September 2, 2009
Walkthrough: Treasure Seekers II: The Enchanted Canvases
notes:
The game lists Nelly’s overall tasks at the bottom right of the screen. Once a task is completed, it disappears from the list.
Certain items are added to the belt-pack (inventory) to be used elsewhere in the game.
Some containers have items in them – in such cases, the cursor changes to a magnifying glass that allows the player to look inside the container.
The ‘Skip Puzzle’ panel at the bottom of panels fills up as time to complete puzzle runs out.
The ‘Question Mark’ at the top left of puzzle panels gives the instructions. The ‘X’ exits the puzzle.
All hidden objects are present in the main screen unless specifically mentioned in the walkthrough.
Some mini-games may have randomly generated elements in which case your solution may not match mine.
For more detailed instructions and hints on game-play, get the official Strategy Guide.
walkthrough:
Click on the first enchanted painting – The Arabian Tower.
Nelly has to open the gate by finding the key for the lock.
Click on the lock – it needs the key and the oil can.
Add the items to their slots on the lock.
Click here for the solution.
Click on the door to enter the Magic Tower.
Nelly has to explore the empty room.
Click on the ancient lamp to release the genie.
The genie needs to be released via the conversion potion beyond the locked gate.
But first Nelly has to make the unlocking powder.
Click the magic book – it needs a magnifying glass and two scrolls.
Click here for the solution.
Click on the table – it needs three herbs, the magic book, microscope, chopping board and mortar & pestle.
Click here for the solution.
Once everything is on the table, a blue butterfly is needed – oops!
Exit to the yard. Click on any one of the butterflies.
Mini-game: Sort the butterflies.
Solution: Similar butterflies have to be matched till only the blue butterfly is left. Click on matching pairs of butterflies to remove them from the screen. This game is beautiful but easy.
Click here for the solution.
The butterfly is added to the belt-pack i.e. inventory.
Return to the tower. Click the butterfly in the inventory and the table.
A ruby flower is needed, found at the top of the tower.
Take the magic (tattered) carpet from the left side of the window as directed by the genie.
Exit to the yard. Set the carpet on the grassy lawn. Click the carpet.
Hmm – Nelly needs some patches and a needle to repair the carpet.
Return to the tower. The 5 patches are scattered across the room.
Click here for the solution.
Open the casket on the table – there’s the needle.
Exit to the yard. Use the repair kit with the carpet.
Click on the floating carpet to fly to the roof of the tower.
The ruby flower is too small – just a bud. It needs water.
Return to the yard. The fountain is dry.
Click on the water tap next to the fountain. Something is missing.
Return to the tower. Click on the casket under the table.
Take the valve.
Return to the yard. Use the valve with the water tap.
The fountain is working – but Nelly needs a watering can.
Return to the tower. Take the watering can, hanging from the ceiling directly above the shimmering door, next to the painting.
Return to the yard. Use the empty watering can with the fountain.
Use the carpet to fly to the roof of the tower.
Use the full watering can on the ruby flower bud.
Take the ruby flower. Return to the tower.
Place the flower on the table.
Mini-game: Prepare the unlocking powder.
Solution: Read the magic book for instructions.
1. Click on the chopping board to use it.
2. Put the red flower on the board.
3. Use the knife to chop the flower.
4. Add the chopped flower to the glass bowl.
5. Place the herbs on the chopping board.
6. Use the knife to chop the herbs.
7. Add the chopped herbs to the glass bowl.
8. Heat the bowl with the mini-lamp.
9. Add the molten mass from the bowl to the mortar.
10. Use the pestle (beside the knife) on the mortar.
11. Add the crush from the pestle to the round-bottom flask.
12. Put the butterfly in the microscope.
13. Use the brush on the butterfly.
14. Add the contents of the slide to the flask.
Click here for the solution.
Use the unlocking powder on the sealed gate.
Enter the dungeon.
Whoa – a (sleeping) dragon!
Nelly has to lower the cage with the conversion potion.
Click on the rope on the right of the screen, in front of the white horse.
It’s too tight – it needs to be cut.
Return to the tower via the steps beside the right wing of the dragon.
Take the knife from the table – it’s next to the coiled glass tube.
