Mystery Case Files: Fate's Carnival Walkthrough, Guide, & Tips
Mystery Case Files: Fate’s Carnival Walkthrough
Welcome to the Mystery Case Files: Fate’s Carnival Walkthrough
Madame Fate returns… from the dead! This is Fate’s Carnival as you’ve never seen it before, with old acts like Amazing Larry and Marlena Mermaid in the most harrowing predicaments! Can you stop fate before it’s too late? Or will the creepy carnival curse stop you?
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 Mystery Case Files: Fate’s Carnival 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 MargieB, 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 Mystery Case Files: Fate’s Carnival.
- Skips are only available in Easy Knievel and Swallow Hard.
- Select the Puzzle Hint during the puzzles to get progressive hints for solving the puzzle.
- This guide will not mention each time you have to zoom into a location; the screenshots will show each zoom scene.
- We will use the acronym HOP for Hidden-object puzzles. Interactive items will be color-coded.
- Open the Case Files (1) to access the map. Use the map to fast travel to a location.
- Your tasks are located here (2).
- Lock your inventory here (3).
- The Black Diary (4) contains clues, information and puzzles.
- Use a Hint if you get stuck (5).
Chapter 1: The Carnival
- Touch the raven (A).
- Open the coat; take the BRONZE KEY (B).
- Take the GAME COIN (C).
- Examine the chest; take the CORKSCREW (D). Insert the BRONZE KEY into the lock and turn it to activate a HOP.
- Play the HOP.
- You receive the PRUNING SHEARS (E).
- Zoom into the gate (F).
- Use the PRUNING SHEARS on the vines to activate a puzzle (G).
- Slide the pieces back and forth and press on the numbers in numerical order.
- Solution (1-10).
- Try to go through the gate (H).
- Take Isis (I).
- Go through the gate (H).
- Use Isis under the fence to get the COMEDY mask (J).
- Take the MECHANICAL BIRD (K).
- Go to Outside Tent (L).
- Take the KNIFE HANDLE (M).
- Walk down.
- Place the KNIFE HANDLE on the blade; take the KNIFE (N).
- Return to Outside Tent.
- Cut the rope with the KNIFE (O); enter Larry’s Tent.
- Touch anywhere on the scene.
- Take the RAVEN CHARM (P), WINDUP HANDLE (Q), and MUTOSCOPE FILM (R).
- Use Isis on the bat (S); take the TRAGEDY mask (S1).
- Walk down.
- Place the TRAGEDY and COMEDY masks on the curtain (T).
- Place the RAVEN CHARM in the slot (U); take the Black Diary and the LEVER below it (V).
- Walk down.
- Take the Black Diary Pages (W). Open the diary (X).
- Arrange the clocks on the right page according to the clues on the left.
- Solution (Y).
- Place the LEVER (A) and the WINDUP HANDLE (B) in the slots to activate a puzzle.
- Move the handle and the lever to align the balls.
- Solution: Ax2, Bx2, Ax2, Bx5, Ax2, Bx7, Ax2, Bx9, Ax2, and B.
- Go to the Crossroads.
- Use Isis to get the BATTERY (C).
- Look at the poster (D).
- Go to the Fish Gates (E).
- Take the DICTATION TAPE (F) and GEAR (G).
- Touch the figurine (H).
- Return to Outside Tent.
- Place the DICTATION TAPE on the device; touch it and take the BATTERY (J).
- Return to the Crossroads.
- Insert the 2 BATTERIES (K). Open the gate to activate a puzzle.
- Make a combination of 13. We used 4 plus 9 (L).
- Place the wolf (M) in the slot (N).
- Turn off all the lights (O) except the blue ones.
- Turn off all the lights (O), then turn back on only the yellow ones.
- Turn off all the lights (O) and only turn on the red ones.
- Give the saw (P) to the rabbits (Q). Touch them in this order; left, right, left, right, and left.
- Remove the bell (R).
- Change the needle on the power meter as shown (S). Use the arm on the strongman (T) to shatter the glass above.
- Rotate the 3 zebras (white); place the key (purple) in the lock.
- Rotate the wheel twice; rotate the 3 sheep (blue); place the key (purple) in the lock.
- Rotate the wheel once. Rotate the 3 mice (orange); place the key (purple) in the lock.
- Change the code to 315 (U) by using the symbols as a clue (V).
- Go to the Attractions.
Chapter 2: Attractions
- Take the Black Diary Page (1) and look at the Black Diary.
- Grab the GEAR (2).
- Go forward to the Mutoscope (3).
- Open the cover and place the MUTOSCOPE REEL in it (4); take the DART (5).
- Take the CLAM SHELL (6).
- Return to Outside Tent.
- Throw the DART at the target (7); take the OIL CAN (8).
- Go into Larry’s Tent.
- Remove the rusty gear (9); place the 2 GEARS on the puzzle; use the OIL CAN on the large gear (A) to activate a puzzle.
- Place the gears in the right spots so they all spin.
- Solution: F, H, D, G, H, A, B, C, B, F, E, and A.
- Touch Larry and talk to him (J) to get the TICKET (K).
- Return to the Attractions.
- Remove the ticket and place the TICKET in the slot (L).
- Select the buttons from 1-4 to activate a HOP.
- Play the HOP.
- Open the book (M). Remove the panel to access the disc (N). Rotate the disc and press the symbols that appear in the book (from top to bottom). Take the Driver’s Seat (O).
- You receive the RUBBER GLOVES.
- Return to the Fish Gates.
- Use the RUBBER GLOVES on the plug (P).
- Go to Marlena’s Tank (Q).
- Touch Marlena’s Tank (R).
- Take the DART (S), FISH SKELETON (T) and GLUE (U). Use Isis in the tank and take the SCALLOP SHELL (V).
- Open the curtains; take the Black Diary Page (W).
- Open the diary and solve the puzzle by placing the pieces in the right spots (1-7) using the clue on the left.
- Place the SCALLOP SHELL and the CLAM SHELL in the slots (green); take the DART (X).
- Return to Outside Tent.
- Use the 2 DARTS on the targets (A); take the NEEDLE AND THREAD (B).
- Return to Larry’s Tent.
- Use the NEEDLE AND THREAD on the heart; take the MENDED HEART (C).
- Return to Outside Carnival.
- Place the MENDED HEART on the scarecrow (D); take the MUTOSCOPE FILM (E).
- Return to the Mutoscope.
- Place the MUTOSCOPE REEL in the device (F) take the MAGNET ON A ROPE (G).
- Return to Marlena’s Tank.
- Use the MAGNET ON A ROPE in the fish bowl; take the TUNING FORK (H).
- Return to the Fish Gates.
- Use the TUNING FORK on the bottle; take the SHIP (I).
- Return to the Crossroads.
- Use the GLUE on the PUPPET (J), then take it.
- Return to Marlena’s Tank.
