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Christmas Stories: A Christmas Carol Walkthrough, Guide, & Tips

Christmas Stories: A Christmas Carol Walkthrough

Christmas Stories: A Christmas Carol Walkthrough

Welcome to the Christmas Stories: A Christmas Carol Walkthrough

Everyone deserves a second chance – even the stingiest of them all.

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 Christmas Stories: A Christmas Carol 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 Christmas Stories: A Christmas Carol.
  • The 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 objects will be color-coded.
  • HOPs may be random: our lists may vary from yours.
  • Use the Map to travel to locations.

Chapter 1: Scrooge’s Diary

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the gate.
  • Play the HOP (A).
  • You receive the MAILBOX KEY.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Turn the mailbox flag and open the mailbox with the MAILBOX KEY (B); take the DOOR KNOCKER (C).
  • Talk to the door knocker, put the DOOR KNOCKER in his mouth and knock (D).
  • Walk forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Try to wake Scrooge.
  • Talk to the Ghost of Christmas Past (E).
  • Take the BELL (F).
  • Put the BELL on the fireplace and take the BOOKMARK (G).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the SLING and open the book with the BOOKMARK (H); take the SCREWDRIVER (I).
  • Remove the WINDOW HANDLE with the SCREWDRIVER (J).
  • Eat the gingerbread house until you find a HEART HALF (K).
  • Go upstairs.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the window with the WINDOW HANDLE (L), put the SLING on the slingshot and shoot the raven (M); take the HEART HALF (N).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the POUCH (O).
  • Use the + on the pouch to access it; open the pouch and restore the medallion using the pieces from the pouch and the two HEART HALVES (P).
  • You receive the HEART AMULET (Q).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Look at Scrooge’s medallion, put the HEART AMULET on it and open it (R); you receive the NURSERY KEY.
  • Go upstairs.
  • Open the door with the NURSERY KEY (S).
  • Go into the Nursery.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the ROPE LADDER (T).
  • Take the POKER (U).
  • Take the FEATHER (V).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the ROPE LADDER on the window (W).
  • Walk forward.
  • Take the SPOUT (X).
  • Take the HORN (Y).
  • Go to the Hall.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the BIRDCAGE ORNAMENT with the POKER; put the SPOUT on the watering can and take the EMPTY WATERING CAN (Z).
  • Go to the Nursery.
  • Put the BIRDCAGE ORNAMENT on the birdcage; use Scrooge to revive the bird (A) and take the ANIMATED BIRD (B).
  • Go to the Hall.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Use the ANIMATED BIRD to retrieve the SCROOGE AMULET (C).
  • Go to the Nursery.
  • Open the box with the SCROOGE AMULET (D); take the PUPPET (E).
  • Put the PUPPET on the puppet theatre and make all three puppets dance in turn for a series of mini-games (F).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Restore all puppets; you can move one block at a time and you can only put smaller blocks on larger ones (G).
  • Solution: D-E, A-B, A-D, A-C, E-A, E-D, E-C, A-C, E-A, D-C, D-E, D-A, E-A, D-E, B-D, B-A, B-E, D-E, B-D, A-E, A-D, C-D, C-D, C-A, C-B, A-B, D-B, E-A.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Move all items to their appropriate rooms (H).
  • Once a room is finished, a quarter sun will light up; put all quarter suns on the sun (I).
  • Take the FLOWER (J).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take LENSES 1/3 (K).
  • Walk down.
  • Take LENSES 2/3 (L).
  • Put the FLOWER on the picture frame and push it (M); take the FIREFIGHTER BADGE (N).
  • Walk forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the fire box with the FIREFIGHTER BADGE (O); take the WIRE BRUSH and CHISEL (P).
  • Go to the Hall.
  • Take LENSES 3/3 (Q).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Use the CHISEL on the steps and take the PRETZEL (R).
  • Go to the Side Street.
  • Hang the PRETZEL outside the bakery and take the RULER (S).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the cupboard with the RULER (T) for a series of mini-games.
  • Put the three books on the shelf (U).
  • Select the books in the following order: red 3, 2, 1, green 3, 2, 1, yellow 3, 2, 1 (V).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol
Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Restore the image (W).
  • Find the 8 coins (X,Y).
  • Match the dancers with their correct partners (Z).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Move the cupids up and down until they can both fire their arrows at the hearts at once (A).
  • Move the right cupid all the way up, move the left cupid up slowly until it’s just below the right, then move down to aim at the hearts.
  • Take the SCISSORS (B).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the cushion with the SCISSORS and take the BLUE SNOWFLAKE and SECRETARY KEY (C).
  • Open the cabinet with the SECRETARY KEY (D); take the CANDY and the VALVE (E).
  • Go to the Side Street.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Clean the pump with the WIRE BRUSH and put the VALVE on it and the EMPTY WATERING CAN under it; swing the handle and take the FULL WATERING CAN (F).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Water the plant with the FULL WATERING CAN and take the BUTTON (G).
  • Put the BUTTON on the safe and push 145 (H).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (I).
  • You receive the STAMP.
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the box with the STAMP (J); take the WINDUP KEY and BROKEN LANTERN (K).
  • Talk to the Ghost (L) to receive a CANDLE.
  • Go to the Nursery.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Wind up the puppet with the WINDUP KEY (M); take the MITTENS (N).
  • Remove the ice with the MITTENS to receive PAGES 1/3 (O).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Remove the ice with the MITTENS to receive PAGES 2/3 (P).
  • Walk down.
  • Remove the ice with the MITTENS to receive PAGES 3/3 (Q).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Access the BROKEN LANTERN and put the CANDLE and LENSES in it (R); close the door to receive the LANTERN.
  • Melt the gremlin with the LANTERN (S); move the diary and put the PAGES in it (T).

