Dangerous Games: Prisoners of Destiny Walkthrough, Guide, & Tips
Dangerous Games: Prisoners of Destiny Walkthrough
Welcome to the Dangerous Games: Prisoners of Destiny Walkthrough
You came to the town of Brownville, Louisiana hoping to find a new job. But you weren’t expecting to stumble upon a strange adventure in a world filled with beauty and danger!
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 Dangerous Games: Prisoners of Destiny 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 SeverineSnape, 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 Dangerous Games: Prisoners of Destiny.
- This guide will not mention each time you have to zoom into a scene; the screenshots will show each zoom scene.
- We will use the acronym HOP for Hidden-object puzzles; interactive puzzles will be color-coded and some will be numbered. Please follow the numbers in order.
- HOPs may be random; our lists may vary from yours.
- Use the Map to travel to locations.
Chapter 1: Into the Game
- Take the picture and note (A).
- Take the HAMMER (B).
- Use the HAMMER on the chisel; take the BOOTS (C).
- Use the BOOTS on the swamp (D).
- Take the BAG OF GEL (E).
- Take the COMPASS KEY (F).
- Take the JACK HANDLE (G).
- Walk down.
- Read the paper, put the JACK HANDLE on the jack and take the JACK (H); take the SCALE SYMBOL (I).
- Put the COMPASS KEY on the toolbox (J).
- Play the HOP (K).
- You receive the WRENCH.
- Walk forward.
- Put the SCALE SYMBOL on the lock for a mini-game (L).
- Place the weights so the scales drop down to the red line; a scale with enough weight on it will light up.
- You can’t place more than three weights on each scale (M).
- Take the SEWER KEY (N).
- Remove the VALVE with the WRENCH (O).
- Open the manhole with the SEWER KEY; put the VALVE on the pipes and turn it (P).
- Go right.
- Talk to Simon; take the EMPTY GEL TIMER (Q).
- Put the EMPTY GEL TIMER under the dispenser, put the BAG OF GEL in it and pull the handle; put the lid on the timer to receive the GEL TIMER (R).
- Give the GEL TIMER to Simon.
- Take the PYRAMID-KEY PART 1/3 (S).
- Inspect the globe.
- Take the Deck of Power Cards (T).
- Inspect the Deck (U).
- Select Power Card: Ice and use it on the frozen geyser (V).
- Select the charged Power Card: Ice and use it on the lava stream (W).
- Walk right.
- Take the GOLDEN APPLE 1/3 (X).
- Remove the poster and take the PICKAXE HANDLE (Y).
- Walk down.
- Put the PICKAXE HANDLE on the axe to receive a PICKAXE (Z).
- Go right.
- Use the PICKAXE on the rock and take the VOLCANIC STONE (A); put the JACK under the rock and push it over (B).
- Shape the VOLCANIC STONE on the whetstone to receive a STONE CORK (C).
- Walk forward.
- Play the HOP (D).
- You receive the OWL FIGURINE.
- Take the RUBY ORE and read the note (E).
- Walk down twice.
- Plug the geyser with the STONE CORK (F).
- Go left.
- Feed the RUBY ORE to the Golem (G); take the RUBY EYE (H).
- Take the MATCHES (I).
- Go to the Foot of the Volcano.
- Burn the thorns with your MATCHES; take the JAR (J).
- Go to the Water Garden.
- Collect the glowing fungi in the JAR to receive a GLOWING JAR (K).
- Take the DIAMOND (L).
- Go to the Top of the Volcano.
- Cut the crystal with the DIAMOND; take the STONE TOY (M).
- Walk down twice.
- Give the STONE TOY to the creature (N).
- Pick up the MAGIC ANIMAL and name him.
- Walk right.
- Send your MAGIC ANIMAL to the roof (O).
- Pick up the GOLDEN BOWL (P).
- Go to the Water Garden.
- Put the GOLDEN BOWL on the waterfall for a mini-game (Q).
- Swap the bowls until the water flows through all of them but doesn’t hit the cat (R).
- Play the HOP (S).
- You receive the FOX-HEAD KEY.