- Place the PUPPET and the SHIP to activate a puzzle (K).
- Touch items 1, 2, and 3. Enter the code 573 here (4).
- Touch the bird (5) and place the tube (6) here (7). Press the red buttons to arrange both pipes as shown (purple).
- Select the valve (8), then turn the left reel (9) until the anchor appears (10). Place the anchor on the left chain (green).
- Select the left reel (9) until the shark (11) appears. Position the anchors as shown (12), then shoot the harpoon (13) so it hits the shark.
- Touch the octopus nine times (14) so the key is visible. Open the chest (15).
- Flip the arrow (17); turn the valve (8). Touch the right reel (18) until the mine appears (19). Position the anchors as shown (20), then shoot the harpoon (21) to make it hit the mine.
- Place the key (22) in the keyhole (23).
- Open the door and look in it; take the DIVING SUIT (L).
- Return to Outside Tent.
- Use the DIVING SUIT in the water; take the BOLT CUTTERS (M).
- Return to the Attractions.
- Cut through the fence with the BOLT CUTTERS (N).
- Go to the Slot Machines.
Chapter 3: Slot Machines
- Take the NAIL PULLER (O).
- Pull the lever (P) to break it.
- Return to the Fish Gates.
- Use the NAIL PULLER on the nails (Q); take the WHEEL.
- Return to the Slot Machines.
- Remove the wagon wheel and place the WHEEL on it (R).
- Push the wagon and go forward to Fabiano’s Stage (S).
- Touch Fabiano (T).
- Remove the Black Diary Page (U) for a clue and take the DOOR RING (V).
- Take the GAME COIN (W) and AXE (X).
- Return to the Crossroads.
- Use the AXE on the STICK (Y), then take it.
- Return to Fabiano’s Stage.
- Use the STICK in the mallet head; take the WEAK HAMMER (Z).
- Return to the Slot Machines.
- Use the WEAK HAMMER on the device (A); take the ACID (B).
- Return to the Fish Gates.
- Use the ACID on the cage; take the SEA KEY (C).
- Return to Marlena’s Tank.
- Open the lock and use the SEA KEY in it (green); turn the valve: Rx2, L, R, and L.
- Talk to Marlena to receive the BONE HEAD.
- Return to Fabiano’s Stage.
- Place the BONE HEAD on the skeleton.
- Set the joints as shown in the screenshot (D).
- Take the BUTTON and CLOSET KEY (E).
- Use the CLOSET KEY in the lock (F); turn it to activate a HOP.
- Play the HOP.
- Touch the poster to reveal a code (G); touch the code and dial it on the phone (1-5). Take the card (purple).
- You receive the MIDDLE HAMMER.
- Return to the Slot Machines.
- Use the MIDDLE HAMMER on the device (H); take the DOOR RING (I).
- Return to the Crossroads.
- Place the 2 DOOR RINGS on the gate; pull the rings and go forward (J).
Chapter 4: Outside Trailer
- Touch anywhere for a cut scene.
- Look at the newspaper (K).
- Take the BUTTON (L), GAME COIN (M), and HORSESHOE AMULET (N).
- Use Isis in the tree hole (yellow); take the MECHANICAL BIRD (O).
- Place the 2 MECHANICAL BIRDS in the cage (P).
- Touch the birds; take the CARROT and the LEVER (Q).
- Return to the Slot Machines.
- Place the LEVER on the machine (R).
- Insert a GAME COIN in the slot (S); pull the lever. Insert the next 2 GAME COINS and pull the lever twice.
- Take the BUTTON and the JACKPOT AMULET (T).
- Return to Larry’s Tent.
- Give the CARROT to the bunny; take the FOUR-LEAF AMULET (U).
- Place the FOUR-LEAF AMULET, JACKPOT AMULET, and HORSESHOE AMULET in the slots (V).
- Take the SOLVENT and the SCARAB KEY (W).
- Return to Outside Carnival. Use the SCARAB KEY in the lock; turn the key and take the 1/6 SCARAB(A).
- Go to Theater of Day and Night. Use the SOLVENT on the scarab. Use the SCARAB KEY in the lock; turn the key and take the 2/6 SCARAB (B).
- Go to the Crossroads. Use the SCARAB KEY in the lock; turn the key and take the 3/6 SCARAB (C) and the SCARAB FRAGMENTS (D).
- Go to Marlena’s Tank. Use the SCARAB KEY in the lock; turn the key and take the 4/6 SCARAB (E).
- Return to Fabiano’s Stage. Use the SCARAB KEY in the lock; turn the key. Place the SCARAB FRAGMENTS on the scarab and take the 5/6 SCARAB (F).
- Return to Outside Trailer. Use the SCARAB KEY in the lock (G); touch the scarab (it will fall). Touch the scarab fragment (H); take the 6/6 SCARAB.
- Zoom into the trailer; place the 6 SCARABS in the slots to activate a puzzle (I).
- Place the handle (1) on the box and crank it (2). Note the time (3). Change the clock to 3:45 (4).
- Swap the batteries as shown (5). Turn on the flashlight (6). Flip the can (7) twice.
- Touch the buttons: Jx2 and Lx2. Place the chalk (8) on the chalkboard (9).
- Connect the dots as shown (10). Touch the eye (12).
- Press the buttons: Kx2, Mx2, J, L; touch the eye (11).
- Place the coin (13) in the slot (14). Push the button (15).
- Enter Madame Fate’s Trailer.
Chapter 5: Madame Fate’s Trailer
- Touch the postcard and read it (N).
- Grab the ZIPPER SLIDER (0).
- Take the Black Diary Page (P).
- Open the Black Diary. Position the birds correctly by rotating the birds and the triangles.
- Solution (Q).
- Return to Fabiano’s Stage.
- Place the ZIPPER SLIDER on the bag.
- Open the bag; take the MUTOSCOPE REEL and the PIECE OF PAPER (R).
- Return to the Mutoscope.
- Place the MUTOSCOPE REEL in the device (S); take the SCREWDRIVER (T).
- Place the 3 BUTTONS on the typewriter. Use the SOLVENT on the paint. Attach the PIECE OF PAPER to the other one (U) to activate the puzzle.
- Spell out the phrase ‘DEUS EX MACHINA’ using the buttons and the clue (V).
- Solution (1-13).
- Take the GARGOYLE’S EYE (W).
- Return to Marlena’s Tank. Use the SCREWDRIVER on the screw; take the CLOCK HAND (A).
- Return to the Slot Machines. Use the SCREWDRIVER on the screw; take the CLOCK HAND (B).
- Return to Outside Carnival. Use the SCREWDRIVER on the screws; take the TOGGLE SWITCH (C).
- Return to Outside Trailer. Place the TOGGLE SWITCH on the register (D); flip the switch to activate a HOP.
- Play the HOP.
- Rotate the picture as shown (E). Take the scroll (F).
