Version 1.2 11/1/13
Haunted Halls: Revenge of Doctor Blackmore
A Walkthrough by Michael Gray
AKA The Lost Gamer (firstname.lastname@example.org)
For a list of all my various guides, check
Table of Contents:
001. General information
002. Video Walkthrough
003a. Chapter 1
003b. Chapter 2
003c. Chapter 3
003d. Chapter 4
003e. Chapter 5
001. General Information
This is a walkthrough for the game called "Haunted Halls:
Revenge of Doctor Blackmore". This is the third game in the
Haunted Halls series, following after Green Hills
Sanitarium and Fears from Childhood. To contact me about
this guide, use my email address,
002. Video Walkthrough
Do you want to see a video of how to beat the game, rather
than read how to do it? You're in luck! I made a video
walkthrough for this game, which can be found here:
The videos come complete with my live commentary.
To start the game, click on "play". There are three
difficulty modes in this game.
003a. Chapter 1
The game begins with our heroine, waking up inside Dr.
Blackmore's newest lair. In the two previous games,
Blackmore was trying to get fear energy from asylum
patients and children. In this game, he wants revenge on
six people who hurt him in the past. Sadly, our heroine and
Tim are on the top of Blackmore's revenge list.
This first room serves as a tutorial, and in fact, there is
an optional tutorial you can go through. When the cursor
turns into an eyeball, you can click to zoom in on that
area. For example, click on the table on the left to zoom
in on it.
When your cursor turns into a hand, you can pick something
up. Here by the table, take the sugar cube, the target and
the scissors. Examine the plants near the table. Give the
sugar cube to the lemur, and you can get a briefcase which
serves as a portable laboratory. Since you have no
ingredients right now, you can't use the lab.
Also in the plants, you can get a lighter. Now, look at the
wooden Indian on the right. You can get a feather and a
cigar from it.
Examine the pirate on the left pillar. Put the cigar on the
pirate's mouth, then use the scissors to cut it. Light the
cigar, and the pirate's eyepatch lifts up. You can take the
There is a nail below the pirate's head. Put the target
here, and the wooden Indian throws a tomahawk at it. Take
Now, examine the right pillar. Dr. Blackmore appears on the
screen and speaks with you. Below the monitor is a red
button, contained in glass. Use the tomahawk to break the
glass. You can take the button here.
When you back away, one of Dr. Blackmore's tentacles is
visible. Click on it to get rid of it. Now, examine the
door in the middle of the room. Put the button (from the
right pillar) in the slot and press the button. Place the
eyeball (from the left pillar) in the circular slot on the
top to start a puzzle.
As you can see, there are ten tiles and ten fingers. Each
tile is connected to a finger. Swap tiles, so each tile is
connected to a finger with a similar symbol on it. When
you've made a correct match, a finger will move.
The left column, from top to bottom, is silverware, heart,
stars, clouds and a branch. The right column, from top to
bottom, is a fly, headphones, coins, a roulette wheel and a
rocket. Solving the puzzle causes the hands to pull the
lever and open the door.
Getting to Tim
Tim is on the other side of the right doorway, but it's
locked. Here in this room, all you can do is put a feather
on the pheasant to get an egg. You can also put the vending
machine's wires in the tank, in hopes of charging the
machine. Sadly, the electrical ray is too far away to
charge the wires.
Go through the left door. The kangaroo here needs reading
glasses. That's something you don't see every day. In the
lower/left corner is a table. Zoom in on it. Take the
liquid nitrogen and read up on the other four people that
Dr. Blackmore has kidnapped.
On the right wall is a puzzle. Click on it to start it.
Your goal is connect all the lines. Press the button on the
top of the screen to switch to layout 2. Then press the six
buttons below to move the lines. Connect them all, and you
receive fertilizer, as well as an empty bottle.
Now for a hidden objects challenge, a staple of the Haunted
Halls series. Click on the wooden case to start it. In this
game, the hidden objects screens require you to use items
on each other, much more than the other games did.
