This guide contains detailed walkthrough of the Nine Clues. In the section Main Storyline you can find detailed hints which help you finish the game. Next section is devoted to all types of collectibles and riddles which you run into during playing. Thanks to it, you'll be able to finish the Nine Clues with all possible achievements.
In this guide you find colors as following:
Symbols on the illustrations refer to:
Numbers - items, interactive environment, parts of riddles
Stars - collectibles connected with achievements (newspapers and clues)
Mateusz "Boo" Bartosiewicz
From the short intro you get to know, that you play as a lady detective, who received a weird telephone from her old friend, Helen Hunter. She is a journalist who wants to collect information about the local fete. From the telephone you know, that she discovers also some awful mystery. So you get to the car and head for a small, coastal village. Drive under the Rattle Snake motel, notice a monster leaning over a receptionist. When you honk [1], the monster runs away.
Clue: The Monster
Beginning of the mission: Helen; Emergency
When you exit the room, click next to the unconscious man (arrow changes into a magnifying glass). Pick up Inhaler fluid [1] and then use it onto an inhaler [2], which you have to use on a boy's face. His name is Falsen Black and he seems to not remember anything.
End of the mission: Emergency
You're in the first location, in front of the Hotel. When you click at its vicinity, the camera zooms - clicking five times at a cat with LMB [1] unlocks the first achievement. Then click onto Horn [2] and collect the first Gear [3]. You can also look at the truck. Enter the Reception.
Achievement: Cat Lady
Collectibles: Gear
On the newspaper on left, you find first of question marks and on the armchair a newspaper which you can read. Click on the note at reception [1]. It tells you that Black was ordered to repair something. You need to find seven Gears to make it. Then click onto a desk [2] and take a map. When you click onto a guest book a receptionist appears. He gives you a Nr 8 Room Key and encourages you to go to your room. Get to the Corridor.
Beginning of the mission: My Room
Collectibles: question mark, newspaper
Approach the door to the room number 6 and pick up a Gear [1]. And then use a Nr 8 Room Key on a lock [2] of your room. Go inside.
Collectibles: Gear
Inside, you see someone behind a window, who leaves you a message [1]. Under the sheet you find a Wardrobe key [2], which opens the wardrobe [3]. The case falls out, when you click it a first scene with hidden object (Case) begins. When you finish the riddle, you obtain a Helen Box Key.
Achievement: It's Something
With your new item, you can open a box at the desk. From inside take a Large Paper Clip [1], and use a Helen Box Key onto a box. Take also from inside a Firecracker [2]. The receptionist appears and gives you a Hotel gate card and drives you away. Full of suspicions, return to the Reception.
End of the mission: My Room
This time, you can look into a guest book. You find a confirmation that Helen slept in the room to which you obtained a key. Get out in front of the Hotel when you see a mysterious someone. Then approach the gate on left side of truck. Use a Hotel gate card [1] onto a gate [2]. Over the ticket machine you find a first riddle (Gate). When you solve it, you can get onto the Main Street.
Achievement: Puzzle Solver
There you get to know a mayor, Alister Braminus [1]. He says, that tremors which happened, are nothing. It doesn't change the fact, that there is something strange in this city - look at how the citizen behaves [2] or that the street collapses. Approach the snake [3].
Beginning of the mission: Obstacles
Notice blood [1] and human shade [2] in the Garage guarded by the snake. Click at Firecracker [3] and use it onto a snake [4]. It runs away and a man emerges from the garage. Part of his shirt can be found next to the skip. Move closer.
Look at the part of shirt [1] and then pick up another Gear [2]. Turn off zoom and enter the Garage.
Collectibles: Gear
You begin a first detective mode (Garage). When it's done, approach the cupboard where you should find a body. But before you open it, you solve a riddle (Corpse cupboard). When it's done, look inside. You find a Joe, a co-worker of your friend. After opening his wallet, you find a letter [1] and Car Keys [2] which you take.
