New York Mysteries: Secrets of the Mafia Walkthrough, Guide, & Tips
New York Mysteries: Secrets of the Mafia Walkthrough
Welcome to the New York Mysteries: Secrets of the Mafia Walkthrough
Discover a story of mysterious kidnappings of both children and mafiosi
Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
This document contains a complete New York Mysteries: Secrets of the Mafia game walkthrough featuring annotated screenshots from actual gameplay!
We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!
This walkthrough was created by Amanda Barrera, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
General Tips
- This is the official guide for New York Mysteries: Secrets of the Mafia.
- This guide will not show when you have to zoom into a location; the screenshots will show each zoom scene.
- Hidden-object puzzles are referred to as HOPs in this guide. Interactive items in HOPs are color-coded.
- Use the Map to travel to a location.
Chapter 1: The Incident at the Museum
- Take the SCISSORS (A); open the brochure (B).
- Move the lamp; Use the SCISSORS to take the WIRE (C).
- Place the WIRE on the doorbell (D); press the button.
- Walk forward.
- Talk to the man (E).
- Move the light; take the TWEEZERS (F).
- Use the TWEEZERS on the crack; take the BUTTERFLY (G).
- Walk forward.
- Open the door (H).
- Walk forward.
- Talk to the security guard (I).
- Play the HOP (1-11).
- You receive the MASK.
- Take the RAZOR-BLADE (J).
- Use the RAZOR-BLADE on the box; take the BRUSH (K).
- Open the newspaper; take the KEY (L).
- Examine the note (M).
- Walk down.
- Use the KEY on the box (N).
- Use the BRUSH on the cobwebs; take the SCRAP OF PAPER and BATTERY (O).
- Walk forward.
- Open the flashlight; remove the battery (P).
- Place the BATTERY in the flashlight.
- Place the cap on the back; take the FLASHLIGHT (Q).
- Walk down.
- Open the cabinet; place the MASK on the stand for a mini-game (R).
- Solution (S).
- Examine the opening (T).
- Open the fire hose box; move the hose 3 times (U).
- Use the FLASHLIGHT on the opening (V).
Chapter 2: The Vault
- Break the bottle on the rock; take the BROKEN BOTTLE (W).
- Use the BROKEN BOTTLE on the rope (X); you receive the LASSO.
- Use the LASSO to take the CROWBAR (Y).
- Use the CROWBAR to open the grate (Z).
- Go down.
- Take the PICK (A).
- Take the COGWHEEL (B).
- Take the SYDNEY OPERA HOUSE FIGURINE (C).
- Place the COGWHEEL on the mechanism (D); turn the crank.
- Walk forward.
- Take the MODEL SHIP (E).
- Use the PICK on the stone (F).
- Walk left.
- Take the SCREWDRIVER (G).
- Walk down twice.
- Use the SCREWDRIVER on the grate; take the FIGURINE (H).
- Move the straw (I).
- Place the MODEL SHIP on the board for a mini-game (J).
- Solution (K): Cx2, Ax2, B, A, Ex2, D, Cx2, B, A, C, B, Ax3, Ex2, Cx2, D, Cx2, Ex2, D, C, Ex3, D, Cx3, D, E, D, Ex3, D, E, D, E, D, Ex3, D, Ex3.
- Take the KNIFE HANDLE and SIGNET RING (L).
- Go to the Stairs.
- Use the KNIFE HANDLE on the blade; take the KNIFE (M).
- Walk down.
- Use the KNIFE on the sack; take the RUBBER GLOVE (N).
- Walk left.
- Use the RUBBER GLOVE on the wires (O).
- Take the FIGURINE (P).
- Place the 2 FIGURINES on the gate for a mini-game (Q).
- Solution (R): A left x4, B right x3, C left x6, A right x2, B right, C left, A right, B left, A left x2, B right x2, C right x6, A right x6, B left x5, C left x2, A left x2, C right x2, A left, B left x2, C right.
- Use the SIGNET RING on the symbol (S).
- Walk forward.
- Talk to the man (T); you receive the EMPTY BEAKER.
- Open the door (U); walk through it.
- Take the PAPER (V).
- Use the KNIFE on the cushion; take the STATUE OF LIBERTY FIGURINE (W).
- Take the PAPERCLIP (X); examine the file.
- Go to the Wagons.
- Move the rocks; take the GREAT WALL OF CHINA FIGURINE and SIEVE (Y).
- Walk down twice.
- Place the weights in the stand (Z); Use the SIEVE on the sand.
- Place the weight in the stand; take the WEIGHTS (A).
- Walk forward.