Chapter 2: Christmas Past

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Talk to the Ghost (U).
  • Take the COALS 1/2 (V).
  • Take the SCARF (W).
  • Take COALS 2/2 (X).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the PIPE WITHOUT HOLES (Y).
  • Put the SCARF and COALS on the snowman; take the ROASTED CHICKEN and YOKE (Z).
  • Put the ROASTED CHICKEN on the door and swap signs 1 and 2, then 2 and 3 (A).
  • Go into the Tavern.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the MALLET (B).
  • Walk down.
  • Break the street lamp with the MALLET and take the MATCHES (C).
  • Go left.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put all logs on the fire and light it with the MATCHES; remove the pot with the YOKE and take the BOILING WATER (D).
  • Walk down.
  • Melt the ice castle with the BOILING WATER (E).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (F).
  • You receive the MONEY.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the MONEY to the boy and take the BONE (G).
  • Go left.
  • Put the BONE in the bowl (H).
  • Take the DAGGER (I).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Remove the COMPASS with the DAGGER (J).
  • Go left.
  • Put the COMPASS on the shield and take the AXE (K).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Remove the fallen tree with the AXE (L).
  • Go right.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the AWL (M).
  • Access the PIPE WITHOUT HOLES and use the AWL to make a FLUTE (N).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Use the FLUTE on the mouse hole (O); take the RAZOR and CONTINENT (P).
  • Cut the strings with the RAZOR and take the GINGERBREAD SNOWMAN (Q).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the GINGERBREAD SNOWMAN on the tree and receive the HATCH HANDLE (R).
  • Go right.
  • Take the WHEEL and put the HATCH HANDLE on the hatch for a mini-game (S).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Use the arrows on the sides to move the rows of blocks until the gem has dropped down to the bottom.
  • Level 1: T, Ux4, Tx3.
  • Level 2: T, U, T, Ux2, Tx3, Ux4, Tx4, Ux5, Tx2, U.
  • Level 3: keep alternating T and U as far as they go.
  • Take the DISASSEMBLED CATAPULT, NET and HORN (V).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the second CONTINENT with the NET (W).
  • Put both CONTINENTS on the globe (X); take the CORKSCREW (Y).
  • Go to the Tavern.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Remove the cork with the CORKSCREW (Z); fill the HORN with gunpowder and take the HORN WITH GUNPWDER (A).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Go to the School.
  • Access the DISASSEMBLED CATAPULT and put the WHEEL on it; open the ball and fill it from the HORN WITH GUNPOWDER (B).
  • Close the ball and load the catapult, have Scrooge revive the Viking and give the Viking the MATCHES (C).
  • You receive a VIKING WITH A BOMB.
  • Shoot the statue (D) with the VIKING WITH A BOMB.
  • Walk forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the SALT MILL HANDLE (E).
  • Go to the Tavern.
  • Put the SALT MILL HANDLE on the grinder and grind; fill the shaker with salt and take the SALT (F).
  • Go to the Schoolyard.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the SALT to the deer and take the FEATHER (G).
  • Go to the Square.
  • Put the FEATHER on the dove and select blue, red, and yellow; take the OIL CAN (H).
  • Go to the Schoolyard.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Oil the lock with the OIL CAN and turn the key (I); take the HAY and the LOCK PART (J).
  • Stuff the toy with HAY and have Scrooge revive him; take the ANIMATED CAT (K).
  • Go to the Square.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol
Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Release the ANIMATED CAT on the tree to retrieve the CUCKOO (L).
  • Go right.
  • Put the CUCKOO on the clock (M); take the SILVER KEY and LOCK PART (N).
  • Go to the Tavern.
  • Open the cabinet with the SILVER KEY (O).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (P).
  • You receive the SHOES.
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the SHOES to the boy; take the BRUSH (Q).
  • Go right.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Wipe the blackboard with the BRUSH (R).
  • Select books III, IV, V, I, II (S); take the LOCK PART (T).
  • Walk forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the three LOCK PARTS on the door (U) for a mini-game.
  • Move all red blocks to the top and all blue blocks to the bottom (V).
  • Blocks can move to an empty spot or jump over one other block.
  • There are many possible solutions; keep sliding and jumping, making sure you keep moving the red blocks all the way to the top and the blue ones all the way to the bottom.
  • Go to the Belfry.