- Walk down and right.
- Open the door with the FOX-HEAD KEY (T).
- Go into the hut.
- Talk to Anna; take the GOLD POWDER (U).
- Use the Power Card: Ice on the fire (V); take the FROZEN FIRE (W).
- Take the SICKLE and VIOLET LENS (X), put the OWL FIGURINE on the branch, take the ARCH CONTROLLER, give the RUBY EYE to the owl and take the CHERRY (Y).
- Walk down twice.
- Put the FROZEN FIRE in the bowl (Z); take the PYRAMID-KEY PART 2/3 (A).
- Go left.
- Cut the flower with the SICKLE; take the RED FLOWER (B).
- Go to Anna’s Hut.
- Put the GOLD POWDER, RED FLOWER and CHERRY on the table; put all items in the mortar, use the pestle, pour the solution into the vial and take the PLANT REPELLANT (C).
- Go to the Water Garden.
- Use the PLANT REPELLANT on the vines (D).
- Walk forward.
- Freeze the bugs with the Power Card: Ice (E).
- Open the bag, take the GOLDEN APPLE 2/3 and read the note (F).
- Get your MAGIC ANIMAL to dig through the dirt; you receive a GOLDEN SYMBOL (G).
- Go to Anna’s Hut.
- Open the chest with the GOLDEN SYMBOL (H); take the JADE FROG, note and picture (I).
- Walk down twice.
- Open the globe with the JADE FROG and examine it for a mini-game (J).
- Use the arrow keys to move the frog over the lily pads to remove them (K).
- The frog can jump over water, but not backtrack.
- Take the PYRAMID-KEY PART 3/3 (L).
- Go to the Red Fields.
- Put the PYRAMID-KEY PARTS on the altar (M).
- Play the HOP (N).
- You receive GOLDEN APPLE 3/3.
- Put the GOLDEN APPLES on the box; take the TELEPORTATION CARD, note and PLATE WITH RUNES (O).
- Go to the Top of the Volcano.
- Put the PLATE WITH RUNES on the arch and take the ARCH (P).
- Take the broken pieces off the altar, put the ARCH on it and light it with the GLOWING JAR (Q).
- Put the ARCH CONTROLLER on the altar for a mini-game.
- Move the ball to the red dots by moving the ball on the joystick in the right directions; L = left, R = right, U = up, D = down.
- Solution 1: L, U, R, D, L, U.
- Solution 2: L, U, R, D, R, U, L, D, L, U, R, D, L.
- Solution 3: D, L, U, R, U, L, U, R, D, L, U, L.
- Talk to Anna; take the VIAL OF FIRE (R).
- Put the VIOLET LENS on the TELESCOPE and pick it up(S).
- Send your MAGIC ANIMAL across the bridge (T).
- Play the HOP (U).
- You receive a RING.
- Attach the RING to the broken bridge (V).
- Read the note and take the BLADES (W); put the TELEPORTATION CARD on the crystal and activate it with the VIAL OF FIRE (X).
Chapter 2: The World of Floating Islands
- Talk to the Stone Giant; take the RED CRYSTAL (Y).
- Take the NORTH WIND AMULET and Power Card: Air (Z).
- Walk right.
- Take the RED PEARL and HARPY FEATHER 1/2; use your MAGIC ANIMAL to take the HAMMER (A).
- Remove some leaves from the willow (B).
- Play the HOP (C).
- You receive the EMPTY BELLOWS.
- Walk down.
- Take the ash with the EMPTY BELLOWS and receive a BELLOWS WITH ASH (D).
- Give the HAMMER to the Stone Giant and take the MAGIC SEED (E).
- Plant the MAGIC SEED in the soil for a mini-game (F).
- Select the vines to make them grow across the gap; if a vine grows too fast you will need to start again (G).
- Solution: Ax5, Bx5, cx6, aX6, Bx3, Cx3, Ax3, Bx1.
- Cross the vine bridge.
- Talk to the Harpy (H).
- Take the HARPY AMULET (I).
- Cut the cushion with the BLADES; take the SOUTH WIND AMULET and HARPY FEATHER 2/2 (J).