Return to the dungeon.
Use the knife on the rope – oh, dear!
Click the violin – it needs a bow, a music scroll, and 5 musical notes.
One scroll is inside the casket on the table.
One note is below the yellow tapestry behind the dragon.
The bow is inside the second drawer of the cabinet at bottom right.
The rest of the items are on the main screen.
Click here for the solution.
The cage can be opened only with a special key.
Click the bookshelf (below the yellow tapestry).
Mini-game: Unlocking the key.
Solution: The game has 4 rows, each with 4 squares. Each row has a logical progression of events. The topmost row starts with a seed, and it has to progress to form a full-fledged tree. The egg has to make a hen, the moon’s phases have to follow logically, and the sundial has to give time in a clockwise direction.
The moon’s phases are tricky – start with the no-moon in the left-most slot and then proceed.
Click here for the solution.
Use the key on the cage.
Click on the glowing magic essence – it needs the potion bottle, tongs and funnel.
Click here for the solution.
Take the conversion potion.
Return to the tower. Talk to the genie.
Painting 1 complete.
Click the second enchanted painting – the Fisherman’s Village.
Nelly has to fix the ship’s bell.
The bell needs the hoop, the bell body, the chain and the ringer.
Click here for the solution.
Click the bell.
The fisherman talks about freeing the old ghost. The lighthouse has to be lit, and before that, the bridge repaired.
Click on the fisherman’s bag. It needs a spyglass, compass, pipe and bottle.
The bottle is in the chest at the bottom right.
Click here for the solution.
Give the bag to the fisherman.
The fisherman gives Nelly a key. It unlocks the anchor chain lock.
Note the padlock on the roof, on the hanging anchor.
Nelly can’t reach the lock, and the ladder is broken.
Click on the ladder – it needs 5 planks.
Matching the planks to their images needs a bit of trial and error.
Click here for the solution.
The ladder is ready. Use the key on the lock.
Take the boat-hook.
Use the boat-hook on the boarded door beside the ladder.
Enter the fisherman’s hut.
Clearing out the hornet’s nest requires a pole, gloves and a sack.
The sack is in the garret, on the first floor, near the logs.
Click here for the solution.
Take the axe – creepy!
Nelly has to make a fire.
The fireplace needs bellows, poker, logs, tongs, wood rack and screen.
The bellows are in the garret.
Click here for the solution.
Mini-game: The sewing puzzle.
Solution: Read the instructions. The aim is to recreate the painting on the left using threads, like cross-stitching. This is basically paint-by-colours, but don’t forget to put the white in! Once the stitching is complete, the lights will glow.
Click here for the solution.
Take the key. Use it on the lock of the chest at the bottom right.
Take the matches.
Use the matches on the fireplace.
Exit the hut.
The bridge needs wood, so use the axe on the tree at the bottom right.
Take the logs.
Use the logs on the broken bridge.
Enter the lighthouse.
Nelly needs to fix the machine in the lighthouse.
But first, the staircase.
Click the broken steps at the bottom of the screen. They need a rope.
Click on the rope hanging from the beam overhead.
The rope needs a plank, a ladder and a wooden frame.
Click here for the solution.
Click the half-constructed stairs. They need two tapes and nails.
The nails are in the grey bucket behind the stepladder.
One tape is inside the red bucket.
Click here for the solution.
Nelly needs a hammer.
Exit the lighthouse and return to the fisherman’s hut.
Click on the flue choke (the orange door) on the first floor.
It needs a rope clamp, a weight, rope and a soot-cleaner.
Click here for the solution.
There’s someone in the cellar – geez!
Cutting the chain will need the hacksaw body, blade and pliers.
Click here for the solution.
No one here – take the hammer.
Return to the lighthouse.
Use the hammer on the half-constructed stairs.
Click on the broken lighthouse machine.
It needs two gears, two spanners and an oil-can.
Click here for the solution.
The starting lever is missing.
Go to the top of the lighthouse by clicking on top right of the screen.
Click on the lever. It needs 5 bolts.
Click here for the solution.
Take the lever. Return to the lighthouse.
Use the lever on the engine. Pull the lever.
The gears are misplaced.