- Place the WEIGHTS on the door for a mini-game (B).
- Play the HOP (1-10).
- Solution (11): A-B, B-C, A-B x3, B-D, A-B x2, B-E, A-B, B-F, A-B, B-G, H-G, E, C, F, D.
- You receive the PART.
- Go to the Lift.
- Place the PART in the slot (D).
- Press the button (E).
- Walk forward, then down.
- Use the EMPTY BEAKER on the puddle to receive the BEAKER OF LIQUID (F).
- Go to the Hall.
- Give the BEAKER OF LIQUID to Bishop (G); you receive the PUNCHED CARD.
- Walk forward.
- Place the PUNCHED CARD in the device (H).
- Open the door (I); press the controls (J).
- Take the CANE (K).
- Use the PAPERCLIP on the lock.
- Take the HOOK and COGWHEEL (L).
- Open the telephone booth; take the COGWHEEL (M).
- Place the 2 COGWHEELS on the gate (N); turn them.
- Walk forward.
Chapter 3: The Mafia
- Take the BOARD (O).
- Take the BASEBALL BAT (P).
- Walk down.
- Use the BOARD on the boat (Q).
- Play the HOP (1-11).
- You receive the SLINGSHOT.
- Use the BASEBALL BAT on the phone booth; take the COIN (R).
- Use the COIN on the binoculars (S); view the ship (T).
- Examine the lock for a mini-game (U).
- Solution (V).
- View the note (W); take the TRANQUILIZER RIFLE (X).
- Walk forward.
- Take the SLICE OF PIZZA (Y).
- Use the TRANQUILIZER RIFLE on the guard (Z).
- Walk forward.
- Take the CAR KEY (A).
- Read the newspaper; take the CHOPSTICKS (B).
- Walk down.
- Use the CAR KEY on the car (C); take the LIGHTBULB and MAGNET (D).
- Open the glove compartment; take the HAMMER (E).
- Use the HAMMER on the crate; take the BOTTLE OF LIQUOR (F).
- Walk forward.
- Use the magnet on the hole (G); you receive the EGYPTIAN PYRAMIDS FIGURINE.
- Walk forward.
- Take the BROOM (H).
- Open the door (I); put the SLICE OF PIZZA in the room.
- Close the door (J).
- Place the LIGHT BULB in the lamp; pull the cord (K).
- Use the CHOPSTICKS to view the note (L).
- Walk down.
- Examine the door for a mini-game.
- Solution (M).
- Walk through the top door.
- Play the HOP (1-12).
- Solution (8): Bx2, Cx3, Dx3.
- Solution (10): Bx2, C, A.
- You receive the EIFFEL TOWER FIGURINE.
- Use the BROOM on the web (N); take the MOSAIC PIECES (O).
- Walk down.
- Place the MOSAIC PIECES on the box for a mini-game (P).
- Solution (Q-G).
- Take the KREMLIN FIGURINE (H).
- Go to the Stairs.
- Use the SLINGSHOT on the beam (I); you receive the FIGURINE.
- Walk down.
- Use the CANE on the pipe to receive the CHRIST THE REDEEMER FIGURINE (J).
- Go to the Study.
- Place the SYDNEY OPRA HOUSE FIGURINE, STATUE OF LIBERTY FIGURINE, GREAT WALL OF CHINA FIGURINE, EGYPTIAN PYRAMIDS FIGURINE, EIFFEL TOWER FIGURINE, KREMLIN FIGURINE, and CHRIST THE REDEEMER FIGURINE on the stand for a mini-game (K).
- Solution (L): F, E, D, C, I, E, F, G, B, A, C, I, E, F, G.
- Take the SCRAP OF PAPER (M) and LEVER (N).
- Examine the note and file.
- Go to the Deck.
- Use the HOOK on the rope (O).
- Use the LEVER on the crane (P).
- Take the BUNCH OF KEYS (Q).
- Go to the Ship’s Passageway.
- Use the BUNCH OF KEYS on the door (R).
- Walk forward.
- Take the PICTURE OF SHIP (S).
- Take the MAST (T).
- Take the BUTTERFLY (U).
- Walk down.
- Place the MAST on the ship; use the PICTURE OF SHIP for a mini-game (V).
- Take the SHIP’S WHEEL (X).
- Go to the Bridge.
- Place the SHIP’S WHEEL on the door (Y); turn the wheels.
- Take the RECORD and HAMMER (Z); read the note (A).
- Go to the Hall.
- Talk to Bishop (B); you receive the PUNCHED CARD.
- Place the RECORD on the record player (C); turn the handle.