Chapter 3: The Engagement

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Talk to evil Scrooge; take the LUMP OF GOLD (W).
  • Talk to the Ghost (X).
  • Take the SMITHY INSTRUCTIONS (Y).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take STAINED-GLASS PIECES 1/3 (Z).
  • Take the YELLOW STAR (A).
  • Go to the Square.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the YELLOW STAR on the box (B); take the CANDLE (C).
  • Go to the Belfry.
  • Put the CANDLE on the basin (D) for a mini-game.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol
Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Move the candles and rotate the silhouettes to create the correct shadows (E, F).
  • Take the BELFRY KEY (G).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the door with the BELFRY KEY (H).
  • Walk forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the EMPTY BUCKET (I).
  • Take the FLOUR (J).
  • Take the SHOVEL and hang up the SMITHY INSTRUCTIONS (K).
  • Go to the Schoolyard.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Dig the snow with the SHOVEL; take the MONOGRAM and STAINED-GLASS PIECES 2/3 (L).
  • Walk down.
  • Open the bag with the MONOGRAM (M).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (N).
  • You receive the HOLLY.
  • Walk forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the HOLLY on the box (O); take the SICKLE and COAL (P).
  • Go to the Belfry Tower.
  • Use the SICKLE to remove the PLASTER WREATH and STAINED-GLASS PIECES 3/3 (Q).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the PLASTER WREATH on the angel and take the BRONZE BUCKLE (R).
  • Go to the School.
  • Open the bag with the BRONZE BUCKLE and take the FLINT and CHISEL (S).
  • Go to the Belfry.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the STAINED-GLASS PIECES on the door for a mini-game.
  • Move the oil candles to the slots at the top; you can only manipulate the tile with the arrows.
  • Break connections between tiles by selecting the gold circles between them.
  • Rotate the door with the red arrows.
  • T: Pull yellow and red down; U: turn door, move arrow tile top left, turn door; V: Pull purple and blue down; W: turn door, push yellow and red around.
  • X: Grab purple only and pull top left, turn door, push purple into place, move arrow tile back down; Y: turn door, grab blue only and pull top left, turn door, move blue into place; Z: repeat for yellow; A: repeat for red.
  • Go to the Alley.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Dig the snow with the SHOVEL and take the ROCK (B).
  • Fill the EMPTY BUCKET and take the WATER BUCKET (C).
  • Access the ROCK and turn it into a SMELTING MOLD with the CHISEL (D).
  • Go to the Belfry Tower.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the COAL on the fire and light it with the FLINT, put the SMELTING MOLD and WATER BUCKET down and put the LUMP OF GOLD in the mold (E); use the tongs to move the mold in and out of the fire and take the RING WITHOUT GEM (F).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Talk to the Ghost (G).
  • Take the ICE ROSE (H).
  • Go to the Alley.
  • Open the door with the ICE ROSE (I).
  • Walk forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the FEATHER on the Native American and take the REED PIPE (J).
  • Go to the Belfry.
  • Give the REED PIPE to the angel; take the COIN (K).
  • Go to the Alley.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Remove the screws with the COIN (L); take the PIGEON and GLASS CUTTER (M).
  • Go to the Belfry Tower.
  • Put the PIGEON on the tea pot and take the CODE (N).
  • Go to the Museum.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the CODE on the robot and select the eyes in order; use the GLASS CUTTER on the glass, have Scrooge revive the lion and take the RUBY (O).
  • Access the RING WITHOUT GEM and put the RUBY on it to receive a RING WITH RUBY (P).
  • Go to the Square.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the RING WITH RUBY in the box (Q).
  • Talk to the Ghost (R).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Walk forward (S).
  • Dig the snow with the SHOVEL and take the CASH REGISTER HANDLE (T).
  • Go to the Museum.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the CASH REGISTER HANDLE on the cash register; move the handles so they add up to 11 (1, 3, 7) and take the WRENCH TOKEN (U).
  • Go to the Belfry Tower.
  • Open the bag with the WRENCH TOKEN; take the WIRE CUTTERS and FIR TREES 1/3 (V).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Cut the wires with the WIRE CUTTERS and remove the CORD (W); open the envelope and take the POSTCARD (X).
  • Go to the Alley.
  • Cut the chain with the WIRE CUTTERS and take the WHEEL (Y).
  • Go to the Museum.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the POSTCARD in the frame and swap cards 1-2, 3-4, and 2-3; take the WING (Z).
  • Go to the Belfry.
  • Put the WING on the angel and take the JINGLE BELLS (A).
  • Go to the Alley.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the JINGLE BELLS on the chest and take the RAMROD and FIR TREES 2/3 (B).
  • Go to the Viewing Point.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take FIR TREES 3/3 and put the WHEEL on the cannon (C).
  • Put the FIR TREES on the chain (D).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (E).
  • You receive the FIREWORK.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Clean the cannon with the RAMROD; put the FIREWORK and CORD in it and light with the FLINT (F).