- You receive the second GARGOYLE’S EYE.
- Return to Madame Fate’s Trailer.
- Remove the cobwebs.
- Place the 2 CLOCK HANDS on the clock and spin them for a cut scene (H). You receive the GARGOYLE’S EYE (H1).
- Place the 3 GARGOYLE’S EYE in the slots (I). Touch the gargoyle and zoom into the chest to activate a puzzle.
- Drag the yellow bead around the puzzle and attach it to the green and blue beads until you form the pattern on the surface of the sphere.
- Follow steps 1-12 to solve the puzzle. Step 12 is the solved puzzle.
- You will be automatically taken to Outside Carnival.
- Take the KEYS (A) and RING (B).
- Open the lantern (C).
- Use the KEYS in the lock (D); turn the key for a cut scene.
- Enter the Detective’s Car.
- Grab the ANGEL’S AMULET (E).
- Take the Black Diary Page (F) and open the diary for a puzzle.
- Place the eyes on the tree according to the animal they belong to on the left page.
- Solution (G).
- Walk down. Move forward to the Tomb.
- Place the ANGEL’S AMULET in the slot. Swap adjacent rings as shown in the screenshot (H).
- Take the SEAL HALF (I).
- Place the RING in the slot. Swap adjacent rings to form the words: ‘ABYSS MORTE’ (J).
- Take the SEAL HALF (K).
- Use Isis in the cell; take the CROWBAR (L).
- Return to the Detective’s Car.
- Place the 2 SEAL HALVES in the slot M.
- Remove the debris and open the compartment; take the LIGHTER (N).
- Walk down.
- Use the LIGHTER on the candles; take the LIT LANTERN (O).
- Remove the leaves; use the CROWBAR on the slab (P). Place the LIT LANTERN in the crypt to activate a HOP.
- Play the HOP.
- Place the paws over the right animals (4). Take the Gauntlet.
- You receive the GAUNTLET.
- Enter the Detective’s Car.
- Use the GAUNTLET on the thorns; take the DISC SAW (Q).
- Return to the Tomb.
- Cut the chain with the DISC SAW (R).
- Look in the tomb and take the RUSTY KEY (S).
- Walk down twice.
- Use the RUSTY KEY in the lock; turn the key and take the MOON CRYSTAL (T).
- Return to the Tomb.
- Place the MOON CRYSTAL in the slot to activate a puzzle (A).
- Pull the lever (B). Place the raspberry on the trap (C). Pull the lever (D).
- Tilt the bowl (E). Collect the gems and put them in the slots (white arrows).
- Select the gems according to the 3 random sequences above (F).
- Use the arrows (G) to toggle through the four seasons. Open the doors with masks to see the symbols, then find the matching symbol to complete this section. The solution is random.
- Flip the 4 masks. Enter (5931) (purple).
- Switch to winter. Place the key (H) on the wind-up mouse (I). Turn the key thrice. Pull the lever (blue).
- Switch to spring (J). Turn the valve (K).
- Switch to winter (L). Place the icicle (M) in the flask (N).
- Switch to autumn (O). Place the leaf (P) in the flask (Q). Use the candle (R) on the burner (S).
- Flip the switch (T). Flip the bowl (U).
- Switch to spring (V). Open the cage and pull the lever (W).
- You receive the THEATER KEY.
- You will be transported to Outside Carnival.
Chapter 6: The Theater Hall
- Take the HAMMER (A).
- Return to the Theater of Day and Night.
- Use the THEATER KEY in the lock (B); turn the key. Zoom into the door for a puzzle.
- Place the right keys into the lock. Place a key on the hook to store it. Use the arrows to switch between locks.
- Right (1). Left twice and up (2). Down twice and right (3). Right and up twice (4). Left twice and down twice (5). Right and up twice (6). Down (7).
- Enter the Theater Hall.
- Take the WEDGE (E).
- Walk down.
- Place the WEDGE on the sign (F); use the HAMMER on it.
- Take the MUTOSCOPE FILM and the RAVEN FEATHER 1/6 (G).
- Return to the Mutoscope.
- Take the SPRING (H).
- Return to Outside Carnival.
- Remove the spring and replace it with the SPRING (I) to activate a HOP.
- Play the HOP.
- Select the first and third buttons; take the rose (J).
- You receive the MUTOSCOPE PART.
- Return to the Mutoscope.
- Place the MUTOSCOPE PART and the MUTOSCOPE FILM on the mutoscope (K).
- Take the HOOK (L), STETHOSCOPE (M) and TOKEN 3 (N).
- Remove the bear head and take the RAVEN FEATHER 2/6 (O).
- Return to the Gaming Machines.
- Take the RAVEN FEATHER 3/6 (P).
- Take the Black Diary Page for a clue (Q).
- Place the HOOK on the rope (R); take the HOOK AND ROPE.
- Return to the Theater of Day and Night.
- Use the HOOK AND ROPE on the window (S). Take the FUEL (yellow) and RAVEN FEATHER 4/6 (T).
- Use Isis in the window; take the TRYAD 2 (U).
- Return to the Attractions.
- Take the RAVEN FEATHER 5/6 and TRYAD 3 (V).
- Return to Fabiano’s Stage.
- Take the RAVEN FEATHER 6/6 (W).
- Return to the Theater Hall.
- Place the 6 RAVEN FEATHERS on the door to activate a puzzle.
- Swap adjacent feathers to spell out ALISTER DALIMAR (X).
- Enter the Dressing Room.
- Touch the clown for a cut scene.
- Take the GUILLOTINE LEVER (A).
- Remove the cork with the CORKSCREW and take the BOTTLE OF WINE (B).
- Take the MAGNET 1 and TOKEN 1 (C).
- Return to the Gaming Machines.
- Place the GUILLOTINE LEVER in the slot (D) and pull it; take the HEAD (E).
- Return to the Crossroads.
- Touch the left statue; place the HEAD on it (F). Take the SKELETON HEAD (G).
- Return to Fabiano’s Stage.
- Place the SKELETON HEAD on the skeleton to activate a puzzle.
- Adjust the joints as shown (H).
- Talk to Fabiano (I) to receive the DIGITAL REEL.
- Return to the Dressing Room.
- Place the DIGITAL REEL and the STETHOSCOPE on the safe.
- Turn the wheel the correct way to get the 13527 code. Trace the wires on the machine to the numbers below.
- Move the lens (J) out of the way and then put it back once the right number is on the wheel in the spot where the lens was originally set. Use the arrows (K) to rotate the wheel.
- Solution: place the wheel on these numbers: 2, 5, 3, 4, 6 and then place the lens after each one to record the number. Make sure to move the lens out of the way before placing the next number.
- Take the MUTOSCOPE FILM and the Black Diary Page for a clue (L).
- Return to the Mutoscope.
- Take the WIND-UP KEY (M).
- Return to the Dressing Room.