- Open the chest with the HARPY AMULET (K).
- Play the HOP (L).
- You receive a CRYSTAL BALL.
- Walk down and right.
- Use the BELLOWS WITH ASH on the carnivorous plant (M); take the BLUE CRYSTAL (N).
- Put the CRYSTAL BALL on the statue for a mini-game.
- Find the tokens showing the two creatures that make up the hybrid creatures in the middle (O).
- Take the TOOTH (P).
- Walk down.
- Put the DIAMOND, RED CRYSTAL and BLUE CRYSTAL on the fire and light it with the MATCHES (Q); take the DRYING CRYSTAL (R).
- Go right.
- Throw the DRYING CRYSTAL down the well (S).
- Take the IVY FLOWER (T).
- Walk down and left.
- Put the HARPY FEATHERS, TOOTH and IVY Flower in the cauldron; fill the bottle and take the ANTIDOTE FOR BEN (U).
- Go down and right.
- Give Ben the ANTIDOTE FOR BEN; talk to Ben and take the STONE SYMBOL (V).
- Go down and left.
- Put the STONE SYMBOL on the tablet for two mini-games.
- First, push the stones in the correct order until they all stay down (W).
- Use the arrows to move the beetle to the top of the field (X).
- The rows of runes will move each time you move the beetle; the beetle may only land on the white runes and not on the red ones.
- Solution: L, R, U, L, L, U, U, R, R, U, L, U, U, U.
- Take the STICK (Y).
- Take the PEARL KNIFE (Z).
- Have your MAGIC ANIMAL collect the EAST WIND AMULET (A).
- Walk down twice.
- Remove the rock with the STICK and take the KEY (B); put the STICK on the fork and take the PITCHFORK (C).
- Go to Windmill Island.
- Use the PITCHFORK on the hay and take the WEST WIND AMULET (D); use the PITCHFORK again and take the DUMMY (E).
- Put the DUMMY on the frame and put his pants, shirt, hat, vest and belt on (F).
- Take the BROKEN WINDMILL BLADE (G).
- Open the door with the KEY (H).
- Play the HOP (I).
- You receive the TARP.
- Walk down.
- Put the NORTH WIND AMULET, SOUTH WIND AMULET, EAST WIND AMULET and WEST WIND AMULET on the totem; charge the Power Card: Air (J).
- Walk down.
- Put the BROKEN WINDMILL BLADE on the anvil and cover it with the TARP; take the WINDMILL BLADE (K).
- Go to Windmill Island.
- Put the WINDMILL BLADE on the mill (L); use the Power Card: Air.
- Talk to the Mermaid and take the BROKEN TIARA (M).
- Open the clam with the PEARL KNIFE; take the GREEN PEARL (N).
- Have your MAGIC ANIMAL retrieve the BLUE PEARL from the water (O).
- Read the note and take the TELESCOPE part 3/7 (P).
- Walk down three times.
- Put the BROKEN TIARA, RED PEARL, GREEN PEARL and BLUE PEARL on the anvil for a mini-game (Q).
- Reassemble the tiara by attaching the pieces to piece 1 in the correct order.
- Take the TIARA (R).
- Return to the Mermaid’s Island.
- Give the TIARA to the Mermaid; take the MERMAID TEAR (S).
- Drop the MERMAID TEAR into the basin; touch the card (T).
Chapter 3: The Valley of Statues
- Take the Power Card: Revive (U).
- Walk forward twice.
- Take the GUILLOTINE LEVER (V).
- Take BOOK 1/3 (W).
- Burn off the cobwebs with the MATCHES (X).
- Play the HOP (Y).
- You receive the PUPPET.
- Walk down.
- Use the Power Card: Air on the hollow tree (Z); take TELESCOPE part 4/7 and GOLD BAG 1/2 (A).
- Put the GUILLOTINE LEVER on the guillotine and pull it; take the AXE BLADE (B).
- Walk down.
- Hang the PUPPET from the statue; take the ROSE SYMBOL (C).
- Put the AXE BLADE on the axe (D).
- Walk forward.