Chapter 4: Christmas Present

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Talk to the Ghost of Christmas Present (G) to receive an ENVELOPE.
  • Wake the cat with the HORN (H); take the YARN (I).
  • Go upstairs.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the YARN on the box (J); take the NEEDLE AND THREAD and PORTRAIT PIECE (K).
  • Put the PORTRAIT PIECE on the painting for a mini-game.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Change the colors of the pieces to reveal the image showing Scrooge’s happiest memory (L).
  • Take the TOY LANTERN and LETTER PARTS 1/4 (M).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give Santa the TOY LANTERN and take the KITCHEN HANDLE (N).
  • Open the Kitchen door with the KITCHEN HANDLE (O).
  • Go right.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the FLOUR on the table, add an egg (1), whisk (2), turn it out on the board, roll (3), cut with the cookie cutter (4), add sugar (5) and put on a tray; take the RAW COOKIE.
  • Open the oven drawer and light with the FLINT (P); put the RAW COOKIE in the oven and take the CUBE (Q).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the CUBE and blue triangle on the block tower and take the TEAPOT TOKEN and LETTER PARTS 2/4 (R).
  • Go to the Kitchen.
  • Open the cupboard with the TEAPOT TOKEN (S).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (T).
  • You receive the SAUCER.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the SAUCER under the cup; take the ANGEL KEY and LETTER PARTS 3/4 (U).
  • Go to the Corridor.
  • Open the door with the ANGEL KEY (V).
  • Go into the Bedroom.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the CHRISTMAS BALL (W).
  • Go to the Hall.
  • Hang the CHRISTMAS BALL from the tree and take the RED SNOWFLAKE (X).
  • Go to the Bedroom.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the box with the RED SNOWFLAKE and BLUE SNOWFLAKE (Y); take the CARROT (Z).
  • Go to the Hall.
  • Give the CARROT to the rabbit and take the RABBIT (A).
  • Go to the Bedroom.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the RABBIT on the bookshelf and take LETTER PARTS 4/4 (B).
  • Access the ENVELOPE, open it and put down the LETTER PARTS; reconstruct the letter and put it in the envelope to receive the CLERK’S LETTER (C).
  • Go to the Entrance.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the CLERK’S LETTER in the mailbox and close it (D).
  • Go right and forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Talk to the Ghost (E) and receive the WEAK LAMP.
  • Put the COIN in the vending machine and take the FUR MUFF (F).
  • Take the ROPE (G).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the FUR MUFF to the girl and take the MUSIC SHEET (H).
  • Walk forward.
  • Give the MUSIC SHEET to the woman and take the MAGNET (I).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Access the ROPE and attach the MAGNET to it to receive the MAGNET WITH ROPE (J).
  • Use the MAGNET WITH ROPE on the well to get the WRITER’S KEY (K).
  • Walk forward.
  • Open the door with the WRITER’S KEY (L).
  • Go into the Writer’s Mansion.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take CANDLES 1/5 and have Scrooge revive the lumberjack; take the LUMBERMAN (M).
  • Take the SOCK (N).
  • Put the CANDY on the elephant and take the ANTLERS and CANDLES 2/5 (O).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Cut the ropes with the LUMBERMAN and take the FIR TREE and SLED (P).
  • Go to the Bedroom in the Mansion.
  • Put the ANTLERS on the woman’s head for a mini-game (Q).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Guess the code by moving three digits to the center and then checking the result with the green button (R).
  • A yellow block on the right indicates you have a correct digit in the wrong position, a green block indicates you have a digit in the right place. However, it doesn’t say which digit is correct.
  • Take the FUR COAT and TOP HAT (S).
  • Go to the Side Street.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the FUR COAT to the girl for your first good deed; put the girl on the SLED and take the GIRL (T).
  • Walk forward.
  • Give the TOP HAT to the man for your second good deed; take the STRIPED CANDY (U).
  • Go to the Writer’s Mansion.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the GIRL to the couple for your third good deed; take the SNOWMAN and CHRISTMAS STAR (V).
  • Go to the Side Street.
  • Open the door with the STRIPED CANDY and SNOWMAN (W).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (X).
  • You receive the GIANT CANDY CANE.
  • Go to the Small Square.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Break the icicles with the GIANT CANDY CANE and open the gate (Y).
  • Go into Tim’s House.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Hang the SOCK from the mantelpiece and embroider it with the NEEDLE AND THREAD to receive CANDLES 3/5 (Z).
  • Take CANDLES 4/5 (A).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take CANDLES 5/5 (B).
  • Access the FIR TREE and put the CANDLES and CHRISTMAS STAR on it; light the candles with the FLINT and take the CHRISTMAS TREE (C).
  • Put the CHRISTMAS TREE on the table for your fourth good deed (D).
  • You receive the WRITER’S BACK DOOR KEY.