- Take the CRYSTAL (D).
- Walk forward.
- Use the PUNCHED CARD on the device (E).
- Open the door; press the controls (F).
Chapter 4: The House on the Lake
- Take the ANTENNA and FISH 1/6 (G).
- Take the FISH 2/6 (H).
- Use the ANTENNA to take the KEY (I).
- Use the KEY on the lock (J).
- Walk forward twice.
- Play the HOP (1-8).
- You receive the PRUNING SCISSORS.
- Walk down.
- Use the PRUNING SCISSORS on the branches (K).
- Open the box; take the FISH 3/6 (L).
- Walk forward twice.
- Take the POST (M).
- Take the TROWEL (N).
- Take the FISH 4/6 (O).
- Use the KNIFE on the box; take the NAILS (P).
- Pull the lever (Q).
- Attach the cable (R) to the boat (S).
- Walk down.
- Use the TROWEL on the snow; take the KEY (T).
- Walk down.
- Use the POST on the log; take the STEPS (U).
- Walk forward.
- Use the STEPS, NAILS, and HAMMER on the ladder (V); take the LADDER.
- Walk forward.
- Use the KEY on the car (W).
- Pull the lever (X).
- Take the SWIMFINS (Y).
- Use the KNIFE on the net; take the FISH 5/6 (Z).
- Walk down three times.
- Place the LADDER under the tree (A).
- Take the FISH 6/6 (B).
- Walk forward twice.
- Place the FISH on the door for a mini-game (C).
- Solution (D-O).
- Walk through the door.
- Take the ROPE WITH HOOK (P).
- Walk down twice.
- Use the ROPE WITH HOOK on the well (Q).
- Take the KNIFE SWITCH (R).
- Place the KNIFE SWITCH in the box (S); flip the switches.
- Walk forward, then into the house.
- Take the WETSUIT (T).
- Use the net (U) to get the DRAGONFLY (V).
- Take the PIECE OF COAL (W).
- Examine the box for a mini-game (X).
- Solution (Y).
- Take the RUNE (Z).
- Walk down twice.
- Place the PAPER on the swing; use the PIECE OF COAL on the paper (A).
- Walk forward, then into the house.
- Place the DRAGONFLY in the frame for a mini-game (B).
- Solution (C).
- Take the SPEAR GUN and AXE HANDLE (D).
- Examine the book (E).
- Walk down.
- Remove the wood (F).
- Use the AXE HANDLE on the blade; take the AXE (G).
- Go into the house.
- Use the AXE on the door (H).
- Walk left.
Chapter 5: The Ghost
- Take the LETTERBOX PLATE (I).
- Use the SPEAR GUN on the box (J); take the CHIPS and ELECTRIC WIRE (K).
- Take the WRENCH (L).
- Take the HANDLE (M).
- Walk down twice.
- Use the WRENCH on the oxygen tank; take the TUBE (N).
- Walk down twice.
- Try to take the paper; use the HANDLE on the door (O).
- Take the PAPER WITH DIAGRAM (P).
- Place the LETTERBOX PLATE on the mailbox (Q); examine the mailbox for a mini-game.
- Read the letter; take the SWITCH (V).
- Walk forward twice; go into the house.
- Place the SWITCH on the lamp (W); flip it.
- Play the HOP (1-10).
- Solution (8): Ax11, Bx6, Cx7, Dx16.
- You receive the TYPEWRITER PART.
- Go to the Study.
- Use the TYPEWRITER PART on the typewriter (X); turn it.
- Take the SCRAP OF PAPER (Y).
- Use the ELECTRIC WIRE on the socket (Z).
- Examine the globe for a mini-game.
- Solution (A).
- Take the SCRAP OF PAPER and BULB (B).
- Go to the Vault.
- Place the CRYSTAL on the panel for a mini-game (C).
- Solution (D): A, F, B, A, D, C, C, B.
- Take the LIGHT BULB and SCRAP OF PAPER (E).
- Walk down.
- Place the 5 SCRAPS OF PAPER on the map (F).
- Walk forward, then left.
- Examine the hole for a mini-game (G).
- Solution (H).
- Read the note; take the CHIPS (I).
- Go to At the Well.
- Place the two sets of CHIPS and PAPER WITH DIAGRAM on the box for a mini-game (J).
- Solution (K).
- Take the MASK (L).
- Walk forward twice.
- Use the wrench on the tank; remove the broken tube.
- Place the TUBE on the tank; use the WRENCH (M).
- Place the SWIMFINS, WETSUIT, and MASK with the oxygen tank; take the DIVING SUIT (N).