Clue: The Trail
Achievement: Freshman
Beginning of the mission: Murder
Read newspaper and then approach another scene with hidden object [1]. When you get a Car Jack, return before the Hotel.
Collectibles: newspaper
Open car using Car Keys of Helen and Joe. Move off newspapers and pick up Tow Rope [1] and Car Jack Handle [2]. After looking at the note and pictures, which are under those findings, return to the Main street.
Click next to the fallen street lamp. When game zooms, use on it in sequence Car Jack and Car Jack Handle, and then click twice on the device you have just made [1]. You can finally go to the Town Square.
End of the mission: Obstacles
Beginning of the mission: Alarming Authorities
While entering the Town Square, you notice a bad looking woman. Approach the door of Library and take a gear [1]. Turn left, heading for Stalls.
Clue: The Victims
Achievement: Clue Finder
Collectibles: Gear
There you find another scene with hidden object. If you haven't used your hint button yet, you get a new achievement. Pick up Screwdriver [1] and head forward (Street).
Achievement: Unaided
After a short cut scene, mayor rides to the Cliffs. Read the third newspaper and then approach the letter box [1].
Achievement: Constant Reader
Collectibles: newspaper
When you move aside papers, you can pick up first of two Screws that you need [1]. Go after the mayor.
Collectibles: Screw
Mayor has an accident. To save him, click onto Tow Rope and attach it to the bumper [2]. Then click on the rope again and wind it around the trunk [3]. Pick up another gear after a short conversation with Alister Braminus [4] and find a second question mark (moon). Return to the Street.
Beginning/End of the mission: Sunday Driver
Collectibles: Gear, question mark
New information: Alister Braminus
Approach the door and use Screws on the doorbell [1]. Then use a Screwdriver on them [2] and push a doorbell [3]. After a short conversation with the sheriff Wilson enter the Sheriff's Office.
End of the mission: Alarming Authorities
You find a snake on the desk. To get rid of him, you have to assemble a mouse, which you can see on the desk. One missing part you can find behind a calendar [1]. Then click on the desk (right part of the room) and assemble the mouse. When it's done, use it onto a snake. Thanks to that you can enter the Jail.
Beginning/End of the mission: Unwelcome guest
In the Jail you find imprisoned Helen [1]. You have to find her amulet. Before you leave the jail pick up a Metal Rod [2].
Clue: The Obstacle
End of the mission: Helen
Beginning of the mission: Helen's Amulet
New information: Helen Hunter
On sheriff's desk in Sheriff's Office you begin a scene with hidden object. When it's done, you get a Desk Bell. Return to the Reception. Repair the bell with Desk Bell [1] and use it [2].
New information: Falsen Black
After a short conversation with the receptionist, head on the first floor. In the corridor you meet your neighbour, Owen Duffer. After few words he disappears into his room. Enter your room where you begin another detective mode (Room 8). When it's completed, use a Metal Rod [1] onto a wardrobe [2]. Thanks to that you can pick up a photo.
Head for Stalls, and show Amulet's photo [1] to the merchant lady. She scares you with cat and chase away. On the next stall you begin a scene with a hidden object, after which you get a Pocket Knife. Return to Hotel.
Beginning of the mission: Mean cat
New information: Street Vendor
Approach the bike and use Pocket Knife [1] on Bike Horn [2], what gives you the latter mentioned item. Return in front of the Stalls and use Bike Horn on a cat. Proceed to the riddle called Amulet to receive a lost treasure of your friend.
Achievement: Shoo!
End of the mission: Mean Cat
Give back Helen's Amulet to your friend in the Jail. You get attacked. When you regain consciousness look at the wall. Take Rag [1] and then sheriff lets you out. On the Street take a Museum Ticket from the mayor and head for Museum.
End of the mission: Helen's Amulet
Beginning of the mission: Machine, Helen, Invitation
New information: Helen Hunter, Sheriff Willson
You find another question mark on the stairs. Approach the toolbox.