A tutorial guides you here. Start by finding the
screwdriver. Use it on the screw in the lower/left to get a
screw. On the lid of the box is a scissors blade. Pick it
up, then use it on the scissors blade in the lower/right.
Use the screw, then the screwdriver on the scissors to get
scissors. Use the scissors on the netting to get a
The lid to the pesticide is on the right edge, above the
place where the scissors were formed. Left of the scorpion
jar are the three bottles. Zoom in on the bottle display in
the upper/left. Place the three bottles on the right and
place the pesticide can on the left.
You want to put the bottles in the pesticide can in the
proper order. The note says the order is green, yellow,
blue and red. When you're done, put the pesticide lid on
the pesticide can for pesticide. Use it on the scorpion in
the scorpion jar to get wires. Use the wires on the batter
to get the code 539. Insert that code on the lockbox on the
right to get a coin.
Phew, that hidden objects screen was a lot of work! Before
leaving this room, use the fertilizer on the plants on the
left. They grow into wheat. Click on the wheat to get
Go back a screen. Use the liquid nitrogen on the lock of
the door to the right. You can now go through the door and
Blackmore appears and says that you CAN save Tim, but it
will be difficult. Talk to Tim. He says that you must save
all the other victims before you can save him.
Look in the vent system on the left. Put the egg in the
nest here, and a baby ostrich hatches. Give the wheat grain
to the ostrich. It will grow quickly and open the doorway
to the next room. When you go into the next room, you see
that it is blocked by a hallucination, so you can't do
In the room with Tim, grab a slice of bread. Look at the
sink on the right. Take the glasses, then turn on the
faucet. Machine oil comes out. Use the empty bottle on the
machine oil to collect it.
Go back a screen. You can now use the vending machine here!
Simply click the wires on the ground, in order to put them
in the water tank. Use the slice of bread on the tank to
get the electric ray close enough to the wires to charge
On the side of the vending machine is a puzzle. Use the
machine oil to clean the gears. Move the gears around,
until they all are lined up. Move the upper green gear left
and up, then move the red gear right, up and right. Move
the lower green gear left and down, then move the blue gear
right. Finish by moving the red gear left.
Solving the puzzle fixes the vending machine. Use the coin
on the machine to get latex gloves.
Go into the kangaroo room (to the left) and give the
reading glasses to the kangaroo. The kangaroo gives you a
container for eyedrops. Take it, and you can finally use
the portable lab! A sheet of instructions is on the left.
Put the flowers in the mortar. Use the pestle to grind it.
Put it in the black machine, then put it in the blender and
press the button. Put it in the upper/right machine and
press the button. Finally, put it in the three containers
to get eyedrops.
If you make a mistake, the light above the instructions
flashes red. You can use the undo button in the lower/left
to undo your mistake. You can also use the reset button in
the lower/right to restart the puzzle.
Solving the puzzle gets you eyedrops for the hallucination!
You may have noticed the hidden objects container is
sparkling again. Click on it for another challenge. Here,
take the blunt knife (on top) and use it on the stone (left
of the box) for a sharp knife. Clip the net aside to get
clippers and look at the piece of paper to find a recipe
for acid. You can also get tweezers here.
Let's follow the recipe! Use the sharp knife on the lemon
to get an lemon slice. Use that on the acid container. Look
at the scorpion jar, and use the tweezers here to get
scorpion poison. Use the clippers to free the vial attached
to the scorpion jar, then use the vial on the acid
container. You can now pick up the acid and use it on the
gold lock to find a can opener.
We're almost done with this room. Zoom in on the helium
canister in the corner. Put the latex glove here, then turn
the handle to fill the glove with helium. Use the glove on
the crack in the ceiling, above the kangaroo. This causes a
can to drop on the floor. Use the can opener on the can to
get a Chicago disc.
Go backwards, then through the right door to Tim's room. Go
forward to the room with the hallucination. Use the eye
drops on the hallucination to get rid of it. A computer
device is in the center of the room. Use the Chicago disc
on the device. You can now go through the Chicago portal on
the left, where one of Dr. Blackmore's victims is being
003b. Chapter 2
The victim is being held hostage in the basement of the
building to the left. The door is on fire, so we need to
figure out some way to use the water tower on the right to
extinguish the flames.