Mini-game: Arrange the gears.
Solution: The gears have to be placed such that all the gears move. While this involves part educated guessing and part trial-and-error, it is not difficult as the gears only snap into correct places.
Click here for the solution.
Go upstairs. The lamp has to be lit.
Click on the censer hanging to the left.
Return to the fisherman’s hut.
Use the censer with the fireplace.
Take the burning censer. Return to the lighthouse roof.
Use the burning censer with the lamp.
Return to the coast – click on the ghostly boat.
Talk to the ghostly fisherman.
Painting 2 complete.
Click the third enchanted painting – the Underwater Temple.
Nelly has to collect 6 navigational instruments.
One item is in the hold.
Click here for the solution.
Enter the vortex to find the Sea Spirit.
Nelly needs to remove the dust cloud.
Look at the crushed barrel. Take the old, rusty knife.
Return to the ship using the vortex.
Use the whetstone in the wooden box on the deck to sharpen the knife.
Return to the ship cemetery.
Use the knife on the sea-shell at the bottom left to get a crystal looking glass.
A stone with strange symbols is exposed.
Mini-game: Set the sea stones.
Solution: The stones can only be inserted into the highlighted slots. This puzzle has randomly-generated start points, hence there is no fixed solution. Insert each stone into a lit slot, and note which slots get switched off, rather than on. So remove that stone to fill those slots – it’s not as complex as it looks and took me less than a minute.
Click here for the screenshot.
Go to the Storm Temple. The door is shut.
Nelly has to find 5 armour parts of the statue to the left.
She also has to find 5 weapons of the statue to the right.
Click here for the solution.
Two more!
Nelly has to find 5 heads of the statue to the left.
She also has to find 5 crystals of the statue to the right.
Click here for the solution.
Mini-game: Open the door.
Solution: This is a classic slider puzzle. Click on a piece to move it. Start with any corner of the picture and work to the opposite corner.
Click here for the solution.
Enter the temple. Open the white chest on the floor.
Use the looking glass with its frame.
Six slots are revealed in the left circle.
Slide the looking glass around the screen to find 6 blue symbols.
Click here for the solution.
Now find 6 green symbols for the six slots in the right circle.
Click here for the solution.
Finally find 6 red symbols for the six slots in the middle circle.
Click here for the solution.
The Sea Spirit wants the medallion Captain Nate has stolen.
Exit via the bottom of the screen and return to the ship.
Talk to Captain Nate.
Nelly needs a crowbar and a key to open the chests.
Return to the ship cemetery.
Take the crowbar in front of the angry moray eel at the bottom right.
Return to the ship. Open the wooden chest on the deck.
Take the key. Open the chest at the bottom left of the screen.
Take the fish fleeing powder.
Return to the ship cemetery.
Use the powder on the angry moray.
Click on the big chest with the strange lock.
The chest needs 3 buoys and a net.
Click here for the solution.
The chest needs one more buoy – remember the one near the temple door?
Go to the temple gates and click the unfastened buoy on the left.
It needs rope. Return to the ship.
Take the rope from the ship’s hold.
Return to the unfastened buoy. Use rope with buoy.
The buoy needs air.
Return to the ship cemetery.
Click on air bubbles. Not enough.
The heavy stone is blocking the flow of bubbles. It has to be moved.
Return to the ship. Take the spade on the right of the screen.
Return to the ship cemetery. Use the spade with the stone.
Use the buoy with the bubbles.
Use the filled buoy with the chest.
Return to the ship. Captain Nate doesn’t know how to open the chest that held his most precious treasures. Hmm.
Mini-game: Open the chest.
Solution: The buttons have to be clicked to reveal all the gems. Most buttons reveal multiple gems. There are many solutions to this. I couldn’t understand the exact behaviour logic of the buttons so I solved this with a fair bit of random clicking. The top buttons control the vertical columns, the left side buttons control the horizontal rows, and the right button controls some random gems. Use the bottom left button, then the right button, then the top buttons in order from left to right.
Take the medallion.
Return to the Sea Spirit. Give him the medallion.
Take the potion from near his foot.
Return to the ship. Give the potion to Captain Nate.
Painting 3 complete.