Collectibles: question mark
Take Oilcan [1]. Then, using Rag [2], polish the box. Take a Flashlight and gear from inside. Then move to the Museum door where you find the last one gear. Now you can begin repairing the mechanism (Gear). What left is to use a Museum Ticket on the ticket machine and go inside.
Achievement: Puzzle Addict
Collectibles: Gear (2)
When you get inside, it turns out that somebody turns the light off. Use Flashlight by choosing it and then clicking into the darkness. Approach the box hanging under the ceiling. Using a Pocket Knife [1] unscrew the screws taking the first part of code earlier [2]. Solve the riddle and then Owen appears.
Beginning of the mission: Escape
Collectibles: Code part
New information: Owen Duffer
Approach the painting on left. Pick up Tweezers [1] and question mark. Move for another floor.
Collectibles: question mark
Firstly, approach the dragon head and take a Heavy fang [1]. On the right side of corridor you can listen to the story, what gives you an Achievement.
Achievement: Show me more
Then head for the window. Take a Coin [1], use Oilcan [2] on the window and open it. You have to find something with which you can drag the ladder. In the showcase over dragon head you begin a scene with hidden object. When you get a Gear, return to the First floor.
Beginning of the mission: Ladder
Use Gear [1] on cupboard [2] and then take Gold Lockpicks and code part from the drawer. Unfortunately, a moment later snake takes it away. Return to Second floor. Use Gold Lockpicks to open door on right and go inside to the Exhibition.
Collectibles: Code part
Approach the golden mask of snake [1]. When you take off a green eye, use Tweezers [2] what gives you another code part. Then break the showcase [3] using Heavy fang [4] and take Snake catcher. Click on the painting in front of the entrance. When it falls down, return to the second floor, where another scene with hidden object begins. You obtain a Tape. Get rid of snake with Snake catcher thanks to which you regain a code part, which you have previously lost.
Collectibles: Code part
Having a Tape, you can repair a painting. When you do it, click it to reverse the art. - you find another code part [1].
Collectibles: Code part
Having all code parts, approach the showcase on left in Exhibition, where you have to transmit the code onto a mechanism. This action gives you a Ritual sickle. Go one room back.
Approach the window and use Ritual sickle onto a ladder. Thanks to that you can go to the bottom, where you talk with Owen again. Head for museum entrance where, using rubber gloves [1] you take a Sewer key [2].
End of the mission: Invitation, Escape, Ladder
New information: Owen Duffer
Approach the manhole. Using a Sewer key [1] you can go to the sewers. Do it.
Beginning of the mission: Sewers
Following the hints in the left corner [1], go through the sewers until you get to the place blocked by the steam coming out from the pipes.
Using Ritual sickle reach for Valve [1] and then approach the place [2]. Take Rope and then mount a Valve and use it. Move forward.
Tie Rope in the shown place [1], and then mount a Ritual Sickle on it. Use joined items onto a ladder [2] and exit sewers next to the Lighthouse.
A moment after seeing Helen in the Lighthouse window, a message falls on the ground. Pick it up and collect a Heavy handle [1].
End of the mission: Sewers, Helen
Beginning of the mission: Rescue Helen
Approach the view point. Take Pliers [1] and then throw a Coin [2] into the machine. When the cut scene ends, head for the Town square.
Beginning of the mission: Library
Destroy the barricade [1] using Pliers [2] when you approach a library door. Go inside (Library).
Take material off [1], collect a newspaper from the table [2] and approach the clock [3]. Using Pliers again you rip off a hint. Put a newspaper under the door [4] and then place a hint into a keyhole. This gives you a Library Key.
When you enter next room and finish a detective mode (Library), go left (Old books section). On the shelf, behind a book [1] you find first Seal chan.
End of the mission: Library
Beginning of the mission: Vent
Collectibles: Seal chan
On the wall between windows you find question mark. When the scene with hidden object ends you obtain a Wheel Axle [1]. Return to Reading section.