Chapter 5: A Cure for Tiny Tim

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Go to the Writer’s Mansion.
  • Open the back door with the WRITER’S BACK DOOR KEY (E).
  • Walk forward.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the TORCH (F).
  • Take TIM’S AMULET (G).
  • Go to the Small Square.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Access the TORCH and light it with the FLINT to receive a BURNING TORCH (H).
  • Scare off the gremlin with the BURNING TORCH and open the gate (I).
  • Go to the Park.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the PIPE (J).
  • Go to the Patio.
  • Give the PIPE to the gnome and take the PENGUIN (K).
  • Go to the Park.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the PENGUIN on the display and take the SATIN RIBBON (L).
  • Go to Tim’s House.
  • Give the SATIN RIBBON to the doll (M).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (N).
  • You receive the ACID.
  • Go to the Patio.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Melt the lock with the ACID and open the gate; have Scrooge revive the dog and take the ANIMATED DOG (O).
  • Go to the Park.
  • Release the ANIMATED DOG on the ice for your fifth good deed (P); take the SHIP KEY (Q).
  • Go to the Side Street.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the SHIP KEY in the lock and turn it; move the ship to the island, avoiding the Wind (R).
  • Go into the Toy Store.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the NUTCRACKER (S).
  • Take the BLUE BUTTON (T).
  • Take the BOWL (U).
  • Go to the Small Square.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the BLUE BUTTON on the box, push it and take the TIN SOLDIER (V).
  • Go to the Toy Store.
  • Put the TIN SOLDIER next to the other and turn them both forward (W).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (X).
  • You receive the LITTLE ELEPHANT.
  • Go to the Writer’s Mansion.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the LITTLE ELEPHANT by the big one and take the SQUIRREL TAIL and TIM’S AMULET (Y).
  • Access the top half of TIM’S AMULET and put the bottom half under it; move his limb segments to fit the outline and receive TIM’S AMULET (Z).
  • Go to Tim’s House.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put TIM’S AMULET on the chest for a mini-game (A).
  • Use your cursor to move Tim across the red line, avoiding the holes and dog.
  • To avoid the dog in level 3, loop around the hole so the dog chases you.
  • Take the WOODCARVING SET and GOLDEN NUT (B).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Go to the Patio.
  • Access the NUTCRACKER and put the SQUIRREL TAIL and GOLDEN NUT on it; crack the nut a few times to receive the NUT (C).
  • Give the NUT to the squirrel (D); take the SNOWDROP and OWL’S WING (E).
  • Go to the Small Square.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the OWL’S WING on the owl and have Scrooge revive him; take the ANIMATED OWL (F).
  • Go to the Side Street.
  • Release the ANIMATED OWL on the drainpipe to retrieve the MEDAL (G).
  • Go to the Writer’s Mansion.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the MEDAL to the bust and take the TRACKS and CUTLASS (H).
  • Go to the Patio.
  • Carve the pumpkin’s head with the CUTLASS and take the PUMPKIN (I).
  • Go to the Park.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Access the display and use the arrows to change it (J); put the PUMPKIN down and take KEY 1/3 and the VIOLIN (K).
  • Go to the Patio.
  • Give the VIOLIN to the gnome and take the FEATHER DUSTER and MOUNTAIN ASH (L).
  • Go to the Small Square.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the MOUNTAIN ASH to the bird and take the BRUSH and KEY 2/3 (M).
  • Go to the Toy Store.
  • Give Santa the WOODCARVING SET followed by the BRUSH; take the BUTTERFLY and WOODEN DOLL (N).
  • Go to the Kitchen in the Mansion.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Remove the cobwebs with the FEATHER DUSTER (O); take the TRACKS and DRUMSTICKS (P).
  • Go to the Toy Store.
  • Give the DRUMSTICKS to the bear and take KEY 3/3 (Q).
