Enigmatis: The Mists of Ravenwood Walkthrough, Guide, & Tips
Enigmatis: The Mists of Ravenwood Walkthrough
Welcome to the Enigmatis: The Mists of Ravenwood Walkthrough
Enter Ravenwood Park and discover the secrets hidden in the mists…
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 Enigmatis: The Mists of Ravenwood 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 Enigmatis: The Mists of Ravenwood.
- This guide will not mention each time you need to zoom into a scene; the screenshots will show each zoom scene.
- We will use the acronym HOP for Hidden-object puzzles. Interactive items will be color-coded and some will be numbered; please follow numbers in sequence.
- HOPs are random: our lists may vary from yours.
- You can use the map to travel to general areas, but not specific locations.
- The Evidence tab in the bottom right of your screen takes you to the Evidence Board; from there you can access the Cell Door. Walk down from the Evidence Board to return to the location you were before.
Chapter 1: The Camper and the Park
- Take the FLARE (A).
- Walk left.
- Take the picture and the driver’s license as evidence; take the CAMPER KEYS (B).
- Walk down.
- Open the camper with the CAMPER KEYS (C).
- Go inside.
- Take the picture as evidence (D).
- Move the suitcase aside and open the cabinet; talk to the girl (E).
- Take the FISHING ROD (F).
- Take the FIRST-AID KIT KEY with the FISHING ROD (G).
- Walk down.
- Play the HOP (H, I, J).
- You receive the TEDDY BEAR.
- Open the first aid kit with the FIRST-AID KIT KEY (K); take the BANDAGE and the HYDROGEN PEROXIDE (L).
- Go into the camper.
- Talk to the girl and give her the TEDDY BEAR; put the HYDROGEN PEROXIDE and BANDAGE on her arm (M).
- Inspect the alarm clock (N).
- Inspect the mysterious shadow (O).
- Walk to the Park Gate and into the park.
- Talk to Mr. Whitmarsh; take the map (P).
- Go to the ticket booth.
- Talk to the vendor and take the REDWOOD GONDOLA TICKET (Q).
- Go to the Forest Path.
- Inspect the Snack Bar door (R); take the PINK BUTTERFLY PENDANT (S).
- Go to the Museum Square.
- Take the GLASS CUTTER (T).
- Walk down.
- Cut the glass with the GLASS CUTTER; open the door (U).
- Go into the Snack Bar.
- Put the handle on the cash register and turn it (V); take the TRAPDOOR TOKEN (W).
- Move the bear rug (X).
- Put the TRAPDOOR TOKEN on the trapdoor for a mini-game (Y).
- Move the pins to the colored lights.
- Move the red pin clockwise through the loop and past the wheel (1).
- Move the green pin clockwise through the loop twice and to the top (2).
- Move the red pin to the top (3).
- Go down to the Basement.
- Throw the FLARE into the darkness (Z).
- Move the curtains (A) and go to the Side Room.
- Take the HATCHET (B).
- Go to the cell door and take the LIGHTER (C).
- Talk to the prisoner.
- Go to the Basement.
- Open the crate with the HATCHET; take the KEROSENE and CHARCOAL (D).
- Go left.
- Put the KEROSENE in the lamp and light it with the LIGHTER (E).
- Take the LADDER (F).
- Move the drape from the evidence board.
- Remove all items from the board; you receive a CROWBAR, SCRAPER and THREADED HOOK (G).
- Move your three pieces of evidence into the circle (H).
- Talk to the prisoner.
- Take the METAL CLAW and SHEET (I).
- Go to the Basement.
- Put down the LADDER (J).
- Put the SHEET over the symbols and rub them with the CHARCOAL; take the RUNIC CODE (K).
- Turn the winch and put the CROWBAR through it (L).
- Walk into the Maze.
- Turn the winches to open gates (M); reveal the symbols by pushing on protruding stones (N) or removing moss with the SCRAPER (O).
- Go left, forward, forward, left, right.
- Play the HOP (P).
- You receive a CHAIN AND HOOK.
