Web of Deceit: Deadly Sands Walkthrough, Guide, & Tips
Web of Deceit: Deadly Sands Walkthrough
Welcome to the Web of Deceit: Deadly Sands Walkthrough
Track down a venomous killer in Web of Deceit: Deadly Sands!
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 Web of Deceit: Deadly Sands 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 David Becker, 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 Web of Deceit: Deadly Sands.
- 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 and some will be numbered; please follow the numbers in sequence.
- The HOP lists may be random; our lists may vary from yours.
- Use the map to travel to a location.
Chapter 1: The Crash Site
- Try to cross the bridge (A).
- Take the SUITCASE KEY (B) and the photo (C).
- Insert the SUITCASE KEY into the niche (D); take SAM’S HOUSE KEY (E).
- Open the door (F).
- Play the HOP.
- You receive the EXTINGUISHER (G).
- Put out the fire with the EXTINGUISHER (H).
- Take the ROPE (I).
- Connect the ROPE to the pole (J) and the propeller (K).
- Push the handle (L).
- Move forward.
- Read the newspaper (M); take the LEVER (N) and BEARING 1/2 (O).
- Insert the SAM’S HOUSE KEY into the slot (P).
- Go through the door.
- Take the CURTAIN (Q).
- Take the page (blue) and the TAPE (R).
- Take the HOT TEA (S), read the note (green), and take BEARING 2/2 (T).
- Put down the HOT TEA (purple); read the code (U).
- Remove three books (V); enter the correct code (W).
- Take the ANALYZER (X), the movie reel (Y), and the SCREWDRIVER (Z).
- Insert the TAPE into the slot (A).
- Play the mini-game.
- Solution (B).Turn the screens counterclockwise in the following order: 2, 2, 5, 6, 6, 6, 1.
- Take the PARROT EMBLEM (green) and the SOLDERING IRON (blue).
- Repair the lock with the SOLDERING IRON (C); push the handle (D).
- Turn left.
- Remove the screws with the SCREWDRIVER (E); take the ENGINE (F).
- Connect the 2 BEARINGS to the lock (G); move aside the latch (H).
- Go through the gate.
- Open the door (I).
- Play the HOP.
- You receive the GLASS CUTTER (J).
- Go to Sam’s House.
- Collect the MIRROR with the GLASS CUTTER (K).
- Go to the Rail.
- Hold the MIRROR in front of the lizard (L).
- Connect the LEVER to the jack (M); take the JACK.
- Clean the wheel with the CURTAIN (N).
- Take the B-2 GEAR (O).
- Connect the B-2 GEAR and the ENGINE to the trolley (P).
- Play the mini-game.
- Solution (Q).
- Turn the lever (R).
Chapter 2: The Street
- Try to talk to the woman (S).
- Use the ANALYZER on the wound (purple) to acquire the SPIDER VENOM; take the BADGE (T) and the ID CARD (U).
- Try to turn right.
- Take the WING (V).
- Go through the door.
- Take the BURNING INCENSE (W), the PUMP (X), and read the note (Y).
- Insert the PARROT EMBLEM into the niche (Z); push the handle (A).
- Play the HOP.
- You receive the WING HANDLE (B).
- Insert the ID CARD into the slot (C); open the cover and take the DOOR KEY (D).
- Connect the WING and the WING HANDLE to the bird (E); insert the DOOR KEY into the lock (F), turn the key twice, and push the wing handle.
- Go through the door.
- Take the notes (G) and the BOW (H).
- Go to the Street.
- Connect the BOW to the statue (I).
- Play the HOP.
- You receive the HAMMER (J).
- Go to the Sam’s Room.
- Remove the boards with the HAMMER (K); take the SHOVEL (L) and the BOARDS (green).
- Walk down twice.
- Remove the sand with the SHOVEL (M).
- Turn right.
- Take the PEROXIDE (N).
- Go to the Sam’s Room.
- Read the recipe (blue); pour the SPIDER VENOM and the PEROXIDE into the flask (O) and take the ACID.
- Go to the Crossroad.