- Put the ROSE SYMBOL on the cart for a mini-game.
- Swap the discs to create a continuous maze (E).
- Once the maze is complete, move the rose through the maze to the other side.
- Take the YARN BALL (F).
- Walk forward.
- Give the YARN BALL to the cat; take the GOLD BAG 2/2 (G).
- Walk down twice.
- Give the GOLD BAGS to the hog statue; take the LANTERN (H).
- Walk forward.
- Scare off the owl with the LANTERN (I); collect the HOE with your MAGIC ANIMAL (J).
- Walk forward.
- Use the HOE on the soil and take the PUMPKIN (K).
- Walk down twice.
- Put the PUMPKIN on the statue and take the GRAPE SYMBOL (L).
- Walk forward.
- Open the chest with the GRAPE SYMBOL; take the GROWTH POTION (M).
- Walk down.
- Use the GROWTH POTION on the sapling (N); charge the Power Card: Revive (O).
- Use the Power Card: Revive on the statue of Louise for a mini-game (P).
- Repeat the sequences (Q).
- Sequence one: 1, 3, 6.
- Sequence two: 2, 4, 7, 5.
- Sequence three: 1, 3, 4, 7, 2.
- Sequence four: 7, 4, 2, 1, 5, 2.
- Sequence five: 5, 3, 2, 1, 5, 7, 1.
- Talk to Louise and take the TELEPORTATION CARD (R).
- Walk forward twice.
- Put the TELEPORTATION CARD on the altar (S).
Chapter 4: The Twisted World
- Talk to Anna and take TELESCOPE part 5/7 (T).
- Take the Power Card: Truth (U).
- Play the jigsaw (V).
- Select a piece to move it into the frame; correctly placed pieces will lock into place.
- You can rotate pieces by selecting them again when they’re inside the frame.
- Play the HOP (W).
- You receive a WRENCH.
- Use the WRENCH on the tap and open the tap (X); use Power Card: Air on the water.
- Use the Power Card: Ice on the mirror (Y).
- Go left.
- Move the three moving staircases (Z).
- Take the STAR (A).
- Take the VASE WITH FLOWERS (B).
- Walk down.
- Put the VASE WITH FLOWERS under the tap; revive the flowers with the Power Card: Revive (C) and take TELESCOPE part 6/7 (D).
- Put the STAR on the center mirror and charge the Power Card: Truth (E).
- Walk forward.
- Use the charged Power Card: Truth on the mist (F).
- Move the bottom staircase (G).
- Walk forward.
- Remove the bolt with the WRENCH and take the LEVER 1/2 (H).
- Take the GLUE and BRICK (I).
- Take the SCREWDRIVER (J).
- Walk down.
- Put the BRICK in the wall and take BOOK 2/3; remove LEVER 2/2 with the SCREWDRIVER (K).
- Walk down.
- Use the GLUE on the book and move the pages into place; take the BOOK 3/3 (L).
- Walk left and forward.
- Put the BOOKS on the shelf and take TELESCOPE part 7/7 (M).
- Place the LEVERS in the slots (N).
- Use the levers to move the telescope to the center.
- Solution: 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 2.
- Put the TELESCOPE parts on the telescope for a mini-game (O).
- Create three hybrid creatures by selecting and rotating the lenses.
- Take the TELEPORTATION CARD (P).
- Walk down twice.
- Talk to Anna and give her the TELEPORTATION CARD; take the TWISTED-WORLD CARD (Q).
- Walk right and forward.
- Put the TWISTED-WORLD CARD on the table.
Chapter 5: Riddles and Games
- Talk to the Sphinx and take the BIG KEY (R).
- Take the Power Card: Unlock (S).
- Take the BALL PART 1/2 (T).
- Open the small door with the BIG KEY (U); send your MAGIC ANIMAL through the door (V).
- Play the HOP (W).
- You receive the FLINT.
- Give the FLINT to the Sphinx and take the FIRE SYMBOL (X).
- Open the door with the FIRE SYMBOL and go right (Y).
- Take the YIN-YANG (Z).
- Take the SPOKE (A).
