make one big screen. When two screens are
placed next to each other correctly, they stick together.
A scene then plays. A prisoner escaped from the jail, and
he was pursued by the warden. The warden shot the prisoner
and found an evil relic that the prisoner was carrying. The
warden put this inside his desk drawer.
Go back to the penitentiary and go to the Warden's Office.
Open the desk drawer to find a newspaper article about the
death of the warden's wife. Underneath this is a letter,
containing the warden's address.
This address is added to your map, so you can now go to The
Warden's House.
004c. Grimes Quarry (Collector's Edition)
-----------------------------------------------------------
The Collector's Edition of this game has a bonus area,
called Grimes Quarry. You can access it at this point in
the game. They way to open up this area is to click on the
letter, on the right side of the screen, when you are
behind the warden's desk at the penitentiary.
Visit this area on the map to go there. Use the key on the
gate to get inside.
Go inside the crane on the left to get a wrench. Use the
wrench on the air conditioning unit which is hanging on the
side of the office. You can now enter the office.
The file cabinet here is locked with a puzzle. There are
sixteen tiles, and you can flip them around. The four-point
stars flip around tiles in all four directions. The two-
point squares flip around the two tiles in the directions
it is pointing towards. The circle squares flip around
themselves only.
Play around with the tiles a bit, to learn how they work.
Your goal is to flip all the tiles around, so they are lit
up. When all tiles are lit, the drawer opens and you get
access to the crane control.
Go outside and into the crane. Use the crane control on the
empty spot in the control panel. This lowers a safe.
Examine the safe to see that there are three numbers you
must find:
Five of Hearts
Three of Spades
Nine of Diamonds
Go back inside the office. On the desk is a book with
accounting information. There are three different pages you
can flip to. On the hearts page, you want to find the
number of the fifth account. On the spades page, you want
to find the number of the third account. On the diamonds
page, you want to find the number of the ninth account.
The first account number is in the upper/left, from there,
count downwards.
Once you have the three account numbers, go to the safe and
set the three locks to those numbers. You can now spin the
handle of the safe to open it. Inside, you have a mask.
There are fifty morphing objects, hidden in this game. Find
and click on all fifty to get something. Here are the
locations of those fifty morphing objects. In general,
there is a morphing object on every screen.
Grimes Quarry:
1. At the entrance, the letter Q on the sign changes.
2. In the quarry, the word "office" on the sign changes.
3. In the office, the oil can on the file cabinet morphs
into a bucket.
Motel:
4. Outside the rooms, the word "ICE" on the ice box
5. Cassandra's room, the box decal
6. Room 2, the vent above the bathroom door
7. Room 2, zoom in on the TV area, the drawer handle
8. Room 2 bathroom, jar on the shelf
Penitentiary:
9. Outside, the bottom floor window
10. Entrance, plant to the left of the door
11. Foyer, box at the service window
12. Office, tape roll on desk
13. Registration, label letters on left file cabinet
14. Warden's office, pyramid on top of safe to the right of
the desk
15. Zoom in on Warden's Desk, playing card
16. Cell (after crawling through vent), handprint print
below sink
Warden's Home:
17. Living room, box on floor
18. Kitchen, whisk in skillet
19. Basement, bottle on shelf
20. Upper hall, painting on the wall
21. Boy's room, sock hanging out of the drawer
22. Master bedroom, clock on bed headboard
School:
23. Front yard, fence pole
24. Playground, fence pole
25. Classroom, writing on the bottom/right part of the
blackboard
26. Shed, mirror on wall
27. Bell tower, paintbrush
Teacher's House:
28. Outside, stick leaning on fence
29. Inside, board in shelving
30. Garage, star on the box on the floor
Downtown Street:
31. First screen, chimney on a house to the right
32. Second screen, fencing on the library roof
Library:
33. Entrance, statue to the left
34. Foyer, gear on floor
35. Library, panel on wall to the left of the office door
36. Office, book on shelf
Pharmacy and Coroner's Office:
37. Pharmacy, RX sign
38. Roof, roof to the far right
39. Bedroom, earrings on table
40. Hallway, light switch
41. Living room, ashtray on table
42. Office, glasses on desk
43. Exam room, wall tiles to the right of the test tube
rack
Sheriff's office:
44. Main room, clock on the wall
45. Evidence room, record on right shelf
Trestle Road:
46. On the road, flower
Church:
47. Outside, bush
48. Bell tower, bird droppings
49. Main hall, painting on wall
50. Crypt, pipe on the ground
Find all fifty morphing objects, and you get a ticket that
references the Madam Fate game in this series.