- Put down the JACK (P) and turn its handle; take the STEERING WHEEL (Q).
- Pour the ACID over the chain (R).
- Play the mini-game.
- Solution (S): 5-6, 3-4, 1-2, 7-8, 6-7, 14-6, 8-1, 2-3, 7-8, 6-7, 1-2, 12-6, 10-14, 4-12, 3-10, 2-4, 10-11, 4-10, 9-5, 8-3, 7-1, 6-7, 14-9, 12-14, 11-12.
- Play the HOP.
- You receive the NAILS (U).
- Go to the Hotel Hall.
- Connect the BOARDS and the NAILS to the ladder (V); hit the nails with the HAMMER and take the LADDER.
- Go to the Crossroad.
- Put down the LADDER (W).
- Climb up the ladder.
- Take the BAG OF PLUGS (X), BANK NOTE 1/2 (Y), and read the book (Z).
- Take GLASS EYE 1/2 (A).
- Go to the Street.
- Put down the BAG OF PLUGS (B).
- Play the mini-game.
- Solution: (C).
- Take BANK NOTE 2/2 (D).
- Go to the Hotel Hall.
- Insert 2 BANK NOTES into the slot (E) and pull the handle (F); take the SODA (purple).
- Go to the Sam’s Room.
- Take the note (G); put the BADGE in its place.
- Play the mini-game.
- Solution: (H).
- Open the compartment; take the movie reel (green) and GLASS EYE 2/2 (blue).
- Walk down twice.
- Connect the 2 GLASS EYES to the statue (I); take the TRUCK KEY (J).
- Turn right, move forward.
- Put down the PUMP (K) and press it to inflate the tire; connect the STEERING WHEEL to the car (L), insert the TRUCK KEY into the lock (M), and turn the key.
- Take the ALARM BELL (N).
- Go to the Hotel Hall.
- Connect the ALARM BELL to the device (O) and hold the BURNING INCENSE next to it (P); take the HATCH KEY (Q).
- Go to the Dead End.
- Insert the HATCH KEY into the slot (R).
- Play the mini-game.
- Solution for the red spiders: Move spider 2 to A; 1 to B.
- Solution for the purple spiders: Move spider 2 to A; 3 to B; 1 back to 1.
- Solution for the green spiders: Move spider 2 to A; 3 back to 3; 1 back to 1.
- Solution for the yellow spiders: Move spider 2 to A; 3 to B; 1 back to 1.
- Solution for the blue spiders: Move spider 2 to A.
- Take the RECIPE HALF (D).
- Put down the RECIPE HALF (E); pour the SODA into the test tube (F).
- Shut the test tube (G); take the GLOW STICK (H).
- Throw the GLOW STICK down the drain (I).
- Go down the drain.
Chapter 3: The Catacombs
- Push the button (J).
- Take the JACKHAMMER HANDLE (K).
- Turn right.
- Connect the JACKHAMMER HANDLE to the jackhammer (L); take the JACKHAMMER.
- Take the PAN (M).
- Walk down.
- Put down the PAN (N).
- Take the FUSE (O) and the LEVER (P).
- Turn right.
- Insert the FUSE into the slot (Q); turn the lever (R).
- Break the wall with the JACKHAMMER (S).
- Play the HOP.
- You receive the CARABINER (T).
- Connect the 2 chains with the CARABINER (U).
- Connect the LEVER to the cart (V); pull the lever.
- Take the TV SCREEN (W); read the note (blue).
- Walk down.
- Insert the TV SCREEN into the device (X).
- Play the mini-game.
- Solution: 2, 4, 4, 4, 2, 3, 4, 2, 3, 3, 2, 2, 2, 4, 4, 2, 3, 4, 2, 2.
- Turn left.
- Talk to your uncle (Y).
- Take the PICKLOCK (Z).
- Connect the PICKLOCK to the door (A); turn the handle (B).
- Go through the door.
- Play the HOP.
- You receive the HANDLE (C).
- Take the EMPTY BUCKET (D).
- Walk down.
- Connect the HANDLE to the window (E); turn the handle.