Collectibles: question mark
With Wheel Axle you can repair a ladder by adding a broken wheel. In the ventilation shift you find another Seal chan [1] and Slides [2]. Return to Library.
End of the mission: Vent
Collectibles: Seal chan
On the projector you find the last Seal chan [1]. Replace it with Slides [2] and then go away.
Collectibles: Seal chan
Using seals, you can open a book on left. Take a Peculiar bolt [1] from inside and head for a room with big globe. Use a bolt onto it and after solving a riddle (Globe), you get a Murder tape.
Beginning and End of the mission: Globe
Move again to Reading Section and, more precisely, approach the magnetophone Put a Murder tape onto a proper place [1] and Play button [2] which can be found in the drawer on right. .
End of the mission: Murder
Beginning of the mission: Missing slides
New information: Falsen Black
When the monster appears again, it leaves its Claw in the shaft [1]. Return to the globe room.
Take a Screen out of the globe[1] and after a scene with hidden object, you get also Lens [2]. You can return to the first room, repair a projector and hang a Screen. Exit the Library after a slideshow. Owen gives you Falsen's Key, so quickly head for Reception.
Clue: The meteor
Achievement: Clue seeker
End of the mission: Missing slides
Beginning of the mission: Cemetery
After a scene with hidden object, you get a Crowbar. Using it, you can open a drawer [1]. On the chest of mannequin you find another question mark.
Collectibles: question mark
When you open a drawer using Crowbar [1], you obtain an Axe [2] and a Cemetery Key [3]. What is more, take a Pencil, lying onto Falsen's notebook, from the desk. Head for Stalls.
Approach the passage leading to the Cemetery. Using an obtained Axe [1] get rid of the tree [2]. Move forward (Cemetery).
In front of the Cemetery gate you find an Urn [1] and a Brick [2]. When you open the gate [3], you find a Snake head at the entrance to mausoleum. You can find also another question mark on the wall.
Collectibles: question mark
Put those items into proper places: Urn [1], Brick [2] and Snake head [3].
On the right you'll see a Little skull [1], which you have to take. It's a key to the mausoleum.
When you open tombs with Crowbar, look into the one on right. Collect a Flare [1] and also a code page [2] which you have to pencil earlier.
Approach the other tomb. Put a code page [1] to the mechanism [2] and set the same combination of numbers. After a scene with hidden object, you obtain a Transformer Switch. Somebody is coming, so hide in the Grave.
When monster finds you, use a Flare [1] to scare him out [2]. Now you're caught by the sheriff.
Clue: The servant
End of the mission: Cemetery
Beginning of the mission: Jail Brake
New information: Falsen Black, Alister Braminus, Sheriff Willson
Owen finds you in the cell and gives you Lockpicks [1]. Approach the wall.
New information: Owen Duffer
Using Lockpicks [1] take off a Brick [2] and Safe keys [3]. Break the prison lock using a brick and solve another lockpick riddle.
Achievement: Arsene Lupin
End of the mission: Jail brake
Using Safe keys, open sheriff's safe. Pick up Valve [1]. Then, in the scene with hidden object, you find Wire cutters. After that, head for the Bridge.
Place Transformer switch in the proper place [1] what turns off the power on the other side of cliff [2]. Now you head to the Braminus' Mansion.
Beginning of the mission: Mansion
Approach the fence and take Dry rag [1], and then head for Backyard.
Cut the fence using Wire cutters. Take Ladder [1] and lean it on the shed, to get Hammer [2]. Then approach the backdoor [3]. Put a Dry rag onto a lock and then hit it with a Hammer. Enter the Basement.
Turn on Flashlight and then push a light switch on right side of stairs. Pick up Pot [1] and return to Backyard.
Then put a sand into a Pot and return to the Basement. Click onto question mark on the wheel and then use Pot of Sand [1] on the stairs [2]. Listen to a short dialogue and then enter the Study.