004d. The Warden's House
-----------------------------------------------------------
Pick up the axe from the pile of firewood here. You can
zoom in on the electrical box, but it's locked.
Go in through the front door. Cassandra has a list of items
for you to find, so she can get another psychic message.
The poker is inside the fireplace, the cassette is under
the chair, and the cat is on a shelf on the right.
Go through the door directly ahead of you. Someone is in
the kitchen! Examine the door to the basement, then look
into the keyhole so the door will be opened.
Let's find the rest of the items on the list. Zoom in on
the junk drawer, right of the stove. All the objects are on
this screen. The list of objects you have to find here is
randomized, so each time you play the game, you'll likely
have a different list of things to find.
Once you get all the objects, Cassandra gets the psychic
message, which says something is behind the drawer. Pull
the drawer out and you find a fuse.
Return to Cassandra's area. In the upper/left here, on top
of a box, are night vision goggles. Take them, then return
to the kitchen of the Warden's house. Use the goggles on
the basement door to go to the basement.
There are two things to do here. First, open up the fusebox
in the upper/left. Put the fuse from the junk drawer on the
spot for the basement fuse (the upper/left spot).
Second, on the left half of the room, you find bolt cutters
lying against a food shelf. Zoom in on the shelf and take
the bolt cutters.
Leave the basement and go to the main room. Go up the
stairs and into the room on the left. Inside the tent, you
will find wires. Pick them up, then leave the Warden's
House.
Zoom in on the electrical box on the outside of the house.
Use the bolt cutters from the basement to get rid of the
lock. Then, use the wires on the panel.
This is a puzzle. You want to connect all of the numbered
boxes, with wires of the appropriate length. How long
should a wire be? A wire is the same length as the number
on the boxes it connects. For example, the wire that
connects two 3 boxes is 3 boxes long, while a wire that
connects two 7 boxes is 7 boxes long.
This board is symmetrical, in that the left side of the
board is a mirror image of the right side. Every square of
the board is used. Once you solve the puzzle, power is
restored to the house and Cassandra has more drawings.
Return to Cassandra and get the drawings. The first drawing
is of the gutter outside the house. The next drawing is of
the fireplace in the living room. One drawing is of the
stove in the kitchen. In the basement, a drawing is of the
"FREE THEM" writing on the wall.
Go upstairs. In the son's room on the left, you have many
objects to find, while listening to "How Much is That
Doggie in the Window?". Some items are in the tent, and
some are on the bed, while all the rest can be found in the
room.
Find the objects, and Cassandra gets a psychic message,
saying the son hid something in the floorboards here. Zoom
in on the boards in front of the bed. Underneath them is a
report card, which matches one of your pictures.
Go to the hallway. A tree blocks your access to the room on
the right. Go to the basement. Sharpen the axe (from the
log pile outside) on the axe grinder on the left. If you
haven't put the fuse in the fusebox in the upper/left part
of the basement, the axe grinder doesn't work.
Once your axe is sharp, use it on the tree in the upstairs
hallway. Three chops of the axe should cut the branch which
prevents you from going right.
In this room, look under the bed to see Ellen, the warden's
wife. She points at a picture left of the TV. Zoom in on
the picture and click on it. We want to remove the picture,
so click on the clips to move them out of the way. Click on
the backing to remove it.
You find Ellen's suicide note. It matches one of your
pictures. That is the last one, so return to Cassandra.
Give her the drawings for a puzzle.
This time, you have nine pieces to match up, and the piece
in the middle cannot be moved. Get all the pieces in place;
the video that is playing is of the child opening a drawer.