- Remove the stone and take the METALLIC RELIEF PIECE (Q).
- Attach the CHAIN AND HOOK to the hanging chain (R).
- Put the THREADED HOOK on the trapdoor and attach the chain to it (S).
- Turn the winch (T).
- Go down the hatch.
- Move the sheets (U).
- Move the metal claw a few times (V).
Chapter 2: The Shadows of Ravenwood
- Collect the evidence and the wallet (W) and take the METAL CLAW (X).
- Go to the Cell Door.
- Put the METALLIC RELIEF PIECE on the door (Y).
- Take LOCK PART 1/3 (Z).
- Talk to the prisoner (A).
- Walk down.
- Put the two METAL CLAWS on the hatch and turn them (B).
- Go up the ladder and walk down.
- Try to grab the bag (C).
- Walk down.
- Talk to the ticket seller.
- Move all items off the first aid kit; take the BLUE BUTTERFLY PENDANT (D).
- Take the locket as evidence; take the KNIFE (E).
- Open the first aid kit with the KNIFE and take the ADHESIVE TAPE; open the bottle and put the syringe in it to receive SLEEPING SERUM (F).
- Take the TWINE (G).
- Clean the owl statue with the SCRAPER (H) and open it for a mini-game (I).
- Rotate the tiles to connect all colored lines (J).
- Take the METALLIC RELIEF PIECE (K).
- Alternatively, you can play a mini-game (M).
- Find pairs of images with symbols that are related; for each pair found, one item will be removed from the HOP list.
- You receive a HARMLESS BOLT and more evidence.
- Go to the Snack Bar.
- Put the TWINE, HARMLESS BOLT, SLEEPING SERUM and ADHESIVE TAPE on the crossbow and take the CROSSBOW WITH TRANQUILIZER (N).
- Walk down.
- Shoot the bear with the CROSSBOW WITH TRANQUILIZER.
- Put the memory card and batteries into the camera and close both compartments (O); watch the video and take the evidence.
- Go to the Evidence Board.
- Put the evidence about the barreled corpses and the ticket seller in the Bigger Mystery circle (P).
- Talk to the prisoner (Q).
- Put the METALLIC RELIEF PIECE on the cell door.
- Go to the Museum Square and on to the Cliff.
- Cut the rope with the KNIFE and take the ROPE (R).
- Walk down and go up the stairs.
- Put the ROPE on the door and tie it to the statue (S).
- Remove the balustrade with the HATCHET (T).
- Go into the Museum.
- Remove LOCK PART 2/3 with the KNIFE (U).
- Move the items aside and take the METAL HACKSAW and LOCK PART 3/3 (V).
- Remove the glass and take two more pieces of evidence (W); remove the panel.
- Activate the mini-game with the LOCK PARTS and the RUNIC CODE.
- Change the direction of the dial with the arrow buttons and use the numbered buttons to move the dial to the symbols of the code.
- Solution: X, 4, 7, Y, 3, X, 4, 4.
- Take the evidence, the WOODEN EYE (PUPIL) and ELECTRIC CABLE 1/3 (Z).
- Play the HOP or mini-game (A).
- You receive a MAGNET.
- Go to the Cliff.
- Cut the chain with the METAL HACKSAW and put the MAGNET on it; use the magnet to take the LOCK PICK (B).
- Go to the Forest Path.
- Put the WOODEN EYE (PUPIL) on the carving for a mini-game (C).
- Rotate the panel to move the balls through the maze to their destinations (D).
- Take the METALLIC RELIEF PIECE (E).
- Go to the Museum.
- Pick the lock with the LOCK PICK (F).
- Go to the Gondola Station.
- Take ELECTRIC CABLE 2/3 (G).
- Look through the spyglass for more evidence; take ELECTRIC CABLE 3/3 (H).
- Go to the Evidence Board.
- Put the note with the dead body in the Bigger Mystery circle (I).
- Put the two items about Whitmarsh in the Suspects circle (J).
- Talk to the prisoner and take the RAVEN EMBLEM (K).