Clue: The deal
End of the mission: Mansion
Collectible: question mark
Approach the table. Pick up Tape [1] and return to Basement to tape a Tube. Join a canister [2] with container [3], which you take with you.
Having Scalpel, which you goy in a scene with hidden object, you can open a drawer on left [2]. From it you can take Syringe Mamba and search through the files. Now return quickly to the Hotel and run onto a first floor.
Achievement: Scrupulous
New information: Sheriff Willson
You find a wounded Owen on the corridor and he gives you Loaded revolver. Open a wardrobe after end of detective mode. Using gained weapon [1] fire at the snake [2].
Achievement: Dick Tracy
Beginning of the mission: Antidote
Using insides of container [1] freeze the lock of the casette [2] and then open. Take from inside Metal card and Disinfectant. Head for the Corridor.
There you find another Metal card [1]. Return to Room 6 and open desk. Take a Cash register handle and move to Falsen's room.
Take a Stabilizer [1] and then begin a scene with hidden object, which provides you with a Funel. Return to Room 6 and then solve a riddle (Antidote). Of course, you have to find missing elements first: Syringe Mamba, Disinfectant, Stabilizer and Funel.
Give Antidote [1] to Owen, take Lighthouse Key from him and head for Garage.
End of the mission: Antidote
Beginning of the mission: Lighthouse
Begin a scene with hidden object, what gives you an additional ammo. Having Loaded Revolver, head for the Lighthouse.
Willson guards an entrance. Fire with Loaded Revolver [1] at the lamp [2] to get rid of him.
Placing in the proper places Heavy handle, Valve and Lighthouse key, you are able to go inside, so do it.
When you go inside, turn left to Lighthouse basement, were you find Handle [1]. Ob. the right you find also the last one question mark.
Clue: The eye
Achievements: Clue collector
End of the mission: Lighthouse, The machine
Beginning of the mission: Gukumatz eye
Collectibles: Question mark
Return upstairs. Place Handle [1] next to the door and open it.
You'll be attacked by Braminus. After a short cut scene, use Loaded Revolver [1] to get out of there alive.
Achievement: Last stand
When you want return to the city, you are attacked by Willson. He misses, but he cuts off your way back. Take a Rope and Ritual sickle [1].
Beginning of the mission: Detour, A way in
Turn nearby the Bridge and then grab a Rope [1] and slide down by the high voltage.
On the other side approach the another scene with hidden object. Take a Green Horn [1] and return to Study.
End of the mission: Detour
To follow Braminus you have to open secret passage. To do so, you have to collect Painting parts. One of them lies on the desk [1], the other one in the jaw of dragon, which's head hangs on the wall. When you put Green Horn on its place, you can take it off. Then you can replace painting with missing parts and solve the puzzle.
Clue: The goal
Achievement: Clue master
Collectibles: Painting parts (2)
Then solve the scene with hidden object and go through the passage in the mirror. Follow the red glowing cables and get to the Lighthouse basement. Put the lever on its place. Now you can open the panel under the Gukumatz eye. Solve the last riddle, pick up Gukumatz eye and head for the top of Lighthouse.
Achievement: Puzzle master, Achievementologist
End of the mission: A way in, Gukumatz eye
Now you just have to get onto the top of lighthouse and fight with the murderer. After a while, game informs you that the storyline ends.
End of the mission: Rescue Helen
Hotel: next to the bike you see a cat on the barrel. You scare him away by pressing the bell and then pick up the gear.
Corridor: gear lies on the ground next to an entrance to the room 6.
Main street: at the entrance to the garage, you find a container, where you've found a piece of shirt. Gear is in the container.
Town square: in front of the library.
Cliffs: on left, next to the road.
Museum: in the toolbox. You have to take an Oilcan and use a Rag (you find it in the jail) on the box to open it. Gear is covered by the Flashlight.
Museum: in front of museum door, next to it.
Street: on the mailbox, under the papers.