When you solve the puzzle, the vision shows the boy
stealing the relic from his father. The boy then goes to
school. The school is our next destination.
004e. The School
-----------------------------------------------------------
The school has a few things for you to do. First off, zoom
in on the shed on the left and pick up the crowbar. You
can't enter the shed yet, because it's locked.
Go inside the school entrance, and Cassandra gives you a
list of items to find. Some of them are here. Zoom in on
the student's cubbies (to the left). Some objects you're
looking for can be found here.
Open Mr. Hanson's cubby (the one in the upper/right) to get
the key to Mr. Hanson's desk.
The doorway leading inside the school is covered in shadow.
Use the night vision goggles on the doorway to look inside.
A ghost is standing in the corner of the room. Click on it.
The goggles stop working, but at least the room now has
some light. Use the crowbar on the planks which have
boarded up the window. The room is now filled with light,
so you can keep looking for hidden objects. Most are on a
desk on the left.
When you're done, go to the teacher's desk. Open the locked
drawer with a key to find the final hidden object: a book
of horror stories. You also find a lighter and a knife.
When you get all the hidden objects, Cassandra gets a
psychic message, saying the warden's son was named Billy.
Go back to the cubbies and open Billy's cubby. Inside is a
baseball card.
Cassandra finishes with her drawings at this point, so you
can return to her and pick them up. If you haven't done so
already, take the infrared camera in her room.
Return to the school. On the right side of this area,
you'll see an equipment box. Zoom in on it to find notes
that say an infrared camera can see ghosts. Also inside
this box is a secret tape (you can watch it on the camera
in Room #2 of the motel) and an extension cord.
There is a tripod in front of the playground. Use the
infrared camera on it. When you look in the camera, though,
there are no ghosts. That's odd, because we saw one
earlier.
Go back in the school. You can find chalk on the desk on
the left. Pick it up, if you haven't already, then zoom in
on the board. Use the chalk to play a game of Hangman. The
solution is "you are too late".
Winning the game upsets the ghost. It leaves the school and
goes to the playground. Look into the infrared camera to
see the ghost on the swing. Go to the playground and look
at the swing to see the ghost is named Sam.
Go to the cubbies and open Sam's to find some dynamite. Go
to the shed (left of the school) and put the dynamite in
the lock. Light it with the lighter from the teacher's desk
to open it.
Inside the shed, you have more hidden objects. The two
buckets are on the main screen (one hidden by a coat in the
upper/left corner), and the shovel is by the tennis
rackets. Zoom in on the toy box to find the rest of the
items.
Return to the playground. Use the items to build the sand
castle. Use the castle bucket on the sand and build three
of them. Use the round bucket on the sand, and use it on
the middle castle. Put a shell on each castle, and put the
army man and flag on the middle castle. If you make a
mistake, use the shovel to reset the puzzle.
Once the castle is done, you can match it with a picture.
Go back to the schoolhouse. Match a picture with the front
of the shed. In the shed, match a picture with the tennis
rackets. In the cubby area, match a picture with the poster
on the wall, and inside the school, match a picture with
the books on the teacher's desk.
The final picture is of baseball cards. We found one inside
Billy's cubby. Go to the warden's house, then go upstairs
to Billy's room. His baseball card collection is on his
bed. Put the card in the collection and match the photo.
Return to Cassandra. She will get a psychic vision, as
usual. This time, you have twelve screens to match. They
are in this pattern:
xx
xxxx
xxxx
xx
The vision shows Billy being killed by a bully. Could this
bully be Sam? The teacher recovers the evil artifact from
Billy's corpse, then leaves.
Return to the school. Go to the cubbies and click on the
wood pile left of the poster. This reveals the ladder
mechanism. Zoom in on it and pull the lever. It breaks, but
you can still use the pulley by using the knife (from the
teacher's desk) on the wires in the small hole.
The ladder falls. Climb up it and look inside the bag on
the ground. It has a drawing which shows that the teacher
lives next door to the school. That's our next destination.
004f. The Teacher's House
-----------------------------------------------------------
This is a pretty short segment. Step into the house, which
has been partially burnt. Cassandra has a list of objects
for you to find.