- Put the METALLIC RELIEF PIECE on the door.
- Go to the Gondola Station.
- Remove the glass with the HATCHET and remove the panel.
- Activate the mini-game with the ELECTRIC CABLES.
- Connect the colored wires to the correct symbol parts to create the symbols shown (L); the solution is random and may be different in your game.
- Push the lever (M).
- Put the REDWOOD GONDOLA TICKET in the slot (N).
- Ride the Gondola.
Chapter 3: The Ravenwood Valley
- Walk right.
- Take the RAG PIECE (O).
- Walk down.
- Wrap the RAG PIECE around the glass and use it to cut the net (P); take the FISHING NET.
- Walk right.
- Hang the FISHING NET from the rocks and climb up (Q).
- Take the HEAVY ROCK (R).
- Open the tackle kit with the HEAVY ROCK (S).
- Play the HOP (T).
- You receive a FISHING REEL.
- Walk down.
- Grab the WIRES (U); catch the SELF-INFLATED VEST with the FISHING REEL (V).
- Break the planks with the HEAVY ROCK and tie them with the WIRES; take the GANGWAY (W).
- Walk right.
- Put the GANGWAY across the gap (X).
- Put the SELF-INFLATED VEST under the rock and inflate the vest (Y).
- Climb out of the ravine.
- Tear the posters (Z); open the compartment with the RAVEN EMBLEM and take the WOODEN FISH (A), METAL PANEL and BATTERIES (B).
- Take the PIECE OF RAILING (C); give the WOODEN FISH to the bear for two mini-games.
- Move the panels around until you can slide the fish out the bottom (D-I).
- Take the METALLIC RELIEF PIECE (J).
- Walk into the Logging Camp.
- Take the BASKET (K).
- Go to the Locomotive Display.
- Take the CORK (L).
- Walk down and go to the Riverside.
- You receive some evidence.
- Take the ROPE and MATCHES (M).
- Play the HOP (N).
- You receive a WATER PUMP.
- Walk down.
- Put the CORK in the basin (O) and the WATER PUMP on the pump (P); fill the basin and take the WALNUT (Q).
- Give the WALNUT to the squirrel; take the hair clip as evidence (R).
- Walk down.
- Open the well with the PIECE OF RAILING and put the ROPE down the well (S).
- Go into the well.
- Go to the Evidence Board.
- Take the batteries out of the camera and put the new BATTERIES in.
- Put the camera in the Simsons’ Whereabouts circle (T).
- Put Becky’s hair clip and the evidence about the mysterious man in the Becky circle (U).
- Put the METALLIC RELIEF PIECE on the cell door.
- Go to the Locomotive Display in the Exposition area.
- Play the HOP or mini-game (V).
- You receive the CRANE KEY.
- Go to the Riverside.
- Open the hatch with the CRANE KEY; take the VALVE and CHISEL (W).
- Walk down twice.
- Open the locker with the CHISEL; move the coat and take the RUBBER HOSE, ALLEN KEY and KINDLING (X).
- Go to the Locomotive Display.
- Put the VALVE in the locomotive and turn it (Y); put the coal in the BASKET and take the COAL (Z).
- Release the carriage with the ALLEN KEY (A).
- Go to the Riverside.
- Put the COAL, KINDLING and MATCHES in the hatch and close it; attach the RUBBER HOSE to the valve.
- Put the end of the hose in the river (B).
- Push the pump (C) and pull the lever (D).
- Go into the cabin for a mini-game.
- Move the levers into the correct positions to grab, move and release two logs.
- Solution: grab (E) – 3, 1, 2, 4; move (F) – 3, 2, 1; release (G) – 3, 2, 1, 4; grab – 4; move – 3, 2, 1; release – 3, 2, 1, 4.
- Cross the river.
- Take the PAPERCLIP (H).
- Take the THIN NAIL (I).
- Open the hut door with the THIN NAIL and the PAPERCLIP (J).
- Go into the Hut.
Chapter 4: Unexpected Meeting
- Move the blanket and take the evidence (K).