  • Go to the Writer’s Mansion.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the KEYS on the piano for a mini-game.
  • Play the notes that are related to the images shown (R).
  • Take the CLOUD (S).
  • Go to the Park.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Turn the display and put the CLOUD on it (T).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (U).
  • You receive the RAINBOW.
  • Go to Tim’s House.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the RAINBOW, SNOWDROP and BUTTERFLY on the magic dome for your sixth good deed (U).
  • Give the WOODEN DOLL to Tim and take the DINING ROOM KEY (V).
  • You receive an EMPTY VIAL.
  • Open the door with the DINING ROOM KEY (W).
  • Go into Tim’s Dining Room.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the TOWEL (X).
  • Put the TOWEL around the glass and take the MIRROR SHARD and PITCHER OF MILK (Y).
  • Access the PITCHER OF MILK and remove the cap with the MIRROR SHARD (Z); put the BOWL down and pour milk in it to receive a BOWL OF MILK (A).
  • Go to the Hall in the Mansion.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the BOWL OF MILK to the cat and take the CLOCK WEIGHT (B).
  • Go to the Kitchen.
  • Open the oven and use the TOWEL to take the COOKIE and PAN (C).
  • Go to Tim’s Dining Room.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the COOKIE to the boy and take the second CLOCK WEIGHT (D).
  • Put the two CLOCK WEIGHTS on the clock and pull them both; take the HARP and BROKEN TRAIN ENGINEER (E).
  • Go to the Patio.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Give the HARP to the gnome and take the BRASS KEY (F).
  • Go to the Side Street.
  • Open the gate with the BRASS KEY (G); take the SCREWDRIVER (H).
  • Go to the Toy Store.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Use the SCREWDRIVER on the puppet and take the SCREW and TOY LEG (I).
  • Access the BROKEN TRAIN ENGINEER and turn him; put the TOY LEG and SCREW on it, use the SCREWDRIVER and have Scrooge revive him to receive an ANIMATED TRAIN ENGINEER (J).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the two TRACKS and ANIMATED TRAIN ENGINEER on the railway for a mini-game.
  • Configure the tracks so that the train passes all stations in one loop.
  • First turn junction K up so the train enters the loop, then configure the tracks as in the screenshot (K).
  • Take the CAMEO OF WEALTH (L).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the CAMEO OF WEALTH in the slot machine and pull the handle; take the POUCH OF COINS (M).
  • Go to the Park.
  • Give the POUCH OF COINS to the butcher and take the SALT AND PEPPER and the RAW CHRISTMAS GOOSE (N).
  • Go to the Kitchen.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Access the PAN and put the RAW CHRISTMAS GOOSE and SALT AND PEPPER on it; season with both salt and pepper to receive the RAW CHRISTMAS GOOSE (O).
  • Put the RAW CHRISTMAS GOOSE in the oven.
  • Wait until the oven is done.
  • Open the oven and use the TOWEL to take the ROASTED CHRISTMAS GOOSE (P).
  • Go to Tim’s Dining Room.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the ROASTED CHRISTMAS GOOSE on the table for your seventh good deed (Q).
  • Walk down.
  • Use the WEAK LAMP on the gremlin to get PILL 1/5 (R).
  • Go to the Writer’s Mansion.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Use the WEAK LAMP on the gremlin and take PILL 2/5 (S).
  • Go to the Park.
  • Use the WEAK LAMP on the gremlin (T).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol
Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (U).
  • After each item you take, a colored orb will appear; move these orbs into the glass tubes (V).
  • You receive PILL 3/5 (W).
  • Go to the Side Street.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Use the WEAK LAMP on the gremlin (X); take PILL 4/5 (Y).
  • Go to the Small Square.
  • Use the WEAK LAMP on the gremlin and take PILL 5/5 (Z).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Access the EMPTY VIAL and put the PILLS in it to get a VIAL WITH PILLS (A).
  • Give the VIAL WITH PILLS to Scrooge (B).