You can zoom in on the bookshelf here, as well as the pile
of debris against the far wall. The final place where you
can zoom in is the mirror to the bathroom area. Open up the
mirror to find more objects.
Once you find everything, Cassandra tells you to look at
the leather bound book, on the bookshelf. This is the book
which is a different color than the others. It deals with
the Amaseconti Tribe. Flip through it to get the address of
the town library.
That's it!
004g. The Library
-----------------------------------------------------------
Head forward twice to reach the library. Zoom in on the
door and use the crowbar on the broken glass to open it.
Zoom in on the broken glass and click on the lock to undo
it.
When you step into the library, you get a list of objects
to find. Zoom in on the right side of the desk here and
find all the objects there. Then, go through the doors to
the main part of the library.
There are two items on this screen for you to find: a brush
in the lower/right and tape on the cart to the left.
Examine the bookshelves on the right to learn that they are
wobbly. Use the crowbar on the shelves twice.
This opens the door to the records room. Go inside, which
causes Cassandra to finish another set of drawings.
In the records room, find the soda in the upper/left and
the slingshot next to the computer. On the far shelf is a
red book. Take it and read it. Click on the catalog card to
read it; it has a clover, which is the last item you need.
Finding all the items gives Cassandra a vision of Ellen
(the librarian and the warden's wife) putting something in
her trunk in her room.
You can flip through the book to learn more about the
Amaseconti Tribe, but one of the pages has been ripped out.
Go to Cassandra and get the drawings. One is of the doctor
sign in the street, one is of the library's front doors,
one is of the brick wall in the front desk area, one is of
a ceiling light in the library proper, and one is of debris
on the floor of the reference room.
Go to the Warden's House. Inside Ellen's room (which is the
room on the right, on the second floor), there is a trunk
next to a chair. Zoom in on it to find a library notice.
This matches one of your pictures.
When you have all the pictures, return to Cassandra. This
time, you have nine screens to connect, but the piece in
the middle (and all pieces connected to it) constantly
spins in a clockwise circle. Finish the picture to see a
scene of the teacher's autopsy.
The autopsy took place in the coroner's office, just
outside the library. That's our next destination.
004h. The Coroner's Office
-----------------------------------------------------------
The Coroner's Office is on the screen before the library's
front doors. Zoom in on it, and you can pick up a sandbag.
The office itself is locked, and we want to open it by
crashing a car into the front door.
That seems unnecessarily destructive, but it's the plan
that the Master Detective has chosen.
To learn a bit about car driving, there is an optional
puzzle, where you find a book about cars. Go to the library
and check the debris on the left. Move the note to learn
that books about cars are in the 600's. Check the card
catalog to find a suitable book.
Go inside the library. Click the ladder to move it, then
click on the red book entitled "My Life Under the Steel
Hood". It says that isopropyl alcohol can be used as a
substitute for gasoline. You can now take the ladder out of
the library, if you want.
Before you can solve the car puzzle, you must get items
from the teacher's house. Go there and go to the garage on
the left. Open the locker to get a lug wrench. On the top
shelf of the locker is isopropyl alcohol, which you can
pick up.
The car here is supported by a jack. Pick up the two gray
cinderblocks, then use them on the (missing) car wheel. Now
that the cinderblocks are holding the car up, you can take
the car jack.
Another car part you need is a wheel. Go to the library. On
the first screen, which houses the sheriff's office, you
can find a car on the left. Zoom in on it to get the tire.
The final car part you need is the key to the car. This is
on the front desk of the library.
Once you have everything, go to the blue car outside the
coroner's office. Zoom in on the back tire. Use the jack on
the car, then click on the hubcap to remove it. Use the lug
wrench on the lug nuts here, and the bad tire is removed.
Use the good tire on the car to attach it, then use the lug
nuts to secure the tire.
Zoom in on the gas tank. Open it and remove the cap. Use
the isopropyl alcohol here to fuel the car.
Zoom in on the car's window. Use the TV antenna on the open
part of the window to open the car. Use the car key on the
key slot, and click on the key to start the car. Put the
sand bag (from in front of the coroner's office) on the gas
pedal.