Click the fourth enchanted painting – the Haunted Castle.
The sad ghost in the hall / church needs some light.
Click on the strange stained glass window.
Mini-game: Open the window.
Solution: The discs have to be rotated to set the image straight. Clicking each disc moves it and some others. The image is of a lady holding a child. There are multiple solutions to this puzzle. If the rings are numbered 1 – 4 from innermost to outermost, then first rotate disc 1 till the child’s head is aligned with his body. Then rotate 4 till the lady’s yellow skirt is at the bottom. Then rotate 3 to set the lady’s head, aligning her skirt with 4. Then rotate 2 to set the child’s body and head.
Click here for the solution.
Talk to the ghost. Nelly needs to find the sword handle.
The enchanted door is locked magically.
Nelly needs to find the book of spells and runes to open it.
Click the book on the chair at the bottom right of the screen.
Mini-game: Runing it.
Solution: Nelly needs to locate the runes in sets of 4 as listed in the book. Some of the runes are inside the scrolls scattered around the hall so be sure to click them too. Once a set of runes is found, they combine to make one of the runes guarding the bewitched door. Place this rune on the door to get the next set of runes to be found. There are total 4 sets, one for each of the door symbols.
Click here for the solution.
Exit through the door to the castle yard.
Nelly needs to lower the moat bridge.
Click on the wheel on the left wall – the water gate is jammed.
Nelly needs to go to the waterfall and fix the gate.
Click on the spider web on the left side of the screen.
Nelly needs a skull, a sword, a chalice, and two stars to move past.
The sword is held by the gargoyle beside the bridge on the church side.
The chalice is a bit complex. Note the steeple-like structures along the perimeter of the garden in front. These are known as ‘secret places’. They have to be clicked in order – first click the second one from the left (behind the seat), then the first one from the right (next to the locked gate), and then the first from the left, which has the chalice.
Click here for the solution.
Go to the waterfall.
Click on the wooden wheel on the right to get its side working.
Click on the lantern to light it.
Click on the girl statue below the stairs. She needs flowers – remember the wilted flowers in the yard?
Nelly needs something to carry water to the flowers.
Return to the yard. Click on the chest at the bottom right of the screen.
It needs two crosses, a purse, a dragon and a pendant to open.
The pendant is worn by the white statue above the door of the church.
Click here for the solution.
Take the bucket. Click the barrel of water on the left of the screen.
It needs a bat, a unicorn, a shield and an evil eye to work.
The shield is with the white statue on the right of the water gate.
Click here for the solution.
Use the bucket with the water.
Use full bucket with the flowers.
Take a flower.
Return to the waterfall. Use flowers with the girl statue.
Click on the joint of the bridge with the face on it.
It needs 5 stone discs.
One of the discs is in the red grate immediately behind the bridge joints.
The other disc is with the girl statue
Click here for the solution.
Click the left wooden wheel - oops!
Click on the gargoyle to the left of the wheel.
It needs 8 head masks to operate.
Click here for the solution.
Take the wheel’s mount.
Use the mount on the wheel. Click the wheel. It’s not working.
Take the key from above the door below the wheel.
The door is jammed.
Return to the yard. Use the key on the locked gate.
Enter the cell. Talk to the monk.
Click on the locked cell door.
It needs an hourglass, rope, a sun disc, a strange object, and a flask to open.
Light the lantern above the door to see the sun disc.
Click here for the solution.
Take the bottle of oil.
Return to the waterfall.
Use the oil on the jammed door to the left water wheel mechanism.
Mini-game: Connect the pipes.
Solution: The aim is to connect the pipes to that the water flows from the tap in the bottom right to the pipe at the top left. Click on a pipe to rotate it. This is a slightly long game, simply from the effort of turning the pipes. To make it easier, start from the exit pipe at the top left, since it has a fixed bracket nearby the guide the flow of pipes. Then work downward to the bottom, then right. All the pipes have to be used. Open the valve once the pipes are connected.
Click here for the solution.
Return to the yard. Click the water wheel beside the water gate.
The drawbridge is lowered.
Click on the sword handle.
Mini-game: Switch off the barrier wards.