- Walk down.
- Put the YIN-YANG above the door (B); take the BALL PART 2/2 (C).
- Go right.
- Put the BALL PARTS on the table; open the ball, put the other two balls inside, close it and take the BALL (D).
- Put the BALL on the infinity symbol (E).
- Take the note, CHESS PIECE 1/3 and the GLOBE (F).
- Walk down.
- Give the GLOBE to the Sphinx and take the MOON SYMBOL (G).
- Put the MOON SYMBOL on the left door for a mini-game (H).
- Move the four moon tiles into the empty slots (I).
- Use the white moon tile to push the gold moon tiles around.
- Go left.
- Take the BOOMERANG (J).
- Take the CLOUD SYMBOL and open the box with the SPOKE (K); take the MAGIC POWDER (L).
- Take the CLOVER SYMBOL (M).
- Walk down.
- Give the CLOUD SYMBOL to the Sphinx; take the SUN SYMBOL (N).
- Open the compartment with the SUN SYMBOL (O); take the SCRAPER and MOSAIC PART 1/2 (P).
- Go right.
- Throw the BOOMERANG at the key and pick up the KEY (Q).
- Put the CLOVER SYMBOL on the Leprechaun’s hat; take CHESS PIECE 2/3 (R).
- Go down and left.
- Use the Power Card: Truth on the window (S); remove some MOSS with your SCRAPER (T).
- Open the chest with the KEY (U).
- Play the HOP (V).
- You receive the SPRAY BOTTLE.
- Put the MOSS and MAGIC POWDER in the tea pot (W); put the SPRAY BOTTLE down, fill it with the tea, close it and pick up the MAGIC STEAM SPRAY (X).
- Walk down and right.
- Use the MAGIC STEAM SPRAY on the bottle (Y); charge the Power Card: Unlock (Z).
- Walk down.
- Use the Power Card to unlock the center door (A).
- Touch the card (B).
- Talk to Anna and take the DOOR RING (C).
- Take the CANDLE (D).
- Take the DIE 1/2 (E).
- Put the DOOR RING on the door and have your MAGIC ANIMAL open the latch (F).
- Walk forward.
- Take the CROCODILE EYE (G).
- Take the Power Card: Release (H).
- Play the HOP (I).
- You receive MOSAIC PART 2/2.
- Walk down.
- Put the MOSAIC PARTS on the floor; take the JAILER’S KEY and BRUSH (J).
- Give the CROCODILE EYE to the crocodile; take the BLACK JOKER (K).
- Freeze the shield with the Power Card: Ice; put the BRUSH and CANDLE on it, brush the shield and take the MIRROR SHIELD (L).
- Walk forward.
- Use the MIRROR SHIELD on the dragon (M).
- Pick up CHESS PIECE 3/3 (N).
- Put the CHESS PIECES on the chess board for a mini-game.
- Place all the chess pieces on the board until all squares are lit up (O).
- Take the RED JOKER (P).
- Put the RED JOKER and BLACK JOKER on the boxes and take the DIE 2/2 (Q); open the shackles with the JAILER’S KEY and charge the Power Card: Release (R).
- Take the note and put the DICE on the box (S); use the Power Card: Release and touch the card (T).
Chapter 6: Winning the Game
- Play the HOP (U).
- You receive the CORKSCREW.
- Open the cabinet with the CORKSCREW (V); take the WINE BOTTLE (W).
- Open the door with the WINE BOTTLE (X).
- Walk forward.
- Talk to Anna; take the SALAMANDER 1/4 (Y).
- Take the KNIFE HANDLE (Z).
- Walk down.
- Take the SALAMANDER 2/4 (A).
- Go left.
- Put the KNIFE HANDLE on the knife; take the BLUNT KNIFE (B).
- Go to Simon’s Club.
- Use the BLUNT KNIFE on the whetstone to receive the SHARP KNIFE (C).
- Walk forward.
- Cut the rope with the SHARP KNIFE (D).
- Talk to Ben and take the FACTORY KEY 1/2 (E).
- Go to the Avenue.
- Cut the vines with the SHARP KNIFE; take the FACTORY KEY 2/2 (F).