- Open the trapdoor and talk to Becky (L).
- Talk to Becky again; open the book and take the COIN and METALLIC RELIEF PIECE (M).
- Inspect Hamilton’s leg (N).
- Talk to Becky and take her RIBBONS (O).
- Play the HOP or mini-game (P).
- You receive the NAIL REMOVER.
- Walk down.
- Remove the board with the NAIL REMOVER; open the door and take the THICK GLOVES (Q).
- Go into the hut.
- Take the SCREWDRIVER with the THICK GLOVES (R).
- Walk down three times.
- Pull the handle, put the coin in the drawer, push the button and take the RAVENWOOD TOKEN (S).
- Go right.
- Open the first aid box with the SCREWDRIVER (T).
- Take the DIRTY BANDAGE (U).
- Play the HOP or mini-game (V).
- You receive the WOOD SAW.
- Go across the river.
- Put the RAVENWOOD TOKEN on the box (W) and take the soap; put the soap in the water, wash the DIRTY BANDAGE and take the WET BANDAGE (X).
- Cut the plank with the WOOD SAW and take the WOODEN PLANKS (Y).
- Go into the hut.
- Dry the WET BANDAGE and take the CLEAN BANDAGE (Z).
- Put the CLEAN BANDAGE, WOODEN PLANKS and RIBBONS on Hamilton’s leg (A).
- Play the HOP or mini-game (B).
- You receive the CRUTCH.
- Give the CRUTCH to Hamilton.
- Walk down.
Chapter 5: The Chase
- Talk to Hamilton; take the METAL PANEL and evidence (C).
- Walk down three times and go down the well.
- Put the two METAL PANELS on the door for a mini-game (D).
- Use the knobs to rotate the metal panels until they’re all next to their matching symbols.
- Solution: rotate knobs 1, 2, 4, 4, 3, 3, 4, 4, 4.
- Go through the door.
- Follow the giant tree roots through the maze.
- Go left, right, right, left, right to reach the Underground Dome.
- Take the STEEL BAR (E).
- Look through the cell door and receive more evidence.
- Remove the BRICK with the STEEL BAR (F).
- Go to the Evidence Board.
- Put the evidence about Becky’s parents in the circle (G).
- Put the METALLIC RELIEF PIECE on the cell door.
- Return to the Underground Dome.
- Put the BRICK in the trap door and push it open (H).
- Go up to the Top Station.
- Remove the rocks and take the FUSE (I).
- Open the panel and take the GLOWSTICK (J).
- Go to the Bridge.
- Talk to the ticket seller (K).
- Try to take something from the car (L).
- Play the HOP (M, N, O).
- You receive METAL RING PLATE 1/3.
- Go to the Mansion.
- Take the LEATHER STRAP (P).
- Play the HOP (Q).
- You receive a GRASPER.
- Go to the Tree.
- Take the KNIFE BLADE (R).
- Take the LENS (S).
- Walk down three times.
- Open the window with the LEATHER STRAP; take the FUSE and take the BOLT CUTTER with the GRASPER (T).
- Cut the cable with the BOLT CUTTER and tie the end to the pole (U).
- Remove the broken fuse, put the two FUSES in the box and pull the handle (V).
- Take the STEEL CABLE PIECE (U).
- Walk forward.
- Put the STEEL CABLE PIECE on the car (W).
- Tie the end of the cable to the stump (X).
- Pull the lever (Y).
- Take the CRACKERS and WOODEN FANG; open the compartment with the KNIFE BLADE and take the AEROSOL SPRAY (Z).
- Go to the Mansion.
- Try to take the metal ring plate and throw the GLOWSTICK into the hole; give the CRACKERS to the raccoon and take the CANDLE and METAL RING PLATE 2/3 (A).
- Put the WOODEN FANG on the wolf (B).
- Zoom into the wolf for a mini-game.
- Turn the discs to create three overlapping symbols.
- Solution: C3, D3.
- Take the METALLIC RELIEF PIECE (F).
- Go to the viewing platform by the Tree.