Solution: Clicking each knob switches one or more knobs on or off. There are multiple solutions to this puzzle. For me, if the knobs are numbered clockwise as 1 – 8 , starting from the knob at 2 o’clock, the order of clicking was 1, 4, 7, 8, 7, 5, 3, 2.
Click here to see the numbering of the knobs.
Take the sword handle.
Return to the hall / church.
Give the handle to the ghost. He needs a monk’s blessings.
Return to the yard.
Mini-game: Restoring the fresco.
Solution: This is a classic jigsaw. Click on a piece to pick it up and set it in the fresco. There is a very faint outline of the image in the wall to serve as a guide. As usual, start with the edge pieces.
Click here for the solution.
The monk needs his feather and inkpot to write the blessing.
Return to the monk’s cell.
Click on his desk, on the right of the gravestone.
It needs a nautilus, a dagger, a crystal ball, a cross, a mortar-pestle and bells to open.
The nautilus is underneath some stones above the exit to the yard.
The stones need a sharp object to be removed.
Return to the yard.
Take the pickaxe from the bottom left of the screen.
Return to the cell.
Use the pickaxe with the stones. Take the nautilus.
The rest of the items are on the main screen.
Click here for the solution.
Open the desk and take the inkpot.
Click on the blue star above the gravestone. It needs the other star – near the water fall, remember?
Exit to the waterfall.
The other blue star is hanging too high. Nelly needs a ladder.
Return to the cell.
Take the axe from above the gargoyle on the right side of the screen.
Use the axe on the vines on the right of the exit, behind the cross.
Take the ladder. Return to the waterfall.
Take the star.
Return to the cell. Combine the two stars.
The gravestone straightens, exposing a chest.
Take the feather.
Return to the yard. Give the feather + inkpot to the monk.
Take the blessed scroll from the other seat.
Return to the church and give the blessing to the ghost.
Painting 4 complete.
Click the fifth enchanted painting – the Vampire Woods.
This girl is creepier than any of the ghosts encountered so far!
Nelly needs to find some water.
Open the door of the rustic church and enter.
Click the barrel of water, on the cabinet on the left.
Nelly needs something to carry the water.
Take the scoop, hanging from the ceiling to the right of the cross.
Use the scoop with the barrel.
Exit to the woods. Use the filled scoop with the girl.
The girl wants food.
Go to the Vampire Castle.
Take the chicken from the table.
Return to the girl. Give her the chicken.
Nelly needs to free the girl from the werewolf curse.
But first, she needs to make a vampire amulet.
Return to the church.
Click on the table – it needs 5 garlic cloves.
One clove is inside the cabinet below the barrel.
The cabinet needs two crosses, a water carrier, a chalice, a statue of god and a bell to open.
Another clove is behind the books below the god statue, accessible once the statue is moved.
Click here for the solution.
Fill the scoop with water from the barrel.
Use the scoop with the big wooden holy cross to get holy water.
Use the holy water with the clove amulet.
Exit to the woods.
Take the time medallion from the bushes at the bottom left.
Use the medallion in the impression in the rock beside the girl to change day to night and vice versa.
Click the medallion to ‘raise the moon’.
Whoa.
Go to Vampire Castle.
The vampire wants music. Click the gramophone on the floor.
Nelly has to remove the spirit that bothers the vampire during day.
Return to the woods and click the medallion to ‘raise the sun’.
Return to Vampire Castle.
Click on the painting on the floor with the trapped spirit.
It needs a skull, a horseshoe, a brooch, a dagger and a scoop.
Click here for the solution.
The spirit moves to another painting! Click on it.
It needs a mirror, feather, wheel, bell and stirrup.
Click here for the solution.
Not again! This time the spirits needs an umbrella, a pot, a decoration, a pipe, a fan and a shell.
Click here for the solution.
Finally, the spirit is gone.
Exit to the woods, ‘raise the moon’ and return to Vampire Castle.
Nelly needs to find 9 red books for the vampire.
Return to the woods and ‘raise the sun’.
Enter the church.
Take the Hell’s Eye, hanging from the ceiling on the right.
Use Hell’s Eye with the candles. Awesome!
Slide the lit Hell’s Eye across the screen to locate the red books.