- Open the gate with the FACTORY KEYS (G).
- Go right.
- Play the HOP (H).
- You receive a CASH-REGISTER LEVER.
- Take the PRUNER and BANK NOTE 1/2 (I).
- Go to the Club.
- Put the CASH-REGISTER LEVER on the register and turn it; take the BANKNOTE 2/2 (J).
- Put the BANKNOTES in the jukebox for a mini-game.
- Move the stack of discs to the turntable on the right; you can only move one disc at a time and you can only stack smaller discs on top of larger ones.
- Use the green button to pick up and drop discs and the arrows to move the discs left and right (K).
- Solution: A-C, A-B, C-B, A-C, B-A, B-C, A-C, A-B, C-B, C-A, B-A, C-B, A-C, A-B, C-B (L).
- A-C, B-A, B-C, A-C, B-A, C-B, C-A, B-A, B-C, A-C, A-B, C-B, A-C, B-A, B-C, A-C (M).
- A-B, C-B, C-A, B-A, C-B, A-C, A-B, C-B, C-A, B-A, B-C, A-C, B-A, C-B, C-A, B-A, C-B (N).
- A-C, A-B, C-B, A-C, B-A, B-C, A-C, A-B, C-B, C-A, B-A, C-B, A-C, A-B, C-B (O).
- A-C, B-A, B-C, A-C, B-A, C-B, C-A, B-A, B-C, A-C, A-B, C-B, A-C, B-A, B-C, A-C (P).
- B-A, C-B, C-A, B-A, C-B, A-C, A-B, C-B, C-A, B-A, B-C, A-C, B-A, C-B, C-A, B-A, B-C (Q).
- A-C, A-B, C-B, A-C, B-A, B-C, A-C, A-B, C-B, C-A, B-A, C-B, A-C, A-B, C-B, A-C (R).
- B-A, B-C, A-C, B-A, C-B, C-A, B-A, B-C, A-C, A-B, C-B, A-C, B-A, B-C, A-C (S).
- Take the SALAMANDER 3/4 (T).
- Go to the Avenue.
- Cut the flax with the PRUNER and receive a BUNDLE OF FLAX; take the STONE HAT (U).
- Go right.
- Put STONE HAT on the bust; take the POKER CHIP 1/2 (V).
- Put the BUNDLE OF FLAX on the loom; take the ROPE COIL (W).
- Walk down twice.
- Use the ROPE COIL on the Club sign and send YOUR MAGIC ANIMAL to retrieve it; pull down the sign (X).
- Take the CROWBAR (Y).
- Go left and right.
- Remove the MARBLE SLAB with the CROWBAR (Z).
- Walk down twice.
- Give the MARBLE SLAB to the Golem (A).
- Pick up SALAMANDER 4/4 (B).
- Go left.
- Open the door with the SALAMANDERS (C).
- Go left.
- Talk to Simon.
- Take the PLUNGER HANDLE (D).
- Go to the Cellar.
- Put the PLUNGER HANDLE on the plunger; take the PLUNGER (E).
- Go to the Factory.
- Unblock the barrel with the PLUNGER; take the POKER CHIP 2/2 (F).
- Go down and left.
- Open the cabinet with the POKER CHIPS; take the EMPTY CARD CASE (G).
- Collect CARD 1/6 with the CARD CASE (H).
- Walk down.
- Collect CARD 2/6 with the CARD CASE (I).
- Go right.
- Collect CARD 3/6 with the CARD CASE (J).
- Walk down twice.
- Collect CARD 4/6 with the CARD CASE (K).
- Go right.
- Collect CARD 5/6 with the CARD CASE (L).
- Go forward.
- Collect CARD 6/6 with the CARD CASE (M).
- Go to Simon’s House.
- Put the CARD CASE on the table for a mini-game (N).
- Place your cards on the table in turn.
- If the number on your card is higher than that on the opponent’s card next to it (O), you will capture their card (P).
- The person with the most cards at the end of the game wins.
- Congratulations, you have completed Dangerous Games: Prisoners of Destiny.