- Put the CANDLE in the lantern and light it with the LENS; take the LIT CANDLE (G).
- Put the LIT CANDLE by the roots and accelerate it with the AEROSOL SPRAY (H); take METAL RING PLATE 3/3 (I).
- Back out three times.
- Put the METAL RING PLATES on the mini-game to activate it.
- Adjust the rings until the image in the center lines up (J).
- Go to the Side Tunnel.
- Take the MIRROR PIECE (K).
- Play the HOP or mini-game (L).
- You receive the RAVEN HEAD.
- Put the RAVEN HEAD on the raven (M); take the ARCHWAY LOCK PART (N).
- Look through the gate.
- Put the MIRROR through the bars and put the ARCHWAY LOCK PART on the mirror (O); turn the lock.
- Go to the Mansion Grounds.
Chapter 6: Raven’s Nest
- Walk forward.
- Remove the roots from the hatch and take the RUBBER GLOVE (P).
- Remove the cable with the RUBBER GLOVE and take the WING HANDLE and REAPER STATUETTE (Q).
- Put the WING HANDLE on the hatch and open it (R).
- Play the HOP or mini-game (S).
- You receive the REAPER STATUETTE.
- Put the two REAPER STATUETTES on the pedestal for a mini-game (T).
- Slide the statuettes around until they’re grouped according to the gifts they hold.
- Solution: move statuettes 3, 5, 9, 2, 8, 9, 6, 8, 9, 1, 3, 9, 8, 6, 4, 9, 8, 6, 9.
- Take the BLOOD DROP EMBLEM (U).
- Put the BLOOD DROP EMBLEM on the fountain (V) and take WOODEN FEATHER 1/2 and the METAL ROD (W); open the compartment with the METAL ROD and deactivate the fountain with the cable (X).
- Go into the Cave.
- You receive new evidence.
- Take WOODEN FEATHER 2/2 (Y).
- Take the evidence and the METAL ROD (Z).
- Open the bag and take the INITIALS (A).
- Go to the Evidence Board.
- Put the evidence about the cars and the illusion scheme in the Dozens of Murders circle (B).
- Put the INITIALS on the wallet and take the evidence (C).
- Put this new evidence, the locket and the watchman evidence in the Ticket Seller’s Role circle (D); you receive the TICKET SELLER MEMENTO.
- Talk to the prisoner and take DISC RELIEF PIECE 1/3 (E).
- Put the METALLIC RELIEF PIECE on the cell door and talk to the prisoner again.
- Go to the Bridge at the Top Station.
- Give the TICKET SELLER MEMENTO to the ticket seller (F); take the VAN KEYS (G).
- Go to the Mansion Grounds.
- Put the WOODEN FEATHERS on the raven for a mini-game.
- Use the arrows to move the drops of blood to the heart; although all drops move at the same time you can focus on one at a time (H).
- Take the METALLIC RELIEF PIECE (I).
- Go to the Cave.
- Open the compartment in the ticket seller’s van with the VAN KEYS (J); take the CAR JACK (K).
- Open the camper van door with the CAR JACK (L).
- Go into the Camper.
- Take the BAG OF FLOUR (M).
- Open the box with the BLUE BUTTERFLY PENDANT and PINK BUTTERFLY PENDANT; move the pictures.
- Take the DIAMOND RING and SCISSORS (N).
- Cut the mesh with the SCISSORS and take the CARBON DIOXIDE EXTINGUISHER (O).
- Walk down twice.
- Play the HOP or mini-game (P).
- You receive the STONE CIRCLE.
- Go to the Cave.
- Put the STONE CIRCLE and BAG OF FLOUR on the mini-game; wipe off the excess flour.
- Rotate the discs until all symbols are in the order shown (Q).
- Take the METALLIC RELIEF PIECE and DISC RELIEF PIECE 2/3 (R).
- Walk down three times.
- Play the HOP or mini-game (S).
- You receive DISC RELIEF PIECE 3/3.
- Walk forward.