This screen has an Easter Egg, where on the wall above the shelf on the right, Artogon’s logo shows up when seen through the Hell’s Eye :)
Click here for the solution.
Exit, ‘raise the moon’ and return to Vampire Castle.
Give the books to the vampire.
Mini-game: Open the crypt door.
Solution: The objects in the room need to be clicked in a specific sequence to open the door. The wrong sequence resets the door. This is a game of trial and error, and memory.
Click here for the solution.
Enter the crypt.
Click on the coffin in the middle of the room.
It needs a claw, an eye mask, boots, a gazelle head, a sword, a cloak and a disk to open.
The disk is behind the old coffin at the top right of the screen.
The old coffin needs a sword, rope and a hook to move.
Click here for the solution.
Take the bat relic from the coffin. Uh-oh...
Mini-game: Match the skulls.
Solution: There are six skull places on the tables. Nelly has to collect the actual skulls from around the room and place them in their respective places.
The King’s Skull is in the main red coffin.
The Broken Skull is in a hole in the window just behind the coffin.
The window needs a hammer and a vial to open.
The Shaman’s Skull needs a feather headgear.
Click here and here for the solution.
Exit the crypt.
Mini-game: Assemble the map.
Solution: This is another jigsaw. Click on a piece to pick it up and set it in place. There is a very faint outline of the map to serve as a guide. As usual, start with the edge pieces.
Click here for the solution.
Note the X on the map, which points to a place beside the rustic church.
Exit and return to the church, and ‘raise the sun’.
Nelly needs a spade to dig.
Enter the church and take the spade from behind the ladder.
Use the spade on the ‘place to dig’ (a little difficult to find the spot).
Mini-game: Open the chest.
Solution: Fit the orange panels on the left into the grid on the right. Some of the keys are larger than the others. The trick is to identify which large key on the grid has a set of smaller keys around it that match a particular orange panel. Once the panels are in place, the five large keys will glow, each with a symbol. Now, note the numbers I – V on the panels. Click the buttons numbered I – V till the symbol of each button matches the respective panel key.
Click here for the solution.
Take the second part of the bat relic.
‘Raise the moon’ and return to Vampire Castle.
Nelly needs various ingredients to make the Werewolf Cure:
1. Spider toxin: Go to the crypt at night and catch the big black spider that appears on the right.
2. Snake toxin: Go to Vampire Castle during daytime and catch the snake on the floor.
3. Scorpion toxin: Go to the church at night and catch the scorpion on the table.
4. Essence of 10 fireflies: Go to the woods at night. Take the spider web on the left branch and use it to catch 10 fireflies flying around. They fly fast so this takes a bit of practice.
Once the ingredients are ready, return to the woods and ‘raise the moon’.
Enter the church and get the kettle – on the ceiling beam at top right.
Exit and place the kettle on the fireplace in front of the wolf.
Add the potion to the kettle.
Enter the church and take a burning candle.
Exit and light the fireplace.
‘Raise the sun’.
Take the kettle.
Give the Werewolf Cure to the girl.
Painting 5 complete.
Click the sixth enchanted painting – the Strange Hall.
Nelly has to collect 5 gems.
Click on ‘Tom’ to take the medal of power to collect the gems.
Enter the Green Room on the left – it’s the only open one.
Click on the strange nut at the bottom right.
It needs a hammer, a chisel and a drill.
All three items are inside various cabinets.
Click here for the solution.
Take the seeds and put them in the soil in the middle of the room.
Nelly has to make the tree grow.
Use the chemical laboratory on the left of the screen.
It needs 2 vials, a candle, a lotus and a flask.
The vials are in the cabinets.
Click here for the solution.
Take the growth potion.
Use the potion with the half-grown tree.
Take the Red Room Symbol.
Exit. Use the Symbol with the Red Room door, the one on extreme right.
Enter the Red Room.
Click on the drawer at the bottom left.
It needs 4 red gems. Note, the gems have specific slots.
Click here for the solution.
Open the drawer. It has a golden coin. Can't use it now.
Mini-game: Making the clocks work.