- Place the WIND-UP KEY on the frog (N); take the WICK (O).
- Return to Fabiano’s Stage.
- Use the FUEL and then the WICK on the lantern (P); use the LIGHTER on the wick.
- Use Isis on the HANDLE and then take it (Q).
- Take the Black Diary Page (R).
- Arrange the bones on the skulls according to the clue on the left page.
- Transfer bones between skulls.
- Solution (S).
- Return to the Mutoscope.
- Place the HANDLE on the box (T); take the MONOGRAM (U).
- Return to the Dressing Room.
- Place the MONOGRAM in the slot; take TRYAD I (V).
- Return to Fabiano’s Stage.
- Place TRYADS 1, 2, and 3 in the slot (W); take the BOWL.
- Return to Outside Carnival.
- Place the BOWL on the stand; take the AMULET OF DAY AND NIGHT (X).
- Return to the Theater Hall.
- Place the AMULET OF DAY AND NIGHT in the slot to activate a puzzle (Y).
- Move the conductor (A) here (B).
- Arrange the squares as shown (C). Press GO to make the conductor move.
- Remove the plug (D).
- Open the fan (E). Play the first music sequence shown on the fan. Solution: 1, 3, 5, 4, 2, 7, 6.
- Press the fifth key (5) to put the feather into the air. Press the first key (1) to send the feather into the nose. Place the seed (F) into the dirt (G).
- Close the fan. Flip the 3 switches as shown (purple).
- Place the treble clef (H) into the slot (I). Rotate the treble clefs into the vertical position.
- Use the screwdriver to undo the two bolts on the register (J).
- Adjust the angle and power of the lightning to make it hit the electrode (K). Press Zeus to make him shoot.
- Press the fourth key (4) five times to burst the balloon.
- Flip the 3 switches as shown (orange).Play the second sequence shown in the bowl: 2, 1, 7, 6, 3, 5, 4.
- Touch the laser (L). Play the third music sequence shown on the prism. 4, 7, 1, 6, 3, 5, 2. Take the SWICH (M).
- Return to the Attractions.
- Place the SWICH in the slot to activate a puzzle.
- Press the buttons in the right sequence (1-9) and then pull the handle (N).
- Go to the Roller Coaster Car (O).
Chapter 7: Roller Coaster Car
- Touch Bianca for a cut scene (P).
- Take the CLOWN TOY (Q) and SCISSORS (R).
- Return to the Detective’s Car.
- Cut the seat with the SCISSORS (S); take the GARGOYLE HORN 1.
- Return to the Theater of Day and Night.
- Place the GARGOYLE HORN 1 (T) on the gargoyle; take the MYTHOLOGICAL BEAST (U).
- Place the MYTHOLOGICAL BEAST on the box; take ALISTER’S KEY (V).
- Go to the Roller Coaster Car.
- Use ALISTER’S KEY in the lock (W) and turn it to activate a puzzle.
- Deactivate the bomb. Swap the emblems according to the signs on the dial. Then replace the fuses to match the right colors.
- Solution (X).
- Talk to Bianca to get the JOYSTICK.
- Return to the Theater Hall.
- Take the TOKEN 2 (A).
- Return to the Gaming Machines.
- Place the JOYSTICK in the slot (B).
- Put TOKEN 1 in the slot (purple); touch B and C.
- Put TOKEN 2 in the slot (purple); touch Bx2 and C.
- Put TOKEN 3 in the slot (purple); touch Bx2 and C. Take the CLOWN TOY (D).
- Return to the Theater Hall.
- Place the 2 CLOWN TOYS on the heads to activate a puzzle.
- Swap the doll parts.
- Solution (E). Solving this puzzle activates a HOP.
- Play the HOP.
- Swap the left buttons so they match the ones on the right (F).
- You receive the CANE.
- Return to Outside Carnival.
- Use the CANE on the heart; take the HEART (G).
- Return to the Crossroads.
- Touch the middle statue and place the STONE HEART in the slot (H). Take the ROCKET AMULET (I).
- Return to the Roller Coaster Car.
- Place the ROCKET AMULET in the slot. Take the SWITCH (K) and the Black Diary Page.
- Open the Black Diary for a puzzle. Solution: 2, 5, 1, 2, 1, 3, 5, 3, 4, 5, 3, 2, 2, 3, 5, and 1.
- Place the SWITCH in the ignition and pull it (L) to be transported to the Rail’s End.
Chapter 8: Rail’s End
- Take the DIAMOND NOTE (M) and Black Diary Page (N).
- Go forward to Outside the Snack Bar.
- Take the DIAMOND NOTE (O) and the TRIANGLE KEY (P).
- Walk down.
- Use the TRIANGLE KEY in the lock; take the MAGNET 2 and the ROLLER 1 (Q).
- Return to Outside the Snack Bar.
- Place ROLLER 1 in the slot (R); take the LATCHKEY (S).
- Place the LATCHKEY on the nail (T).
- Place the keys as shown (1-4).
- Enter the Snack Bar. Go to the Snack Bar Counter (U).
- Take the ADHESIVE TAPE (V).
- Touch the skeleton. Take the WING PART (V1).
- Return to Fabiano’s Stage.
- Place the WING PART on the other one; take the WING (V2).
- Return to the Crossroads.
- Touch the right statue and place the WING on it (W). Take the REGISTER LEVER (W1).
- Return to the Snack Bar Counter.
- Place the REGISTER LEVER on the register and pull it (X).
- Enter the code in the order shown (1-9).
- Take the DIAMOND NOTE (Y).
- Return to the Snack Bar.
- Place the 3 DIAMOND NOTES on the jukebox to activate a puzzle.
- Choose the bow (A). Open the violin case; put the key (B) into the keyhole (B1).
- Flip the switch (C).
- Flip the knobs as shown to turn on the fan (F). Arrange the pipes as shown (G).
- Use the red switches to connect the electricity to the loudspeaker. Put the bottle (G1) here (G2) and slide the volume to the maximum (G3). Flip the switch (G4).
- Open the window above the bottle. Place the music note (H) here (I).
- Use the red switches to connect the electricity to the trumpet. Press the button (J) to turn the trumpet vertically, press the dart (K) to drop it into the trumpet. Press the button (J) and then select the trumpet (K1) to make it hit the target. Place the key (K2) here (K3).
- Use the red switches to connect the electricity to the central remote control. Turn all the notes upright and vertical (K4).
- Press the buttons in this order: L2x4, L1, L4, L2, L2x2, and L4x2.
- Point the switches at the stage.
- Touch the records to flip between scenes. Grab objects from each scene and place them into the right scenes.
- Country: cowboy hat, spur boots, guitar and banjo (M). Jazz: cello, saxophone, black hat, man in a suit and drums (N). Classic: black evening coat, royal piano and music stand (O).
- Place the key (P) here (P1).