Cliffs: when you finish a scene with hidden object in the car.
First floor: under the upper screw, a fuse box.
First floor: in the drawer, on the cupboard on which you find a part of meteor. You open it with a Gear. Snake will steal it from you, but you regain it using Snake catcher. It can be found on the Exhibition which you can destroy with a Heavy fang.
Exhibition: in the eye socket of golden snake head, under the green eye.
Exhibition: when you set up a painting, you find a Code part on its other side. To set it up, you need a Tape.
Old books section: on the bookshelf, behind a Necronomicon.
Reading section: in the open ventilation shaft.
Library: on the projector.
Study: on the table, next to the mysterious container.
Study: in the dragon jaw.
Reception: painting next to the stairs.
Cliffs: on the moon.
Museum: on the stairs.
First floor: red tattoo on the chest.
Old books section: between windows, on the wall.
Falsen's room: on the chest of mannequin.
Cemetery: On wall on the left.
Basement: on the wooden mining cart.
Lighthouse basement: on the machine on right, over the lever.
Reception: on the old armchair, on the left.
Garage: on the box, in front of the entrance.
Street: on the ground, next to the entrance to the police station.
To solve this riddle, you have move rings [1-4] to make a pattern shown on the screen above. Remember to begin from the inter ring [1] and finish on the outer one [4] because the riddle has to fit the fragment placed in the middle. You can also look at how green crystals are placed.
Puzzle is solved by two switches: left [1] and right [2]. To open the wardrobe, you have to use the switch in the following order: right, right, left, left, right, right, right, right.
To make the task easier, you have to look at the cables connecting the mechanism parts. On the screen above you can notice following marks:
Dot with silver frame - yellow cables
Dot with green frame - red cables
Dot with Light blue frame - white cables
Before you begin this puzzle, you have to open matchbox and then light nearby candles. Numbers on the screen above signalizes the order of clicking onto particular amulets, thanks to which you get a Helen's Amulet.
To enter the museum, you have to place gears in the proper order.
1 - big gears
2 - medium gears
3 - small gears
To retrieve a light, you have to turn brown joints to make them as on the screen above.
Use Gold Lockpicks on the door to begin the puzzle. You solve this riddle using two switches: left [1] and right [2]. To open museum door you have to use switches in the following order: right, right, left, left, right.
To set up a painting, you need a Tape, which can be found after the second scene with hidden object on the second floor of museum. To make it easier, you can set up the painting beginning from the easier elements. Suggested order of completion:
1. Medusa hands
2. Medusa thigh
3. Medusa feet
4. Part of the wall
5. Warrior arm
6. Warrior helmet
7. Sword and shield
8. Medusa head
9. Background
The proper order: rods nr 3 [1], nr 4 [2], nr 5 [3] and nr 7 [4].
This riddle you solve using two buttons: left [1] and right [2]. To open the cell, you have to use buttons in the following order: left, left, right, left, right, right, left.
When you get all elements required for the beginning of the riddle, perform actions presented in the table below.
Antidote
Number of the move
Vessel moved
Field on which you move
1
Light blue
Middle
2
Green
Green
3
Blue
Light blue
4
Red
Violet
5
Yellow
Yellow
6
Light blue
Red
7
Green
Middle
8
Blue
Green
9
Red
Light blue
10
Yellow
Violet
11
Green
Yellow
12
Violet
Middle
13
Blue
Blue
14
Red
Green
15
Yellow
Light blue
16
Green
Violet
17
Light blue
Yellow
18
Violet
Red
19
Red
Middle
20
Yellow
Green
21
Green
Light blue
22
Light blue
Violet
23
Violet
Yellow
24
Red
Red
25
Yellow
Middle
26
Green
Green
27
Light blue
Light blue
28
Violet
Violet
29
Yellow
Yellow
Order of placing puzzles:
1. Horns (green glow)
2. Lower parts of body (snake and medusa)
3. Tree
4. Nature Seed
5. Fire Seed
6. Water Seed
You mount the background puzzles at the very end.