- Use the DIVING SUIT on the water (O).
- Talk to Bishop (P).
- You receive the PUNCHED CARD.
- Place the LIGHT BULB under the frame for a mini-game (Q).
- Solution (R): Ax5, Bx3, C, Dx4.
- Take the BOOK (S).
- Walk forward.
- Use the PUNCHED CARD on the device (T).
- Open the door; press the controls (U).
Chapter 6: The University
- Open the truck; play the HOP (1-11).
- You receive the GLUE.
- Take the GAS CAN (V).
- Examine the paper; remove the picture.
- Use the GLUE on the paper (W).
- Go to the Study.
- Examine the file (X); take the PHOTO (Y).
- Go to the Street.
- Place the PHOTO on the paper to receive the PASSCARD (Z).
- Press the button (A).
- Walk forward.
- Talk to the woman (B).
- Pour the BOTTLE OF LIQUOR on the paint (C).
- Use the KNIFE on the chair; take the TABLETS (D).
- Go up the stairs.
- Open the door (E).
- Play the HOP (1-7).
- You receive the FIRE HOSE.
- Move the dirt; take the LIGHTBULB 1/6 (F).
- Walk down.
- Open the door (G); walk through it.
- Take the PIPE (H).
- Take the BOAT HOOK (I).
- Walk down twice.
- Open the fire hydrant (J); place the FIRE HOSE on it.
- Use the BOAT HOOK on the manhole (K).
- Put the hose in the manhole (L).
- Use the KNIFE on the package; take the BUTTERFLY and BLOCK (M).
- Go to the Back Room.
- Place the BLOCK on the cabinet for a mini-game (N).
- Solution (O-U).
- Take the KEY (V).
- Go to the Corridor.
- Use the KEY on the door (W).
- Walk forward.
- Take the FLOORPLATE (X).
- Take the FUNNEL (Y).
- Take the FLASHLIGHT (Z).
- Place the FIGURINE on the clock; take the LIGHT BULB 2/6 and MEDALLION (A).
- Walk down.
- Place the MEDALLION on the vase; take the LIGHT BULB 3/6 (B).
- Walk down.
- Place the FLOORPLATE on the floor for a mini-game (C).
- Take the MEDALLION and MALLET (E).
- Go to the Back Room.
- Use the FLASHLIGHT on the wall (F); use the MALLET.
- Take the BUTTERFLY (G).
- Remove the tarp.
- Place the MEDALLION on the statue (H); take the BUTTERFLY (I).
- Go to the OFFICE.
- Place the 5 BUTTERFLIES on the wall for a mini-game (J).
- Solution (K).
- Examine the bookshelf for a mini-game (L).
- Solution (M).
- Open the door; walk forward.
- Take the MOP (N).
- Take the GLASS CUTTER (O).
- Take the GRAIN (P).
- Use the PIPE on the fan (Q).
- Remove the grate; take the VALVE and LIGHT BULB 4/6.
- Walk down.
- Place the GRAIN by the cage (R); take the KEY (S).
- Use the KEY on the drawer; take the TAPE and CHALK (T).
- Use the CHALK on the board for a mini-game (U).
- Solution (V): 1, 2, 3, 4, 5, 3, 6, 7, 8, 6, 9, 2, 10, 11, 12, 10, 13, 14, 15, 13, 9, 16, 8, 17, 7, 5, 18, 4, 1, 11, 19, 12, 14, 20, 15, 16.
- Take the POWDER (W).
- Walk down.
- Use the GLASS CUTTER on the window; take the LIGHT BULB 5/6 (X).
- Walk down.
- Examine the table for a mini-game (Y).
- Solution (Z).
- Use the TAPE on the paper; take the TAPED DIAGRAM (A).
- Go through the door to the Back Room.
- Place the VALVE on the pipe (B); turn it.
- Use the MOP on the puddle (C).
- Go to the Office.
- Examine the box for a mini-game (D).
- Solution (E).
- Take the RUNE (F).
- Walk forward.
- Place the TAPED DIAGRAM on the fridge for a mini-game (G).
- Take the FIXING AGENT (I) and LIGHT BULB 6/6 (J).
- Place the TABLETS, POWDER, and FIXING AGENT on the table (K).
- Put the weight on the scale (L); measure out the tablets (M).
- Place the tablets in the bowl and crush them (N); put them in the solution (O).
- Use the scissors (P) on the powder (Q).
- Light the burner (R) with the match (S); place the cap on the beaker (T).
- Pour the liquid (U) into the solution (V).
- Remove the cap from the fixing agent (W); pour it into the solution (X).