- Connect the switches to the puzzle. Complete three puzzles by flipping and swapping the tiles. Once a picture has been completed, all the tiles will turn black. Solution (Q).
- Place the 3 icons (Q1) here (Q2).
- Use the red switches to connect the electricity to the dial. Enter the correct code: 5174 (R).
- Place the coin (S) in the slot (T).
- Take the PUNCHED CARD PART (U).
- Return to the Mutoscope.
- Place the PUNCHED CARD PART on the other one (A). Place the ADHESIVE TAPE on it. Take the PUNCHED CARD 1.
- Return to the Rail’s End.
- Remove the old punched card and place the PUNCHED CARD 1 in the slot (B).
- Take the ROLLER 2 (C).
- Return to Outside the Snack Bar.
- Place ROLLER 2 in the slot (D); take the DRUMSTICK (E).
- Return to the Snack Bar.
- Use the BOTTLE OF WINE on the glass (F); take the FISH SKELETON 2 (G).
- Take the EMPTY BOTTLE (H).
- Go to the Snack Bar Counter.
- Put down the EMPTY BOTTLE and the DRUMSTICK to activate a puzzle.
- Recreate the sequence.
- Round 1: 2, 1, 3, 1.
- Round 2: 1, 3, 2, 2, 3, 1.
- Round 3: 1, 3, 2, 3, 1, 2, 1, 3.
- Take the RUBY and the MAGNET 3 (I).
- Walk down.
- Place the 3 MAGNETS on the fridge as shown (J).
- Take the HAMBURGER and KNOB (K).
- Go to the Snack Bar Counter.
- Give the HAMBURGER to the skeleton; take the KITCHEN KNIFE (L).
- Return to the Rail’s End.
- Cut the tubes with the KITCHEN KNIFE; take the PIPE WRENCH PART and ACTIVATOR 3 (M).
- Return to the Detective’s Car.
- Place the PIPE WRENCH PART on the other part; take the PIPE WRENCH (N).
- Loosen the bolts with the PIPE WRENCH. Take the CODE REEL 1 (O).
- Return to the Theater of Day and Night.
- Cut the bag with the KITCHEN KNIFE; take the CODE REEL 2 (P).
- Return to the Dressing Room.
- Loosen the bolts with the PIPE WRENCH (Q); take the EMERALD and the CODE REEL 3 (R).
- Return to the Mutoscope.
- Place CODE REELS 1, 2, and 3 in the slots.
- Enter 469 on the machine by turning the wheels.
- Solution: U, Wx4, Vx2, Wx6.
- Take the PUNCH CARD 2 (X).
- Return to the Rail’s End.
- Place the PUNCH CARD 2 in the slot (A); take the CAN OPENER PART (B).
- Place the CAN OPENER PART on the other one and take the CAN OPENER (C).
- Return to the Snack Bar Counter.
- Use the CAN OPENER on the can; take the FISH SKELETON 3 (D).
- Walk down.
- Place the FISH SKELETONS 1, 2, and 3 on the door to activate a HOP (E).
- Play the HOP.
- Match the animals with their food (F).
- You receive the KNOB.
- Return to the Rail’s End.
- Place the 2 KNOBS on the controls to activate a puzzle.
- Position the buttons as shown on G, H, I, and push the button after each set.
- Go forward to the Terminal Point.
Chapter 9: Terminal Point
- Take the Black Diary Page for a puzzle (J).
- Open the Black Diary. Place the runes in the right spots (K).
- Go forward to the Ferris Wheel.
- Use Isis on the stairs; take the TIMER (L).
- Take the MAGNET (M).
- Walk down twice.
- Use the MAGNET on the screw; take the SCREW (N).
- Return to the Dressing Room.
- Place the SCREW on the PLIERS and then take them (O).
- Return to the Detective’s Car.
- Use the PLIERS on the metal. Take the REGULATOR (P).
- Return to the Snack Bar.
- Place the REGULATOR in the slot; take the GARGOYLE HORN 2 (Q).
- Return to the Theater of Day and Night. Place the GARGOYLE HORN 2 on the gargoyle (R); take the GRIFFON (S).
- Return to the Outside the Snack Bar. Place the GRIFFON on the box (T); take the RED FLASK (U).
- Go to Outside Carnival. Use the RED FLASK in the bowl; take the WIND CHART (U).
- Return to the Theater of Day and Night. Place the WIND CHART in the slot; take the DISCHARGED BATTERY (V).
- Return to the Dressing Room. Place the DISCHARGED BATTERY in the slot; take the BATTERY (W).
- Return to the Ferris Wheel.
- Place the BATTERY in the slot; take the DEVELOPER (A).
- Return to the Snack Bar Counter. Use the DEVELOPER on the picture; take the PICTURE (B).
- Walk down.
- Use the DEVELOPER on the picture; take the PICTURE (C).
- Return to the Terminal Point.
- Use the DEVELOPER on the picture; take the PICTURE (D).
- Return to the Rail’s End.
- Use the DEVELOPER on the picture; take the PICTURE (E).
- Return to Outside the Snack Bar.
- Place the 4 PICTURE pieces; take the Black Diary Page (F).
- Return to the Terminal Point.
- Recreate the picture by positioning the joints. Solution (G).
- Enter the Telephone Booth.
- Take the SAPPHIRE (H).
- Walk down.
- Place the SAPPHIRE, RUBY, and EMERALD in the slots (I).
- Take the NEUTRAL SMILEY and TWISTED KEY (J).
- Return to Fabiano’s Stage.
- Use the TWISTED KEY in the lock and turn the key. Take the POISON ROSE KILLER (K).
- Return to the Theater of Day and Night.
- Use the POISON ROSE KILLER on the roses to activate a puzzle (L).
- Select one symbol, rotate the disk and select the matching symbol. Matching symbols do not have to appear in the window at the same time.
- Solution (M). Solving the puzzle activates a HOP.
- Play the HOP.
- Arrange the picture as shown (N).
- You receive the SILVER ROSE.
- Return to the Dressing Room.
- Place the SILVER ROSE in the slot; take the STAMP (O).
- Return to Fabiano’s Stage.
- Use Isis on the lock and then open it (P).
- Take the IRON MAN and the Black Diary Page for a puzzle (Q).
- Color the puzzle using the clue on the left.
- Solution (R). Note: make sure you change the eye color.
- Return to the Telephone Booth.
- Place the STAMP, IRON MAN, and TIMER in the slots to activate a puzzle.
- Pull up the antenna (A). Type ‘FACE’ here (B) using the Morse Code clue on the paper (C). You can flip the pages. Solution: dot, dot, dash, dot, dot, dash, dash, dot, dash, dot, and dot.
- Use the arrows to complete this image (D).
- Turn off all the runes shown on the phone (E) by selecting all the runes circled in white.
- Place the timer (F) here (G).
- Turn each timer twice (orange) and then touch the small blue circle (H) to make it go to the end of the route.