Solution: Set the clock to the correct time. Clicking the hour hand moves it. The clocks represent Paris, London and New York. The book at the bottom right shows the time at Paris to be 12, so set that first. Take the sheet which gives the time zones in terms of GMT. Then set London, which is 1 hour behind Paris, at 11. And then New York, which is 5 hours behind London, at 6.
Click here for the solution.
Take the gemstone.
Put the gemstone in the central circular gem-holder.
Click the shining marbles on the left.
Mini-game: Lighting the way - 1.
Solution: This is similar to the pipe game. The gems need to be rotated so the beam of light travels to the prism at the bottom right. This is not difficult as most gems reflect the light to only another gem.
Click here for the solution.
Click the shining marbles on the right.
Mini-game: Lighting the way - 2.
Solution: Same principle as above.
Click here for the solution.
Take the Purple Room symbol.
The projector is empty and needs film.
Exit. Use the sign with the Purple Room door, second from left.
Enter the Purple Room. It’s quite, well, mind-blowing at first glance.
Nelly needs to restore the electricity.
Click on the broken dynamo at the bottom left of the screen.
It needs a spanner, a nut, a wheel and a cage to start.
The spanner is behind the red teapot in the cabinet to the left of the broken dynamo.
Click here for the solution.
This is a hamster powered dynamo. Remember the hamster in the cage in the Green Room? Yep.
But the cage is locked, so Nelly needs a key.
Click on the big crack in the floor behind the central orb structure.
It needs a hammer, a pick-axe, a chisel and a drill to fix.
The chisel is in the same cabinet, to the left of the broken dynamo.
Click here for the solution.
Look at the hole in the floor.
Take the key from the right of the blue crystals.
Exit and go to the Green Room.
The key is for the safe on the floor to the right of the cage.
The key breaks in the safe’s lock.
The safe now needs a key-ring, a clamp, a lighter, a nail remover and a dynamite stick to open.
The lighter and the key-ring are in the leftmost cabinet of the room, above the chemical equipment.
The clamp and dynamite are in the cabinet to the right of the above one.
The nail remover is in the glass cabinet on the right of the tree.
Click here for the solution.
Take the key. Use it on the cage and take the hamster.
Exit and return to the Purple Room.
Put the hamster in the broken dynamo. Voila!
Click on the metal ball. Take the Purple Gem.
Nelly needs to find a way out of the room.
Click on the bookshelf covering the doorway on the right.
It needs 6 books to open. The books need to go in the right slots.
Click here for the solution.
Mini-game: Replace the red books.
Solution: I took really long to figure this out. The spines of the books have symbols that determine their order. Two of the books are pre-placed to indicate the pattern. The book at position 3 has three dashes, so books with one and two dashes respectively will precede it at positions 1 and 2. Pre-set position 6 has one box and two dashes, so it is preceded by books with one box + one dash at position 5, and only one box at position 4. Then, book with one box + three dashes at position 7, then book with two boxes at 8, and so on, ending with the book with three boxes at 12.
Click here for the solution.
Take the film.
The bookshelf moves. Exit the room.
Go to the Red Room.
Use the film in the empty projector.
Mini-game: Tune the projector.
Solution: The three gears have to be turned till the picture comes in focus. First click the top gear, which controls the red tiger, till the tiger moves to the middle of the screen. This takes about 5 clicks. Then click the middle gear, till the green tiger overlaps with the red tiger. Then click the bottom gear till the blue tiger overlaps with the red+green tiger.
Click here for the solution.
Take the Red Gem and the Yellow Room symbol.
Exit and use the symbol with the Yellow Room, second from right.
Click on the spinning globe on the right of the solar system.
It needs 5 metallic symbols to operate.
One symbol is inside the suitcase atop the tall cabinet, above the ladder, against the right wall.
One symbol is around the neck of the bust on top of the cabinet against the left wall.
Click here for the solution.
The cracked globe contains some paint tubes.
Click on the easel at the bottom right of the screen.
It needs a brush, paint tubes, paper and paint-tray.
The brush is inside the suitcase atop the cabinet against the right wall.
The paint tubes are in the cracked globe.
Click here for the solution.
Take the mysterious painting and put it in the mysterious frame on the left wall.
It’s a portal to a Secret Room!
Enter the portal – it’s Tom, strapped to an electric chair!