For cables not to get cut, you have to place red points in the particular way:
1. You have to spread them into the widest possible even-armed triangle (move side points to the bottom corners of the screen).
2. Do not do anything with that. It's the most important point, because it has 6 joints: it has to stay in the very middle.
3. Move this point straight up, to make it quite close to the number 2.
4. Place this point between numbers 2 and 3 and lower bottom number 1.
5. Place this point between numbers 2 and 3 and lower right point number 1.
Remark: As items which you have to find in hidden object scenes are randomly generated, this part of guide focuses on the unchangeable, which are the crucial items (which you obtain when you solve a riddle) and hidden items (requiring more clicks). What is more, every scene appears in the game twice: so you have to look at both illustrations of the particular scene, because if the hidden item didn't appear in the first one, it'd appear in the second one.
Crucial item [X] - Letter H
Hidden items:
[1] - You have to connect needle with the doll to obtain Voodoo Doll
[2] - Put tobacco to the pipe and fire it with match to get a Smoke
Crucial item [X] - Transformer Switch
Hidden objects:
[1] - You have to open a box to find Syringe
Crucial item [X] - Carjack
Hidden objects:
[1] - You have to connect joint with battery to get a Spark
[2] - Connect head with the core to obtain Hammer
Crucial item [X] - Ammo
Hidden objects:
[1] - You have to mount a handle to the drawer and open it to find Pincers
Crucial item [X] - Screwdriver
Hidden objects:
[1] - Pierce a balloon with the needle to get a Candy
[2] - Open pumpkin to find a Dice
Crucial item [X] - Pocket Knife
Hidden objects:
[1] - Open the russian doll to find Ruby
Crucial item [X] - Screw
Hidden objects:
[1] - Use a skewer to an ice to get a Brain
Crucial item [X] - Green horn
Hidden objects:
[1] - You have to connect a cap with a hand to obtain an Artificial hand
Crucial item [X] - Desk bell
Hidden objects:
[1] - Puncture a can with knife, to obtain Foam
[2] - Open the box to find Pills
Crucial item [X] - Wire cutters
Hidden objects:
[1] - Connect the cat body with its head to get a Cat figurine
Crucial item [X] - Gear
Hidden objects:
[1] - Break the coconut with a hammer to find Large pearl
Crucial item [X] - Tape
Hidden objects:
[1] - Open a cassette to find a Ruby
Crucial item [X] - Axle
Hidden objects:
[1] - You have to connect a handwheel with a box and then turn a handwheel to open a Jack-in-the-box
Crucial item [X] - Lens
Hidden objects:
[1] - Put a seal to the inkbowl and then put it to the sheet of paper to obtain Snowflake
Crucial item [X] - Crowbar
Hidden objects:
[1] - Connect glasses with gloves to obtain Biker equipment
[2] - Use a corkscrew at the bottle to obtain a Cork
Crucial item [X] - Funnel
Hidden objects:
[1] - Snuff off the candle with a tool to get a Candle
[2] - Scrape off a lottery ticket with coin to obtain a Win
Crucial item [X] - Scalpel
Hidden objects:
[1] - Open a drawer to find Rat
Crucial item/hidden item [X] - Move aside vials to find Lever
1. Handprint
2. Ammonia
3. Cigarette
4. Gloves
5. Footprint
6. Glasses
7. Blood
8. Dent
9. Hammer
1. Cover
2. Handprint
3. Handprint on the lamp
4. Bedding
5. Mirror
6. Vase
7. Footprint
8. Torn picture
9. Fallen chair
1. Cane
2. Fallen chair
3. Clothes
4. Unscrewed bulb
5. Plans
6. Scratches
7. Plasma
8. Jar
9. Open ventilation shaft
1. Barricade
2. Hole
3. Bullet holes
4. Bent
5. Traces of blood
6. Green blood
7. Belt
8. Holster
9. Bullet holes