- Type ‘KEY’ (I) using the Morse Code (J). Solution: dash, dot, dash, dot, dash, dot, dash, and dash.
- Use the key (K) here (L). Place the button (M) here (N).
- Use the buttons to arrange the sticks so they drop one and drop knock the statuette. Select the buttons in this order: 1, 2, 3, and press the button (P).
- Enter the correct combination in the lower part of the telephone rung (1-6).
- Type SOS (Q) using the Morse Code (R). Solution: dot, dot, dot, dash, dash, dash, dot, dot, and dot.
- Dial 53807 (S) using the numbers circled in pink.
- Return to the Ferris Wheel.
- Place the MUTOSCOPE FILM in the device (T).
- Take the ROLLER 3 (U).
- Return to Outside the Snack Bar.
- Place the ROLLER 3 in the slot (V); take the ACCESS CARD (W).
- Return to the Ferris Wheel.
- Place the ACCESS CARD in the slot (A).
- Zoom into the stairs for a puzzle. Swap the pieces to form the image shown (B).
- Place the CONTROL KEY (C) in the slot (D).
- Go up to the Ferris Wheel Car.
Chapter 10: Ferris Wheel Car
- Take the CONTAINER LEVER (D), FUSE 1 (E), GOOD SMILEY (F) and BLOWPIPE NEEDLE (G).
- Touch the Carny (H).
- Walk down.
- Use the CONTAINER LEVER on the container; take the SILVER PAINT, STONE, and FUSE 2 (I).
- Return to the Ferris Wheel Car.
- Use the STONE on the SPADE and then take it (J).
- Return to Outside Carnival.
- Use the SPADE in the dirt; take the BRONZE HANDLE (K).
- Return to Fabiano’s Stage.
- Place the BRONZE HANDLE in the niche. Pull the handle and take the VIOLET FLASK (L).
- Return to Outside Carnival.
- Use the VIOLET FLASK in the bowl; take the EVIL SMILEY (M).
- Return to the Dressing Room.
- Place the EVIL SMILEY, GOOD SMILEY, and NEUTRAL SMILEY in the slots (N).
- Match the smiley faces.
- Select the two images that match up to the image in the center.
- Solution (@).
- Talk to the Clown to receive the POSTMAN BADGE.
- Return to the Terminal Point.
- Zoom into the mailbox; place the POSTMAN BADGE in the slot to activate a HOP (not pictured).
- Play the HOP.
- Place the puzzle piece (O) and solve it (P).
- You receive the CONTROL BUTTON.
- Return to the Ferris Wheel Car.
- Place the CONTROL BUTTON and push it (Q).
- Go forward to the Gates.
- Touch the device for a cut scene (R).
- Use Isis to get the KEY 1 (R1).
- Take the GOLDEN PAINT (S).
- Place KEY 1 in the lock and open it; take the CUTTERS PART (T).
- Walk down.
- Place the CUTTERS PART on the other one; take the CUTTERS (U).
- Return to the Telephone Booth.
- Use the CUTTERS on the wires; open the box; take the LIGHTNING CHARM (V).
- Return to the Ferris Wheel Car.
- Place the LIGHTNING CHARM on the bracelet; take the PAPER PIECE (W).
- Return to the Telephone Booth.
- Place the PAPER PIECE on the other one; take the CYPHER I (A).
- Place the CIPHER I (A1) on the decoding device. Enter the 4 codes on the cipher here (B).
- Push the ‘Start’ Button (C) after all 4 codes have been entered; take the Black Diary Page for a clue (D).
- Return to the Snack Bar Counter.
- Enter the code shown in the notebook (1-9).
- Take the KEY 2 (E).
- Return to the Gates.
- Use the KEY 2 in the lock and open it; take the CLAY 1 (F).
- Return to the Terminal Point.
- Put down the GOLD PAINT and SILVER PAINT. Squeeze both tubes.
- Place the CLAY 1 on the mold (G) and then touch it; dip the paintbrush (H) in the bronze, silver, and gold paints (I) and apply them to the ankh. After using all three paints, take the ANKH.
- Return to the Snack Bar Counter.
- Place the ANKH on the pyramid; take the CYLINDER 1 (K).
- Go to the Gates.
- Place the CYLINDER 1 in the slot (L); open the tube and take the FIRECRACKER (M).
- Return to the Ferris Wheel Car.
- Place the FIRECRACKER in the box (N) and light it with the LIGHTER to activate a HOP.
- Play the HOP.
- You receive the KEY 3 (O).
- Return to the Gates.
- Use KEY 3 in the lock and open it (P).
- Go into the Corridor.
Chapter 11: The Corridor
- Talk to Dante.
- Take the CLAY 2, CHISEL HANDLE, and Black Diary Page for a clown puzzle (Q).
- Open the Black Diary. Position the clown the same as the ballerina (R).
- Return to the Ferris Wheel Car.
- Place the CHISEL HANDLE on the blade; take the CHISEL (S).
- Return to the Corridor.
- Use the CHISEL on the stone; take the STENCIL (T).
- Return to the Terminal Point.
- Put down the STENCIL and place the CLAY 2 over it; touch the stencil (U).
- Paint the yin-yang silver, gold and bronze (V) using the brush (W); take the BALANCE AMULET (X).
- Return to Fabiano’s Stage.
- Place the BALANCE AMULET in the slot. Open the door. Use the BLOWPIPE NEEDLE on the bottle; take the POISONED NEEDLE (Y) and the DOVE’S LEFT WING.
- Return to the Roller Coaster Car.
- Use the CHISEL on the box; take the MUTOSCOPE FILM (A).
- Return to the Ferris Wheel.
- Place the MUTOSCOPE FILM in the device (B); take the DOVE’S RIGHT WING (C).
- Return to the Gates.
- Take the IRON HORSE (D).
- Zoom into the device for a puzzle.
- Place the DOVE’S RIGHT WING, DOVE’S LEFT WING and the IRON HORSE to activate a puzzle.
- Place the coin (A) in the slot (B).
- Put the picture (C) in the slot (D).
- Press the third stop button (yellow) and pull the lever (blue) once. Press the first stop button, and then pull the lever (blue) to make the machine display 3 identical pictures.
- Open the scroll (E). Select the reels (purple) in this order: 1,3,2,1,2,3.
- Arrange the puzzles as shown. Book on left and pumpkin on right (white).
- Program the horse to create the numbers 9, 3 and 0. Use the arrows above the field to set the correct route for the horse. Some arrows won’t move if you start touching the horse. Solution (F).
- Position the knobs as shown (G) to light the fish.
- Select knife, grenade and revolver (H). Create a dove by pressing the left wing, right wing, tail, and head (I).
- Swap the heads to place them on the right bodies (orange).
- Press the spheres (J) according to the puzzle clues next to each of the dagger handles (pink). The daggers will pull out when a right combination is entered. Complete all six diagrams.