Pick up the shovel from the ground here. Also on the ground
is a newspaper about Blackmore's victim, which you can read
if you want. Go forward and use the shovel on the sand.
This extinguishes a small fire, letting you pick up a
poker, a stone and a metal comb.
Notice the sparkles over the area on the right. It's a
hidden objects challenge! Unlike the hidden objects screens
in the previous chapter, all you have to do in this screen
is find all the items on the bottom of the screen, based on
their outlines. Hover the mouse over an item on the bottom
of the screen to see its name and a small picture. Solving
this challenge gets you some dynamite.
Go back a screen. Use the shovel on the base of the water
tower to find a worm. Put the dynamite here. Hmmm...we need
a long fuse.
Look at the top of the tree. Click on the saw, and it
breaks. Put the metal comb here, and the tree branch
breaks. You can get the twine from the kite here. Go
forward, then use the twine in the glue, then in the
gunpowder. Hey, it will work as a fuse now! Go back and
attach the fuse to the dynamite. You can now use the
tomahawk on the door to the left to enter the building.
The First Floor
Dr. Blackmore shows up on his TV screen, and he uses his
tentacles to prevent you from reaching the second floor.
There are two doors here. The right door leads to the
basement, where the hostage is. Go through the left door,
to the kitchen.
We've got plenty of items here to collect. Get the vinegar
on the left, and open the cabinet left of the oven for
smelling salts. Take the oven mitt by the oven, then open
up the oven. Use the poker on the coals, to reveal an iron
tooth that can be picked up with the oven mitt.
Examine the clock above the mantle for the puzzle. When the
pendulum is on the right side, click on the rightmost
weight multiple times, until the device is stuck. Then flip
the pendulum to the left and click the middle weight
multiple times, until the device is stuck. Flip the
pendulum back to the right, and continue the process until
the clock shows 12:00. Solving the puzzle gets you a
Open the window to see a beaver by a tree. Use the tomahawk
to clear the poison ivy away from the tree. The beaver
starts gnawing at the tree, but its tooth breaks. Give the
metal tooth to the beaver. It finishes gnawing the tree to
get you a wooden ladder.
There is a gas mask that you can see through the window.
Click it, and you can do a puzzle in the portable lab.
Blend salt and coal together, then put the mixture in the
upper/right machine. Blend that with seeds, and put the
result in the mortar and pestle. Grind that up and put it
in the gas mask to make it work.
Leave the kitchen and examine the fish tank near the
staircase. Move the spear, then attach the fishing line to
it. Put the worm on the hook, then click the spear again to
catch a fish. Return to the kitchen. Use the oven mitt to
pull out the tray, then put the fish on it. Push the tray
in with the oven mitt, and you get a nice cooked fish.
Leave the building at this point, and go forward. See the
cat? Use the cooked fish on the cat, and you can pick up
the cat. You can also go through another hidden objects
challenge here for a belt.
Go back into the house. Take the umbrella from the umbrella
stand, then go through the right door. It's filled with
smoke! Use the stone on the window to clear away some of
the smoke. You can see a fan here. Put the belt on the fan,
then put the cat in the wheel. The cat powers the fan,
clearing the room.
Dr. Armstrong is unconscious. Use the smelling salts (from
the kitchen) on him. He wakes up and provides you with a
code. Use the umbrella on the baking soda (on the high
shelf) to knock it down into a bucket. Use the vinegar here
to get a second code.
Take the pliers from the wall in the basement before
Put the ladder from the beaver on the staircase here. You
can now look at the large painting. Zoom in on the
painting, and specifically look at the man's cane. The cane
is in the umbrella stand. You have a puzzle to make the
cane look just like it does in the painting.
There are four sets of arrows. When you click on one of the
bottom three sets of arrows, it is highlighted. This means
you can press the two arrows on that set AND the two arrows
on the top set. Solving the puzzle gets you a sword.