Click the fuming switch to the left of Tom’s head.
It needs a hammer, a valve, pliers and a lever.
Click here for the solution.
Take the blinking battery from the control panel on the right of Tom.
Nelly needs to charge the battery.
Exit to the Strange Hall – so, this is the villain of the saga, Totenkraft!
Enter the Purple Room.
Click the broken charger on the floor to the right of the central orb.
It needs electrical tape, a screwdriver, a metal conductor and a metal contact.
The screwdriver is in the cabinet to the left of the hamster dynamo.
Click here for the solution.
Use the empty battery with the charger. Take the charged battery.
Exit and return to the Secret Room.
Replace the battery in the control panel.
Click the big white button of the panel.
Tom’s free!
Take the chess piece.
Exit to the Yellow Room.
Nelly needs to repair the telescope in the middle of the room.
Exit and go to the Red Room.
Click on the piggy bank on the shelf at the bottom right.
It needs 6 coins.
One coin is in the drawer with the lights at the bottom left.
Click here for the solution.
It contains a chess piece.
Click on the chessboard on the left of the central circle.
It needs 5 chess pieces.
Click here for the solution.
There is still one chess piece required – the one in the inventory.
Use the chess piece with the chessboard.
Take the telescope lens from the hole in the floor.
Exit and return to the Yellow Room.
Use the lens with the telescope.
Mini-game: Aligning the planets.
Solution: The telescope has to be moved using the four arrows around its lens to find the planets shown on the right in the viewfinder. The planets on the right have to be rotated by clicking on them till they match their real counterparts. This game is logical and easy, and has multiple solutions. Mine is:
Move 1 right to see the red planet. Click the red planet on the right once to match the real one. Now move 1 up + 3 right to see the green planet. Click the green planet on the right 6 times. Now move 2 up + 5 left to see the purple planet. Click the purple planet on the right twice. Now move 5 down to see the yellow planet. Click the yellow planet on the right 4 times.
Click here for the solution.
Take the Yellow Gem.
Enter the Secret Room and talk to Tom.
Take the scarab bug.
Exit and go to the Green Room.
Use the scarab with the green-topped pyramid to the right of the tree.
Mini-game: Filling the shapes in the pyramid.
Solution: Start by filling the two ‘arms’ and the ‘feet’ of the structure. Since the pieces cannot be rotated, only three pieces fit. After that, the puzzle becomes educated guessing and trial-and-error.
Click here for the solution.
Take the Green Gem.
Exit and return to the Secret Room.
Mini-game: Assemble the ‘Heap of Death’.
Solution: Refer the diagram to see how the parts fit. The green plank is the base. Simply drag the remaining parts to the base as per the diagram. They click into place and the ‘heap of death’ is ready.
Click here for the solution.
Exit and go to Totenkraft.
Use the ‘Heap of Death’ on Totenkraft.
He’ll be back... in 300 years.
Take the fifth gem. The medal is complete.
Mini-game: Unlocking the Philosopher’s Stone – Part 1.
Solution: As the instructions say, first add the objects to the proper symbols. Put the leaves on the green symbol. Then put the candle on the sun symbol. Then put the feather on the air symbol. Finally, put the chalice of water on the water drop symbol.
Click here for the solution.
Mini-game: Unlocking the Philosopher’s Stone – Part 2.
Solution: The point is to get all the three slices of each colour into the same circle e.g. all three green slices in a green circle. Rotate the central circle to ‘pick up’ slices from the corner colour circles: align the central circle with a corner circle, and then rotate the corner circle till the colour you want to move is placed in the central circle. Then rotate the central circle till that slice is placed alongside its particular colour circle; rotate the colour circle to ‘pick up’ the slice. Repeat till all four colours are segregated. Take care that the colours of the central circle follow the clockwise order of green, grey, yellow and blue otherwise it will be difficult to end the puzzle.
Click here for the solution.
Mini-game: Unlocking the Philosopher’s Stone – Part 3.
Solution: Put the medallion in the centre of the design. Then place the coloured gems in the respective holders.
Click here for the solution.
Watch the finale.
Ciao for now!
This is an original walkthrough written by me. Please do not distribute / adapt the text and images in any way without my written consent.