- Press the runes on the lower panel to choose the ones that match the symbols and the animals (K).
- Talk to Lance to receive the BLOWPIPE. It will combine with the POISONED NEEDLE to create the BLOW PIPE WITH NEEDLE (I).
- Go into the Corridor.
- Use the BLOWPIPE WITH NEEDLE on the Tattooed Man (2).
- Go forward to the Laboratory.
Chapter 12: The Laboratory
- Talk to Goodwell (A).
- Place FUSE 1 and FUSE 2 in the slots (B).
- Take the KNIFE PART (C).
- Go to the Ferris Wheel Car.
- Place the KNIFE PART on the knife; take the PAPER KNIFE (D).
- Return to the Telephone Booth.
- Cut the page with the PAPER KNIFE; take the LITTLE MIRROR (E).
- Return to the Corridor.
- Use Isis in the mirror. Take the TATTOOED MAN’S BADGE 1 (F).
- Place the LITTLE MIRROR on the frame (G). Take Isis.
- Place the TATTOOED MAN’S BADGE 1 on his necklace. Enter the code 93 (H) and take the EYE (I).
- Return to Outside the Snack Bar.
- Put the EYE in the socket (K); take the BOOK PART 2 and CYLINDER 2 (L).
- Return to the Gates.
- Place the CYLINDER 2 here (M); touch the tube and take the FILE (N).
- Use the FILE on the lock (O); slide the latch to activate a HOP.
- Play the HOP.
- Touch the 3rd candle; take the chandelier (P).
- You receive the SWITCH.
- Return to the Laboratory.
- Place the SWITCH in the slot to activate a puzzle. Manipulate the switch and wheel to solve the puzzle.
- Drag the wheel to display 55 and center the switch on it (S).
- Take the RUBBER GLUE, ACTIVATOR 2, and the Black Diary Page for a clue (purple).
- Push the button (T).
- Return to the Theater of Day and Night. Place the clock hand on 4 (A).
- Go to the Gaming Machines. Place the clock hand on 11 (B).
- Return to the Roller Coaster Car. Place the clock hand on 7 (C).
- Return to the Snack Bar Counter. Place the clock hand on 4 (D).
- Return to Outside the Snack Bar. Place the clock hand on 6 (E).
- Return to the Gates. Place the clock hand on 10 (F).
- Return to the Ferris Wheel. Place the clock hand on 9 (G).
- Return to the Laboratory. Push the green button; take the BLUE SHATTERED GLASS I (H).
- Take the ladder up to the Bridge.
Chapter 13: The Bridge
- Talk to Mao and Amber (green).
- Take the RIVET 2 and BLUE SHATTERED GLASS 2 (I).
- Walk down.
- Take the BLUE SHATTERED GLASS 3 (J).
- Walk down.
- Place the BLUE SHATTERED GLASS 1, 2, and 3 on the window. Take the LENS and the TATTOOED MAN’S BADGE 2 (K).
- Place the TATTOOED MAN’S BADGE 2 on his necklace; enter 24 on lock (L); take the MEDICINE AMULET (M).
- Go to the Laboratory.
- Place the MEDICINE AMULET in the slot; open the bag; take the ACTIVATOR I, RIVET 3, and Black Diary Page for a clue (N).
- Open the Black Diary. Solve the puzzle by pressing on the numbers from 1-9.
- Place ACTIVATORS 1, 2, and 3 to activate the puzzle.
- Set the switch on number 2 (A). Press gear 2; place the battery (B) here (C). Rotate the switch (D) until the battery is charged.
- Place the charged battery here (E). Press the lightning button (F) to make the line hit the green area but not reach the red area (G).
- Select the pistons in order (1-8) (H).
- Move the violin token from the Vision area (K) into the Hearing section (M).
- Set the switch on number 1 (A). Rotate gear 1 and place the book (I) in the Vision area. The Vision section should have the book, TV and rainbow (J) tokens.
- Place the pie slice (M1) and perfume (M2) in the Smell section (J).
- Change the pictures until you find the bird token (L) and place it in the Hearing section (M1).
- Place the radio (J1) in the Hearing section (M2). The Hearing area should have the bird, radio, and violin tokens (N).
- Move the rose token that appears after the hearing section is complete (N1) to the Smell section (N2).
- Use the clue on the map (O) to connect the wires as shown (P) by selecting the two dots to connect them.
- Select the runes picture (Q). Use it to choose the right circles for the runes on the dial. Slide the bar up and down (Q1).
- Look at the picture to determine which rune belongs to each circle. For example, when you select the orange bar (4), press on the arrows (Q2) until the orange circle lands on the moon symbol. Complete the steps for each colored rune.
- Place the screwdriver (R) on the tool icon (R1) and the press it to go into the brain. Place the diode (S) on the brain (S1). Press the diodes in order (1-4) to light them all up.
- Set the toggle switch at number 3 (T). Select gear 3 and place the arrow (T1) into the color wheel (T2).
- Slide the arrow on the color wheel to view a symbol here (T3). Slide the bar (T4) to the color the color wheel’s arrow points to. Use the arrows (T5) to place the circle on the correct symbol.
- Select the tools icon (U). Arrange the circles on the human figure correctly (V).
- Press the eyes until they look in one direction (W). Press the button (X); take the FUSE FOR CONTROLS (Y).
- Return to the Ferris Wheel.
- Place the FUSE FOR CONTROLS in the slot (yellow); take the MAGNET KEY (red) (A).
- Return to the Laboratory.
- Use the MAGNET KEY in the lock; take the FILTER (B).
- Return to the Ferris Wheel.
- Place the FILTER, GLUE, and LENS on the mask; take the GAS MASK (C).
- Return to the Laboratory.
- Place the GAS MASK on the fumes to activate a HOP (D).
- Play the HOP.
- Place the colored tubes in the beaker in this order: yellow, red, yellow, green, and red (E).
- You receive the SIGNAL CARTRIDGE.
- Return to the Detective’s Car.
- Place the SIGNAL CARTRIDGE in the gun to get the SIGNAL FLARE (A).
- Return to the Bridge.
- Use the SIGNAL FLARE on the scene.
- Use Isis on the roof to take the Black Diary Page (B).
- Return to the Laboratory. Press the button (C).
- Return to the Theater of Day and Night. Place the clock hand on 3 (D).
- Return to the Gaming Machines. Place the clock hand on 7 (E).
- Return to the Roller Coaster Car. Place the clock hand on 5 (F).
- Return to the Snack Bar Counter. Place the clock hand on 3 (G).
- Return to the Outside Snack bar. Place the clock hand on 5 (H).
- Return to the Gates. Place the clock hand on 8 (I).
- Return to the Ferris Wheel. Set the clock to 6 (J).
- Return to the Laboratory. Press the Button; take RIVET 1 (K).
- Return to the Bridge.
- Place the RIVETS 1, 2, and 3 in the slots to activate a puzzle.