Go upstairs. Dr. Blackmore appears and sets a hallucination
on you. Use the gas mask to get rid of it. Use the pliers
on the right door for a hidden objects challenge. In this
type of hidden objects challenge, you have a list of items
to get. Find them all to get salt.
Return to the kitchen downstairs and look at the table. Put
the salt down for a cooking challenge. Cook all four
recipes to get a pumpkin. The fire symbol is at the bottom
of the metal cooking device on top.
Go back upstairs and go through the left door. You have two
suits of armor here, and they want to stop you. Use the
tomahawk on the right suit of armor. Use the pumpkin on the
exhaust pipe of the left suit of armor, then use the sword
With both suits of armor destroyed, you can look at the
cage in the back. Unlock it with the two passcodes you got
in the basement: X27Z and 4ZHK. You can now look at the
items in the cage for a puzzle. The puzzle is to set red to
four and green to five. Click the red button twice and the
green button five times.
Hooray! Dr. Armstrong is safe! Go to the basement to talk
to him, before he leaves with the cat. He drops part of the
Chernobyl disc, and he leaves an energy ball behind. Take
both of those things and go back upstairs.
The hidden objects challenge on the right has reopened.
Solve it to get some glue. Then, go through the left door
of the hallway. Examine the desk with scientific equipment
to find three pieces of the Chernobyl disc. Put your disc
piece there, then use the glue to fix it.
You can now go all the way back to Blackmore's lair. Use
the Chernobyl disc on the computer on the floor to open the
portal to Chernobyl.
003c. Chapter 3
Dr. Blackmore's tentacles block the entrance to the
building here. We need to fix that situation! Use the
tomahawk on the base of the statue (on the right) for a
puzzle. With this puzzle, press the red buttons and the two
arrows, until all eight spokes have three matching symbols
on them. The innermost circle of the wheel cannot be moved.
The statue then zaps the tentacles away. Go inside the
building. Look in the mirror on the left, and you can get
drumsticks from the pocket of the jacket. The right door is
locked, so go through the left door to the gymnasium.
In the upper/right here, you find a crowbar. That's useful!
Use it on the lockers on the left to get some ammo. Use it
on the chains on the vents (on the right) to get a soccer
Go back outside the building. There is a piece of paper on
the ground, which reads 26847. Use the crowbar on the
telephone booth three times, then input that number on the
phone. You get a coin.
Do you see the silhouette of a boy playing soccer? Use the
soccer ball on him to unlock a hidden objects screen. This
type of hidden objects screen is called a fragmented hidden
objects screen. The four items you're looking for have each
been split into four parts. Find all four parts of each
item to reform it. Solving the challenge gets you a pill
for the portable laboratory.
Go forward, to the side of the building. Look in the
doorway to get matches and a glass. Use the crowbar on the
front of the tank to get a funnel and a drum. Finally, use
the ammo on the gun on the tank to open up a puzzle.
Put the funnel here to start the puzzle. You want to click
on a piece to rotate it. Rotate the pieces in the top two
rows, so they all connect. Ignore the bottom row. Solving
the puzzle gets you a bugle.
You can go forward one more time, to the playground. Here,
you can get an octopus frame.
Go back inside the school. Now that you have a coin and a
glass, you can use the vending machine on the far left for
See the statues by the right door? Put the bugle on the
left statue. Put the drum on the right statue, then put the
drumsticks on the statue. This unlocks the door, letting
you go inside the school.
There is a hallucination here. To destroy it, you have to
make the pills in your portable laboratory. Then use the
pills on the hallucination to destroy it.
When the hallucination is gone, pull open the window and
take the bubble blower. Go through the left door. In this
classroom, use the fizzy water on the silhouette to get a
bobby pin. Open the backpack on the desk for gold spray.
Examine the calculator for a battery. Open up the
chalkboard to get a sponge, under a picture of a door.