Chapter 6: Christmas Future

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Talk to the Ghost of Christmas Future (C).
  • Take the MINIATURE PORTRAIT (D).
  • Put the MINIATURE PORTRAIT on the stone and take the HANDKERCHIEF and METAL KEY (E).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the LOG (F).
  • Open the lock with the METAL KEY and take the SNOW BRUSH and WRENCH (G).
  • Use the SNOW BRUSH on the gravestone (H).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Talk to the Ghost (I).
  • Take the FLASK and RING; loosen the nut with the WRENCH and remove the RED DEMON (J).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the RING on the statue and take the GOLD ANGEL and HORSESHOE (K).
  • Open the chest with the HORSESHOE (L).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (M).
  • You receive the PLIERS.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Remove the nails with the PLIERS (N).
  • Put the RED DEMON and GOLD ANGEL in the alcove for a mini-game.
  • Move all demons to the inner ring and all angels to the outer ring using the levers.
  • You can change the statuettes in front of the angel to angels and those in front of the demon to demons.
  • Solution: Px4, Ox3, angel, Ox8, angel.
  • Go into the Basilica.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take SECRET CODE 1/5 and the AXE (Q).
  • Access the LOG, chop it with the AXE and then use the WOODCARVING SET to receive a BOOMERANG (R).
  • Use the BOOMERANG on the dome.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Remove the bolts with the WRENCH and take the MEDALLION HALF (S).
  • Take the other MEDALLION HALF (T).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the two MEDALLION HALVES on the gate and open the gate (U).
  • Walk forward.
  • Take the HORSE FIGURINE (V).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take SECRET CODE 2/5 (W).
  • Take the SPRING (X).
  • Access the SPRING and use the PLIERS to turn it into a LOCKPICK (Y).
  • Go to the Basilica.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Open the chest with the LOCKPICK; take the HORSE FIGURINE and FIN (Z).
  • Put the HORSE FIGURINES on the horses; take the BROKEN FISH and BELL (A).
  • Access the BROKEN FISH and put the FIN on it; swap the segments around, have Scrooge revive the fish and take the ANIMATED FISH (B).
  • Go to the Near Cemetery.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the ANIMATED FISH in the water; take the ICE SPHERE (C).
  • Access the ICE SPHERE and wipe it with the HANDKERCHIEF (D).
  • Push the three runes in order and take the BELL and SECRET CODE 3/5 (E).
  • Put the two BELLS on the door (F) and ring them according to the sequence indicated by the bars: 1, 2, 1, 3, 2, 3, 3.
  • Go into the Hut.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the MUG (G).
  • Take the BROKEN GLASSES and KNOCKER (H).
  • Put the KNOCKER on the cabinet (I).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (J).
  • You receive the HAND ORGAN HANDLE.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the HAND ORGAN HANDLE on the organ; take the CLOTH HEART and SECRET CODE 4/5 (K).
  • Give the CLOTH HEART to the mannequin and take the SWAN FIGURINE (L).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the SWAN FIGURINE on the bridge; take the GEAR and fill the MUG to get a MUG OF WATER (M).
  • Go into the hut.