When you've solved all the car puzzles correctly, the car
surges to life and drives directly into...the wrong
building.
Oh well. Go into the building, through the hole the car
made. Examine the shelf on the left and pick up a
screwdriver, as well as plaster of Paris. Examine the shelf
on the right for a quarter.
The door to the roof is locked, and the key is nowhere in
sight. Examine the pachinko machine, in the corner of the
store. Put in your quarter, then click the red button to
shoot out a ball. Shoot out a bunch of pachinko balls, and
try to get a score of over 100,000. This happens fastest,
when you get a lot of bonus multipliers (the 4X and 2X
holes).
Once you get a score over 100,000, the light on that spot
turns on. Hey, the key is there! Use the screwdriver on the
four screws to loosen them. Grab the key and use it to open
the door to the ceiling.
You're on the roof now, but you can't reach the other
building. If you haven't already, get the ladder from the
library. Use it here to make a bridge between the
buildings. When you're at the other building, use the
extension cord (from the box in front of the school house)
on the pipe here.
Now you're at a window. Zoom in on the latch and use the
knife from the teacher's desk to open it. You end up inside
the upper floor of the coroner's office. The coroner,
Janet, lived here.
You get a list of objects to find. Some are inside the
closet on the right. Go through the left door to the hall,
where all the other objects are. Find all the objects to
learn that Janet like "The Entertainer".
Go back to Janet's closet and pick up her copy of "The
Entertainer". Then go to the hall and downstairs. Open up
the player piano and put "The Entertainer" inside. Some
notes are marked.
There is tape on the table, in the upstairs hall. Grab it,
if you haven't done so already. Use the tape on the player
piano to cover up the non-marked notes. Pull the lever on
the side of the piano to see which keys correspond to which
notes.
The office lock resembles a piano. The keys are like this:
1 2 3
4 5 6 7
Press keys 7, 6, 7, 2, 5, 5 (the ones from "The
Entertainer" to open the door. You are now in the Coroner's
Office. Zoom in on the board on the wall to see that all
the people who possessed the evil relic died.
Get a bobby pin from yellowed letter in the upper/right.
Zoom in on the envelope in the lower/left. Look inside to
see the scene of the warden's death.
Cassandra now has drawings for you. Return to her and pick
them up. Now go back to the Coroner's Office. Along the
way, make sure to match the photo of the pachinko machine.
You can go inside the autopsy room to activate a hidden
objects scene. Find the books, weights and test tubes. Some
are inside the previous room.
Also in the autopsy room, you can find a stethoscope and a
torn page.
Once you have everything, go to the autopsy room. Put the
books on the bookshelf, so you can match a picture of them.
Put the weights on the scale, so you can match a picture of
it. Put the test tubes on the holder, in the proper order,
so you can match a picture of it.
In the previous room, zoom in on the cork board. Open the
envelope with the picture of the car, then match the
picture.
The final picture you must match is inside the Sheriff's
Office. If you haven't already, get the bobby pin from the
cork board here. Then, go to the Sheriff's Office, which is
two screens before the library, on the right.
Put the screwdriver in the lock here, then use the bobby
pin on the lock. This starts a puzzle. You want to click on
all five weights and make it so they are all above the
white line. The easiest way to do this is to click the
weights, in order of slowest to fastest.
Go through the door and zoom in on the shelf of red books.
The second-from-right book has a picture of the Warden.
Match it to Cassandra's picture.
You should have all the drawings matched now. Return to
Cassandra and give them to her. You now have a challenge to
put the puzzle pieces together. This time, there are some
invisible barriers on the board that you have to maneuver
around.
When you finish, you see the policeman who first examined
the car crash that took the warden's life. This seems like
the best place to continue the investigation.
004i. Trestle Road
-----------------------------------------------------------
Cassandra gives you a list of items to find. Look inside
the ruined truck and find all those items. Cassandra will
get a vision of something under the truck. Back away from
the truck and look under it to find the Warden's wallet.
A note on the wallet says the combination is the day he
lost her. According to the newspaper article in the drawer
of the Warden's desk, the day he lost his wife was August
15.