Leave the room. Use the bobby pin on the keyhole of the
right door to enter. There is a chalkboard on the ground
here. Take the chalk. Then examine the portable gaming
device on the desk. Put the battery in the device to start
In this puzzle, there are four chickens. Click on the
chicken whose egg is about to fall next. Do this
successfully, eight times in a row, to solve the challenge.
You get a basket as a reward. Leave the room and use the
basket on the silhouette for a mushroom.
Leave the school and go forward to the tank. Use the sponge
on the pool of water here, then go forward to the
playground area. Take the octopus mold, if you haven't
already, then give the mushroom to the mushroom. As a
reward, you get a bubble.
Go back a screen. The fragmented hidden objects challenge
is back! Go through it again to get a star.
Go back inside the school. In the left classroom, use the
wet sponge and the chalk on the chalkboard to make a
friendly door. In the right classroom, examine the chest.
Click on the star to break it, then put your star in its
place. Use the gold spray on it for a puzzle.
With this puzzle, you can click a piece, then click where
you want to move it. Move all the pieces around to form a
totem pole. When you solve the challenge, you can pick up
seven suction cups.
Leave this room, then go downstairs. The door in the back
resembles the door on the chalk board in the classroom,
meaning it is now open. Before we go through it, you should
use the bubble container on the silhouette to get a second
bubble. Use both bubbles on the left door for a hidden
Solving the hidden objects challenge gets you nippers. Now
go through the door. Billy Bully is trapped behind an
electric fence, and he cannot reach his sandwich. THE
HORROR! We must save this hungry man!
Examine the electrical machine in the upper/left. In this
puzzle, you can move pieces around. You want to have
matching pieces touch each other. The catch is that you
only have five moves.
There are multiple solutions. With the first level, move
the bottom green piece left and up, then move the bottom
blue piece up.
With the second level, move the blue piece down and right.
Move the yellow piece left, then move the upper green piece
With the third level, move the yellow piece all the way
right. Move the left blue piece right and up. Move the
bottom green piece up and right.
Solving the puzzle shuts off the electricity on the fence.
Use the nippers on the fence to cut it away. Billy Bully is
still trapped by dynamite, sadly.
Leave the room and do the hidden objects challenge on the
left for a candle. Return to Billy Bully. Zoom in on the
plate that held his sandwich. Put the octopus mold here,
then place the candle inside the mold. Use the matches to
melt the candle, giving you a wax octopus.
The bomb deactivation device is in the lower/left. Use the
seven suction cups here, then use the wax octopus. This
opens the gate.
This time, you have four things to line up, in order to
deactivate the bomb. Press the green button three times;
push the other three buttons once. This saves Billy Bully,
who thanks you and leaves.
Take the energy orb and the screen that Billy left behind.
Go upstairs and go into the right classroom. Zoom in on the
robot and use the screen here for a puzzle.
With this puzzle, move pieces around. You want to put the
triangle in the upper/left spot, the square in the
upper/middle spot and the x in the upper/right spot. Put
these pieces into place separately, instead of getting all
three into place at the same time. Solving the challenge
gets you the Pompeii disc.
Go all the way back to Blackmore's lair. Use the Pompeii
disc on the machine, and you can go there.
003d. Chapter 4
There's a bull here! It's blocking most of the screen, so
all you can do is enter the building to the left. Examine
the window to get a corkscrew and a trident. Examine the
left post to find some herbs.
There is a hidden objects challenge in the corner. Go
through it to get a feather duster. Go outside and give the
herbs to the bull to make it stand aside. Look at the dirty
ground here; clean it with the feather duster. You get a
feather. Use the feather on the bull to get its ring. Use
the ring on the ground to get oil and a sword.
You want to go up the stairs, but two statues block your
way. Take the shield on the right, then go through the
doors on the right. In this room, you can take a helmet
from the top of the cross, and you can take some flint from
the top of a bed.
Leave this area, then go to the left building. Go down to
the basement. In the upper/right, you have a lantern. Put
the oil here, then use the flint to light the oil. Now this
room is well-lit.
You can take a torch from the wall. Use the torch on the
oil lantern for a lit torch. See the meat wrapped in a net?