- Swap the pieces until each side of the latch has the matching piece.
- Solution (L).
- Enter the Raven Cote.
Chapter 14: Raven Cote
- Take the RED SPLINTERS 3 and PAPER FIGURINE 2 (M).
- Take the WIND-UP KEY (N).
- Return to the Laboratory.
- Place the WIND-UP KEY in the lock; take the AMULET PORTRAIT (O).
- Return to the Raven Cote.
- Place the AMULET PORTRAIT in the slot; touch it and take the HAIRPIN (P).
- Return to the Corridor.
- Use the HAIRPIN in the lock; take the VALVE (Q).
- Return to the Ferris Wheel Car.
- Place the VALVE on the lantern; spin it and take the COAT OF ARMS (R).
- Return to the Bridge.
- Place the COAT OF ARMS in the slot; take the STEEL GEAR and the RED SPLINTERS 2 (S).
- Return to the Raven Cote.
- Place the STEEL GEAR in the slot (T) and turn it; take the INSECTICIDE and the Black Diary Page for a puzzle (U).
- Open the Black Diary. Solve the ring puzzle (V).
- Return to the Ferris Wheel Car.
- Use the INSECTICIDE on the scorpion; take the CANDLE 2 (A).
- Return to the Snack Bar Counter.
- Use the INSECTICIDE on the scorpion; take the CANDLE 1 (B).
- Return to the Corridor.
- Use the INSECTICIDE on the scorpion (C); lower the hook to activate a HOP.
- Play the HOP.
- Zoom into the chest (C1); place the correct number of gems in each of the skulls (C2).
- You receive the CANDLE 3 (D).
- Return to the Raven Cote.
- Place CANDLES 1, 2, and 3 in the holders; use the LIGHTER on the candles (E).
- Take the RED SPLINTERS 1 (F).
- Return to the Corridor.
- Place the RED SPLINTERS 1, 2, and 3 in the slots; take the CLAY 3 and the HEXAGONAL AMULET (G).
- Return to the Raven Cote.
- Place the HEXAGONAL AMULET in the slot; take the PAPER FIGURINE 3 (H).
- Return to the Ferris Wheel.
- Place the MUTOSCOPE FILM in the device (I); take the STENCIL (J).
- Return to the Terminal Point.
- Put down the STENCIL and place the CLAY 3 over it; touch the clay (K).
- Paint the skull silver, bronze, and gold (L) with the brush (M); take the SKULL (N).
- Return to the Bridge.
- Place the SKULL in the slot; take the BOOK PART 3 and SEAL (O).
- Return to the Telephone Booth.
- Use the SEAL on the right page; take the CYPHER 2 (P).
- Place the CYPHER 2 in the decoding device (Q).
- Enter the 4 codes here (R) and press start (red). Take the Black Diary Page for a clue (S).
- Return to the Snack Bar Counter.
- Enter the clue on the register (1-9): take the TATTOOED MAN’S BADGE 3 (T).
- Return to the Corridor.
- Place the TATTOOED MAN’S BADGE 3 on his necklace; enter 70 on the lock; take the AMULET PORTRAIT (U).
- Return to the Raven Cote.
- Place PORTRAIT 2 in the slot; touch it and take the BOOK PART 1 (V).
- Place the BOOK PARTS 1, 2, and 3 on the book to activate a puzzle (W).
- Place the monogram (A) here (B). Place the moon (C) here (D). Swap the tokens as shown (E).
- Place the raven head (F) here (G). Press the purple spheres near the raven head to make all the dots glow (1-6).
- Press the red eye (H) to open a peephole. Guide the ray from the raven to the peephole by rotating the raven and the pieces as shown (I).
- Use the arrows to solve the puzzle. Select the arrows in this order: Mx2, Ox3, K, J, and L.
- Take the feather from the slot with gears and put it with the other feathers. Swap the feathers so the adjacent ones have the same amount of cuts. Solution (P).
- Place the rabbit token in the upper left next to the others. Arrange the pieces from largest to smallest: elephant, horse, fox, and rabbit (P1).
- Open the scroll (Q) for a clue regarding the clowns. Select the heads and hands of the clowns in this order: Tx2, Rx4, U, Sx2, and U.
- Select the skulls in this order: Wx2, Y, and X.
- Place the 2 key pieces (dark blue) in the slot (Z). Take both keys (Z and @) and place them in the locks (Z1). Turn both keys. Place the star (Z2) here (Z3).
- Press the green eye (A) to open the green peephole. Guide the ray to the green peephole by rotating the raven head and the pieces as shown (B).
- Swap the wires so that the sum of the dots of the connected wires equals 6 (C).
- Press the blue eye (D) to open the blue peephole. Guide the ray to the blue peephole by rotating the raven head and the pieces as shown (E).
- Move the colored spheres to the corresponding squares. You can only move the sphere to an empty square. Connect the necessary square with the empty one to move the sphere there.
- Solution: Rotate the green wire in place and press (I).
- Rotate the red wires as shown and press (J and H).
- Rotate the marked yellow wires in place and press (G).
- Take the PAPER FIGURINE 1 (K).
- Return to the Telephone Booth.
- Place the PAPER FIGURINES 1, 2, and 3 on the page. Take the ULTRASONIC WHISTLE (L).
- Return to the Raven Cote.
- Use the ULTRASONIC WHISTLE on the crow to activate a HOP (M).
- Play the HOP.
- Select the runes (N) in the order shown here (purple).
- You receive the RAVEN AMULET.
- Return to the Bridge.
- Place the RAVEN AMULET in the slot; take the CYLINDER 3 (O).
- Return to the Gates.
- Place CYLINDER 3 in the slot (P); touch it and take the Black Diary Page (Q).
- Return to the Laboratory. Press the button (R).
- Return to the Theater of Day and Night. Set the clock hand on 2 (S).
- Return to the Gaming Machines. Set the hand on 6 (T).
- Return to the Roller Coaster Car. Set the clock hand on 9 (U).
- Return to the Snack Bar Counter. Set the clock hand on 2 (V).
- Return to Outside the Snack Bar. Set the clock hand on 2 (W).
- Return to the Gates. Set the clock hand on 7 (X).
- Return to the Ferris Wheel. Set the clock hand on 3 (Y).
- Return to the Laboratory. Press the button; take the GOLD CARD (Z).
- Return to the Mutoscope.
- Place the GOLD CARD in the slot to activate a puzzle (A1).
- Select the wheels in this order: A, C, A, C, Ax8, B.
- Take the GOLDEN PUNCH CARD (A2).
- Return to the Rail’s End.
- Place the GOLDEN PUNCH CARD in the slot (D); take the SILVER DAGGER (E).
- Return to the Raven Cote.
- Use the SILVER DAGGER on the cursed book (F).
- Congratulations, you have completed Mystery Case Files; Fate’s Carnival.