Go to the Sheriff's Office, and Cassandra will have more
drawings for you. Visit her and get the drawings. Then,
return to the Warden's Office.
Go through the door to the evidence room, where you have
more objects to find. Some of them are located inside the
safe. Zoom in on the safe and use the stethoscope (from the
exam room at the coroner's office) on it. By spinning the
safe dial around, you can determine there are tumblers at
B, C, E and S.
The post-it note says "a good place to fish". If you go
back to the main office, you can zoom in on the map. Sebec
Lake is highlighted. "SEBEC" is the combination to the
safe.
Enter SEBEC by spinning the dial clockwise to S, counter-
clockwise to E, clockwise to B, counter-clockwise to E, and
clockwise to C.
Once you find all the items inside the evidence room,
Cassandra gets a message about 1142.
Go to the main room and look on the shelf of red books.
Record 1142 is on the left. Open it to find the file on
Ellen Denney. It matches one of the pictures Cassandra
wants.
Another picture Cassandra wants is of the map of Sebec
Lake, in the main room of the Sheriff's office. Go to the
evidence room. One picture is of the bottom of the right
shelf here.
The Warden's lockbox is on the safe in the evidence room.
Open it up with 815, the date of his wife's death. Take his
keys from here, and match one of Cassandra's pictures with
the paper in the Warden's lockbox.
Leave the Sheriff's Office and go to Trestle Road. The last
two pictures Cassandra wants match up to the scenery here.
One is of a bush, while the other is of the truck.
Go back to Cassandra, when you have all the drawings. You
have the challenge to put pieces together again, but this
time, there is heavy gravity that makes it hard to move the
pieces around. It's easiest to start with the pieces of the
relic, then the blanket and the hands folding the blanket.
Once you finish the puzzle (or when you skip it), you see a
scene of the coroner showing the evil relic to the sheriff.
They unsuccessfully attempt to have it destroyed at Lake
Community Church, but the only thing which gets destroyed
is the church itself.
004i. Lake Community Church
-----------------------------------------------------------
Time to visit the church, which is a new location on the
map. The church has sunken into the ground, and you can't
reach it.
Go back to the roof of the coroner's office and take the
ladder. Return to the church and use the ladder on the rock
here. The ladder forms a bridge between the rock and the
bell tower.
Go to the bell tower and pull the trap door open. The ring
falls off. Use your knife on the door, and pull that to
open the trap door.
Climb down into the church to get a list of items to find.
There are three locations where items are, in the church.
The first is in the pews to the left, the second is in pews
to the right, and the third is in the right corner of the
church.
Find all the items to learn that there is something special
about Pastor Robert's red Bible. It's on the floor here.
Zoom in on it and open it to find a door handle.
Open the curtains against the far wall. There's a picture
of a cross. Zoom in on it, and use the handle on the cross.
This starts a puzzle. What you want to do is go over every
line in the picture, without crossing over the same line
twice.
There are multiple solutions. One solution is to go
down/left, left, down, right, up, right, down, left,
down/right, down, right, up, left, up, right, down,
up/right, right, up, left, down, left, up, right, up/left,
down, right, left, up, right, up, left and down. It's not
TOO difficult to follow through the puzzle, because you
never have more than two or three possible lines to trace.
The puzzle resets itself, if you get trapped somewhere.
Solving the puzzle will result in Cassandra getting
drawings. Before getting them, go forward through the now-
open doorway. It leads to the destroyed room, where Pastor
Roberts, the Sheriff and the Coroner died.
In this room, there is a hand sticking out the ground. It
contains a piece of paper. Pick it up.
Also in this room, on the right, you have a black handbag.
Pick it up. Zoom in on the pile of rocks under the bricks
to the right. Click on the rocks to move them and find the
evil relic. Use the black handbag to pick it up.
Return to Cassandra and get the pictures. One is of the
church sign, one is by the ladder leading down into the
church, one is of the left painting on the wall of the
church, and one is of the rocks on the ground, where you
found the evil relic.
The last two pictures are hard to place. One is of the rock
wall at Trestle Road. Another is of the guard station,
outside the Penitentiary. These two places will soon become
important.