Use your tomahawk on it to get cooking fat and a net.
Finally, there is a bust of Caesar that you can pick up
Go back upstairs and solve the hidden objects challenge for
some laurel leaves. Go downstairs and use the leaves on the
leaves. This starts a puzzle. You want to put the leaves to
form a full laurel wreath. You start with the lower side,
then you do the upper side.
Go back to the road, and go through the right doors. There
are some more puzzles you can solve here. See the rope on
the left? Use the tomahawk there to get rope. Use the rope
on the beam in the upper/left. Look at the bed and click
the rope to tie it to the bed. Use the bust of Caesar on
the other side of the rope for ointment.
The ointment is added to the portable laboratory. Follow
the instructions in order to make it.
Look at the display on the right side of the room. Put the
trident, sword, helmet and net on the display. This starts
a puzzle. Move things around so the spider warrior has all
the spider gear, the lion warrior has all the lion gear,
and the eagle warrior has all the eagle gear. Solving this
puzzle gets you a rose.
Go back to the road. Go into the left building and go
downstairs. Use the corkscrew on the jar in the
lower/right. Put the rose here to get a red rose. Then,
return to the road. Examine the statues on the stairs. Use
the laurel wreath on Caesar and use the red rose on his
wife. They give you a thumbs-up, and they step aside.
Caroline is being held hostage here, and there's a lioness
nearby! Oh dear. Grab the bucket and use it on the coals,
then go up the stairs.
A lion cub is here, but it can't leave the tub because it
has weak paws. Look at the curtain on the left. Use the
tomahawk on the curtain holder to get it. Look at the
statue to find a signet ring, then use the signet ring on
the jewelry box at the far side of the room. This gives you
Exit through the doors. Dr. Blackmore appears, along with a
hallucination. Use the ointment on the hallucination to get
rid of it. You can now solve a hidden objects challenge
here, in order to get a bellows.
Use the bellows on the dirt in the corner to get a board.
Take the soap dish from the wall, then go backwards. Zoom
in on the bathtub and use the board here. The dirty lion
cub leaves the room. Go forward and pick up the lion cub.
Solve the hidden objects challenge to get a hook.
Leave the temple, and go to the left building. If you
haven't done so already, light the oven on the right. Put
the cooking fat and the soap dish here to start a two-part
puzzle. The first part of the puzzle is putting all of the
pipes into place. You can't place pipes into wrong spots.
With the second half of the puzzle, there are three jars
and three levers. The left lever is the bar, the middle
lever is the triangle, and the right lever is the water
symbol. Mix three ingredients, then pull the fire lever at
the bottom. Do this successfully five times in a row to get
You can now take the Aquila above the fireplace.
Go downstairs. Zoom in on the jars in the lower/left. Use
the hook here to get a key. Go back to the streets and go
to the right building. Pull back the covers on the right
bed to reveal a box. Open the lock, put the key in the
lock, then click on the key to get a gem.
Go back to the pool area of the temple. Use the soap on the
fountain, then use the lion cub here to clean it. Go back a
screen and use the clean lion cub on the lioness. The lions
You can now see a mural on the wall. Put the gems and the
curtain holder here, then pull the curtain holder. This
lowers the bull containing the bombs. This time, the puzzle
is very simple. Click the blue button once, then click the
red button twice to solve it.
Caroline is saved! She leaves. You can now use the Aquila
on the window above her chair. This shines light in the
room. Look where the light has landed, and click on the
blocks to move them aside. This results in you getting the
Alaska disc. Take the glowing orb and return to Blackmore's
lair. Use the disc on the machine to open the doorway to
003e. Chapter 5
Examine the car here. Under the hood, you can get a
screwdriver. Inside the car door, you can get insulating
tape and a knife. Go back under the hood of the car and use
the insulating tape on the wires. Go inside the car again.
You can now take the lighter.
Leave the car and go forward. Talk to Jack if you want. Use
the tomahawk on the branches in the lower/left to get
branches. Zoom in on the lawn mower to get straw. Use the
screwdriver on the fence to get a ladder, and take the
funnel from the top of the scarecrow.