  • Heat the water by the fire and take the BOILING WATER; put the GEAR in the organ, play the organ and take SECRET CODE 5/5 (N).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Pour the BOILING WATER over the bridge and take the DRAWER HANDLE (O).
  • Access the SECRET CODE and reassemble it into the CODE PIECES (P).
  • Go to the Basilica.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the CODE PIECES on the mechanism for a mini-game (Q).
  • Select the syllables in the right order so that they form the code phrase when they slide down the line.
  • Select tem, est, rum, pus, tan, nost, tum.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Talk to the Ghost (R); you receive the FIRE OF LOVE and the MOON.
  • Put the DRAWER HANDLE on the drawer and open it; take the STARDUST (S).
  • Go to the Near Cemetery.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the MOON on the hatch (T); take the BROKEN DISK SAW and PAINT (U).
  • Go into the Hut.
  • Put the PAINT by the painting and swap the jars around until the picture makes sense (V); take the NEVER-ENDING CANDLE (W).
  • Walk down.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the NEVER-ENDING CANDLE on the candlestick and light it with the FIRE OF LOVE; put the STARDUST on the statue and take FAN’S GHOST (X).
  • Go to the Basilica.
  • Put FAN’S GHOST by her children (Y).
  • Go into the Hall of Time.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Undo the bolts with the WRENCH and take the LENS, ONE-HORNED HELMET and STEEL DISK (Z).
  • Access the BROKEN DISKSAW and put the STEEL DISK on it to receive a DISK SAW (A).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Access the BROKEN GLASSES and put the LENS in it; you receive the GLASSES (B).
  • Put the GLASSES on the first cat and take the SHIELD (C); take and ROPE (D).
  • Go to the Near Cemetery.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Cut the fence with the DISK SAW (E).
  • Take the PLANKS (F).
  • Access the PLANKS, move them into a row and make them into a ROPE LADDER with the ROPE (G).
  • Go to the Hall of Time.
  • Put the ROPE LADDER through the roof (H).
  • Go to the Roof.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Take the APPLE (I).
  • Go to the Hut.
  • Give the APPLE to the hog and receive the HORN (J).
  • Go to the Hall of Time.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Access the ONE-HORNED HELMET and put the HORN on it to receive a TWO-HORNED HELMET (K).
  • Give the TWO-HORN HELMET to the second cat and take the CROSSBOW (L); take the ANGEL’S ARM (M).
  • Shoot the chandelier (N) with the CROSSBOW.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Play the HOP (M).
  • You receive the SANTA CAP.
  • Go to the Hut.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the SANTA CAP on the mannequin; take the BELT BUCKLE (N).
  • Go to the Cemetery.
  • Put the ANGEL’S ARM and BELT BUCKLE on the statue and have Scrooge revive it; you receive the SWORD AND FEATHER EMBLEM (O).
  • Go to the Near Cemetery.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the SWORD AND FEATHER EMBLEM on the box and take the BURNING SWORD OF GOOD (P).
  • Walk down.
  • Give the BURNING SWORD OF GOOD and SHIELD to the statue and take the ANIMATED ANGEL (Q).
  • Go to the Roof.

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Attack the knight with the ANIMATED ANGEL (R).
  • Collect the SAND OF TIME in the FLASK (S).

Christmas Stories: A Christmas CarolChristmas Stories: A Christmas Carol

  • Put the SAND OF TIME in the hourglass (T).
  • Congratulations, you have completed Christmas Stories: A Christmas Carol.