- Take the DEVELOPER (Y).
- Try to write on the paper (Z).
- Place the DEVELOPER on the counter; place the paper in it (A).
- Remove the cloth; place the LIGHT BULBS on the stand for a mini-game (B).
- Solution (C).
- Read the file; take the BOOK (D).
- Go to the Study.
Chapter 7: The Secret of the Mafia
- Place the 2 BOOKS on the shelf for a mini-game (E).
- Solution (F).
- Take the RUNE (G).
- Go to the Guard’s Room.
- Place the BULB on the stand for a mini-game (H).
- Solution (I): 1, 5, 0, 8, 2, Play.
- Walk down twice.
- Open the case; take the RUNE (J).
- Go to the Bank.
- Place the 4 RUNES on the totem pole (K); talk to the ghost (L).
- Go to the Basement.
- Take the GOLD WEIGHT FROM CLOCK (M).
- Go to the Cabin.
- Place the GOLD WEIGHT FROM CLOCK on the clock (N).
- Examine the safe for a mini-game (O).
- Solution (P).
- Open the safe.
- Take the JOKER; read the note (Q).
- Go to the Hall.
- Talk to Bishop (R); you receive the PUNCHED CARD.
- Walk forward.
- Use the PUNCHED CARD on the device (S).
- Open the door; press the controls (T).
- Take the CAR (U).
- Place the FUNNEL on the generator (V); use the GAS CAN.
- Turn the crank.
- Take the BASKET (W).
- Use the BASKET on the rope grate (X).
- Place the stones in the basket (Y).
- Go up the ladder (Z).
- Take the KEY (A).
- Use the KEY on the bag; take the LEVER and CHISEL (B).
- Place the LEVER on the controls; pull it (C).
- Place the CHISEL on the hook (D); hit it with the stone (E).
- Walk forward.
- Take the CAN OPENER (F).
- Place the JOKER on the door for a mini-game (G).
- Solution (H).
- Go through the door.
- Take the EMPTY KETTLE (I) and CAR (J).
- Use the KNIFE on the ropes (K).
Chapter 8: Saving the Children
- Note the plank (L).
- Examine the briefcase for a mini-game (M).
- Solution (N).
- Examine the briefcase (O).
- Walk down, then right.
- Play the mini-game.
- Solution (P): left, right, left, left, right, center.
- Take the KNIFE (Q) and MOSAIC PIECE (R).
- Go to the Abandoned Station.
- Use the KNIFE on the door (S).
- Play the HOP (1-7).
- You receive the CUBE.
- Place the MOSAIC PIECE on the mosaic for a mini-game (T).
- Solution (U).
- Take the COIN (V).
- Go to the Port.
- Place the CUBE on the stand for a mini-game (W).
- Solution (X).
- Enter the trailer.
- Open the door (Y); use the KETTLE on the sink to receive the KETTLE WITH WATER (Z).
- Open the tank (A); take the COIN (B).
- Place the KETTLE WITH WATER on the burner; press the button (C).
- Take the KETTLE WITH HOT WATER.
- Open the curtain (D).
- Play the HOP (1-8).
- You receive the VALVE.
- Open the fridge; use the CAN OPENER on the can (E).
- Take the DOG FOOD.
- Walk down.
- Use the VALVE on the faucet (F); take the BARREL (G).
- Go to the Hangar.
- Place the BARREL by the ladder (H).
- Take the TIRE JACK (I).
- Walk down.
- Use the TIRE JACK on the trailer; take the CHAIN (J).
- Go to the Children in Container.
- Put the DOG FOOD in the bowl (K).
- Use the CHAIN on the dog (L).
- Throw the rocks (M) at the handle (N); take the HANDLE.
- Pour the KETTLE WITH HOT WATER on the ice; take the CAR (O).
- Go to Outside the Port.
- Open the box; place the 3 CARS on the stand for a mini-game (P).
- Solution (Q).
- Take the COIN (R).
- Go to the Trailer.
- Place the HANDLE on the hatch (S); turn the handles.
- Take the VALVE (T).
- Place the VALVE on the cupboard for a mini-game (U).
- Solution (V): Ax2, B, A, Bx4, A.
- Take the COIN (W).
- Go to the Hangar.
- Place the 4 COINS on the box for a mini-game (X).
- Solution (Y): B-I, I-D, K-F, F-B, I-B, F-B, A-E, E-J, C-G, A-E, C-J, J-E, C-J.
- Take the KEY (Z).
- Go to the Children in Container.
- Use the KEY on the door (A).
- Congratulations! You have completed New York Mysteries: Secrets of the Mafia!