Go backwards. Use the ladder on the lamppost to get the
light bowl. Do you see the metal barrel by the building?
Zoom in on it. Put the branches inside, then put the straw
on top. Use the lighter here to get the snow to fall off
the roof. A shovel falls along with it.
Go forward again. Use the shovel on the snow on the right.
You can use the knife on the hose here to get a hose. Use
the tomahawk on the ice here for the car keys. Now, look at
the lawn mower. Put the light cover down, then take off the
cover to the lawn mower. Put the hose here. Gas goes from
the mower to the bowl.
Go back to the car. Use the funnel on the engine, then use
the gasoline. Go in the car and use the keys in the
ignition to start it. The car comes to life and destroys
the side of the building. This reveals a hidden objects
screen. Find all the items here to get a chainsaw.
Use the chainsaw on the hedge to the left to make a
passageway to a new area. In this area, there is a bear
attached to a pole. On the right side of the area is a
shed, which contains a jack and a repair kit. Also on the
right side of this area is a viewing device. Use the
screwdriver on the screws to remove the plate. Click the
plate to take it off, then click again to get a lens
Go to the boat. Pick up the bone, then go back a screen and
give it to the bear so you can get the leash. Return to the
boat. Open the first aid cabinet for some twine, then use
the jack on the left door to trigger a hidden objects
challenge. In this scene, a clock is hidden in the box in
the lower/left. Solving the challenge gets you a lens.
Look at the right door for a puzzle. With this puzzle, you
can pull the levers to move the topmost lead piece up or
down. Press the red button to rotate the ring. You want to
move all the lead pieces, so they are in between two wire
connections. Do this, and the puzzle is solved.
Go through the door. On the table is a broken telescope.
Put the lens segment down, then put the lens down. Click
the pieces to put them together and get a finished
telescope. Leave the room and do the newly-recharged hidden
objects challenge for ammunition.
Go into the door on the right again. Put the ammunition on
the table. Use all three bullets on the device, then click
the paper some times to fold it up. Use twine to get an
Leave the room, then go upstairs. The machine on the left
will drain the room below. Zoom in on it. Use the belt on
the device and use the repair kit on the hose. Back away
from the machine and click the hose to lower it to the room
below. This drains all the water from the room.
Click on the crane to lower it. Go downstairs and click the
crane again to lower it. Click on the netting by the
cannon, and the cannon is hooked to the crane. Take the
statue head, then go back upstairs. Click the crane, then
the net to set the cannon.
Put the telescope on the viewing stand to the left. It
looks like the cannon should fire at three and five. Zoom
in on the cannon. Open the end, and put the statue head
inside. Put the explosive packet in next, then close the
cannon. Set the left device to three, then set the right
device at five. Fire the cannon!
Go all the way back to the first screen, which had a car.
Solve the hidden objects challenge here for a map. Go all
the way back to the boat and go through the right door to
the navigation room. Look at the screen in the left/middle.
Put the map here to get the code 871 243. Look at the
locked area (on the right, below the fish). Use the code
871 243 to open it and get a syringe.
This syringe creates anti-freeze tonic, but you have to go
through the portable laboratory again in order to make it.
Go to the screen where John is being held hostage. Go
forward, and Dr. Blackmore reveals another hallucination.
Use the anti-freeze tonic on the hallucination to get rid
Examine the machine on the right for another bomb
challenge. To solve this one, press the orange button five
times, the red button once, the green button once and the
blue button once. This frees John, giving you another orb.
You should have four orbs, one from each person you saved.
Go back to Blackmore's lair, and to the screen with Tim.
Put all four orbs in the case. You can now examine the
bombs to the right of Tim.
To solve this challenge, get the yellow piece in the place,
the green piece in place, the blue piece in the place, then
the red piece in place. Solving them in that order will
free Tim, bringing an end to the game.
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).
This document is copyright The Lost Gamer and hosted by Neoseeker with permission.