Return to Cassandra and give her the drawings. This is the
final puzzle, where you put video pieces together. This
time, there are pieces of different sizes. It's easiest to
start with the prisoner's face.
This gives a scene of the prisoner who originally found the
relic. He ponders how to get the relic back from the
Warden, and he draws a picture on the wall of the train
station.
While Cassandra watches over the relic here, you should
find the drawing.
004j. Destroying the Relic
-----------------------------------------------------------
Go to Trestle Road. The train tunnel entrance has been
partially covered by rocks; you matched a picture of the
opening in the previous section.
Zoom in on the tunnel entrance and move the rocks out of
the way. Once four rocks are moved, you can slip inside the
tunnel. Zoom in on the wall to see the picture. It
indicates that there is a tunnel behind the vent in the
penitentiary.
Weird noises come from your radio. If you go to see
Cassandra, it is revealed that she touched the relic and is
now under its spell. Oh no!
Before you go there, you should do a few things first. You
could have done things earlier, and you can do them later
on, but it's probably best to do them now, to prevent
unnecessary backtracking.
Go to the Teacher's House and zoom in on the book on his
bookshelf. Remember how it had a torn page? Use the torn
page from the autopsy room in the coroner's office on the
book. It matches perfectly, and gives you an Amaseconti
protection prayer.
Now go to the library. Inside the research room is a book
that's missing a page. This is the same page that was found
in the church, near Pastor Roberts' corpse. Use the page on
the library book to see the Amaseconti symbols.
There are two more things you need. First, you need the
ladder, which is used to get into the church or the
coroner's office. Use the ladder to get into the coroner's
office. Zoom in on the sink of the autopsy room to see a
mold of the evil relic.
Use the plaster of Paris (from the shelf of the pharmacy)
on the mold. Close the lid, then turn the water knob to
fill it up with water. Open the mold to get a fake relic.
That's all you need, for the final challenge here. You need
the fake relic, the ladder, and you need to have fixed both
books with torn pages.
Go to the penitentiary's administration office. Use the
ladder on the vent, so you can climb up to it. Zoom in on
the vent and use the screwdriver on the four screws here to
loosen the cover. Then, remove the vent cover.
Use the night-vision goggles to go through the vent. This
leads to a room with a door (and a hidden tape that you can
play on the camera in Room #2 of the motel). Open the door
with the Warden's keys (from his lockbox in the evidence
room of the Sheriff's office).
Go through the door to the prisoner's room. Zoom in on the
calendar on the wall. Click on it to move it aside and find
a hidden passage. Take the spoon here and go through the
passage.
Go forward to see Cassandra, who is trying to use the evil
relic to resurrect a demon. That is obviously a bad thing,
considering that the relic has already destroyed a town and
killed many people.
Use the spoon on the candle to Cassandra's left. She will
turn to relight the candle. When her back is turned, zoom
in on the relic and swap it with the fake relic.
Go forward, past Cassandra. There is an altar here. Put the
relic on the slot here. This starts a complex puzzle.
Inside your notebook, you have the Amaseconti phrase for
protection, as well as pictures of Amaseconti symbols. You
want to spell out the five-word phrase here, using the
correct symbols. The trick here is that there are six
spaces.
2 3 4 x
1 5
The space marked "X" is irrelevant. Put the sixth symbol,
which is NOT part of the phrase, in that spot. Put the
other symbols in order, from one to five.
You're not done yet. There are little circles next to some
of the symbols in your book. There are also circles here on
the altar. Put the circles next to the proper symbols.
Once you're finally done with the puzzle--it will involve a
lot of going back and forth between the altar and your
journal--the spirits will be freed from the relic.
Ellen Denney, the Warden's wife, has a special message,
just for you. Go to Shadow Lake (a new location on your
map) and zoom in on it. Use the relic on the lake, and
Ellen will ensure it is never found again, doomed to spend
the rest of eternity at the bottom of the lake.
Return to Cassandra one last time to end the game. If you
resume the game after this, you start from right before the
point where you talk to Cassandra.
005. Credits
-----------------------------------------------------------
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).
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