- Put the DISC RELIEF PIECES on the lock (T); use the CARBON DIOXIDE EXTINGUISHER and METAL ROD on the branches and push the lock.
- Go into the Mansion.
- Take the RUBY EYE (U).
- Put the RUBY EYE on the cane and take the CANE BLADE (V).
- Cut the roots around Becky’s hands and feet with the CANE BLADE (W).
- Talk to Becky.
Chapter 7: Mystery Unraveled
- Tell Becky to come out of the cupboard (X).
- Get Becky to help you by moving her to the following items: the sword (Y), the chest x2 (Z), the cabinet (X), the chest x2, the sword.
- Take the sword and cut the roots (A).
- Talk to Becky.
- Play the HOP or mini-game (B).
- You receive the CORKSCREW.
- Open the drawer with the CORKSCREW (C); take the STUDY KEY (D).
- Open the study door with the STUDY KEY (E).
- Go to the Upper Room.
- Cut the glass box with the DIAMOND RING and take the ACID (F); take the evidence and the TONGS (G).
- Take the evidence and METALLIC RELIEF PIECE (G), open the book and read the note; pour the ACID over the crystal and take the BULL HEAD EMBLEM with the TONGS (H).
- Remove the books and take the SHEEP HEAD EMBLEM (I).
- Walk down.
- Put the BULL HEAD EMBLEM and SHEEP HEAD EMBLEM on the picture (J); take SAFE PART 1/2, two pieces of evidence (K), the PERFORATED PAGE and the UV BULB (L).
- Go to the Evidence Board.
- Put the evidence about the tree in the Murder Scene circle (M).
- Put the evidence about the raven and the life transfer in the Motive circle (N).
- Go to the Cell Door.
- Put the three METALLIC RELIEF PIECES on the door.
- Talk to the prisoner.
- Go to the Upper Room in the Mansion.
- Put the UV BULB in the flashlight and take the UV FLASHLIGHT (O).
- Use the UV flashlight on the notice board for a HOP (P).
- You receive the TORN PAGE PIECE.
- Switch on the UV light and put the TORN PAGE PIECE on the pin board for a mini-game.
- Restore the page by dragging and dropping the pieces onto the board; select a piece to rotate it.
- Take the SAFE COMBINATION (Q).
- Go to the viewing platform by the Tree.
- Put the PERFORATED PAGE on the sign (R).
- Look through the telescope for a mini-game.
- Find the rock formations in the order shown on the sign; you can change the distance with the slider on the right.
- Take the RUNE SEQUENCE (S).
- Go to the Mansion.
- Play the HOP or mini-game (T).
- You receive SAFE PART 2/2.
- Walk forward.
- Put the SAFE PARTS and SAFE COMBINATION on the safe for a mini-game (U).
- Enter the code: R4, L7, L3, R0, L6.
- Turn the handle and take the evidence, two METALLIC RELIEF PIECES and the HEART EMBLEM (V).
- Go to the tree door.
- Put the HEART EMBLEM on the door and enter the code on the rune sequence (W).
- Go into the Tree.
- Pull the small branch (X) to trigger the mini-game (Y).
- Move the objects to their correct places to watch the story of Asmodai (Z, A, B).
- Take the final METALLIC RELIEF PIECE (C).
- Go to the Cell Door.
- Put the remaining METALLIC RELIEF PIECES on it.
- Go to the Evidence Board.
- Put the evidence about the dagger and the police report in the Defeat the Reapers circle (D).
- Go to the Hut at the Shacks.
- Talk to Hamilton and take the ANCIENT DAGGER (E).
- Go to the Tree.
- Stab the raven with the DAGGER (F).
- Go into the Tree and walk forward.
- Go to Becky’s parents (G) for a mini-game.
- Carefully slide the roots out of the way (H).
- Walk down.
- Go through the window (I).
- Remove the roots and walk forward.
- Cut the root with the ANCIENT DAGGER and walk forward.
- Stab the heart with the ANCIENT DAGGER (J).
- Congratulations, you have completed Enigmatis: The Mists of Ravenwood.