- Take the PAPERWEIGHT (F) and the FIRST-AID KEY (G).
- Put down the EMPTY BUCKET (H).
- Enter the Controller’s Office.
- Insert the FIRST-AID KEY into the lock (I) and turn the key; take the MORPHINE (J).
- Walk down.
- Give the MORPHINE to your uncle (K).
- Read the note (purple); take the HANDKERCHIEF (L).
- Take the COAL SHOVEL (M) and the CHISEL (N); open the cover (green).
- Put the coal into the empty bucket with the COAL SHOVEL (O); take the BUCKET WITH COAL (P).
- Enter the Controller’s Office.
- Read the note, insert the CHISEL into the box, hit the chisel with the PAPERWEIGHT (Q), and open the box; take the SPARK WHEEL (R) and the CAN OPENER (S).
- Walk down.
- Clean the lighter with the HANDKERCHIEF (T); insert the SPARK WHEEL into the lighter (U) and take the LIGHTER.
- Open the can with the CAN OPENER (V).
- Pour the BUCKET WITH COAL into the compartment (W); you receive the EMPTY BUCKET.
- Put the EMPTY BUCKET into the can (X) to acquire the BUCKET WITH KEROSENE.
- Pour the BUCKET WITH KEROSENE into the compartment (Y); light the coal with the LIGHTER.
- Play the mini-game.
- Take the FISH TAIL (A).
- Take the BUTTON (B).
- Move forward.
- Take the ROPE (C).
- Take a look at the outline (D).
- Take the COMPARTMENT HANDLE (E).
- Take the SHIRT (F).
- Walk down.
- Connect the COMPARTMENT HANDLE to the door (G).
- Turn left.
- Take WHEEL 1/2 (H).
- Take the CLAMP (I) and read the plate below it.
- Take the AWL (J).
- Take the JAR CLAMP (K).
- Walk down.
- Use the AWL to acquire the MAGNETIC KEY (L).
- Turn left.
- Insert the MAGNETIC KEY into the slot (M); take the SURFBOARD (N).
- Go to the Fishing Wharf.
Chapter 4: The Fisherman’s House
- Put down the SURFBOARD (O).
- Enter the house.
- Take the WHALE SPOUT (P).
- Play the HOP.
- You receive the SAW (Q).
- Walk down twice.
- Insert the WHALE SPOUT into the whale (R).
- Play the HOP.
- You receive the COMPASS (S).
- Go to the Compartment.
- Saw the metal bar with the SAW (T) to acquire the AXLE.
- Go to the Fishing Wharf.
- Connect the FISH TAIL (U), the AXLE (V), the ROPE (W), and the COMPASS (X) to the boat.
- Move forward.
- Read the note (Y).
- Connect the BUTTON to the device (Z).
- Play the mini-game.
- Solution: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 8, 22, 12, 13, 14, 15, 16, 17, 18, 19, 20, 1, 2, 3, 4, 5, 14, 15, 16, 17, 18, 19, 21.
- Push the button (green).
- Take the BOTTLE WITH WATER (A).
- Walk down.
- Pour the BOTTLE WITH WATER into the container (B); take the LURE (purple).
- Move forward.
- Connect the LURE to the fishing rod (C); take the FISHING ROD.
- Walk down twice.
- Throw the FISHING ROD at the boot (D); take the SANDPAPER (E) and the TROUSER LEG (F).
- Turn left.
- Use the SANDPAPER on the plate (G) to learn the code.
- Go to the Fishing Wharf.
- Enter the correct code (H) and open the box; take the NEEDLE (I) and the JAR COVER (blue).
- Move forward.
- Insert the NEEDLE and the CLAMP into the sewing machine (J); put down the TROUSER LEG and the SHIRT (K).
- Play the mini-game.
- Solution: (L).
- Saw the pieces of the sail (purple). Take the SAIL (green).
- Put the JAR COVER and the JAR CLAMP on the bottle (purple); take the BOTTLE FOR POISON (M).
- Walk down.
- Hold the BOTTLE FOR POISON next to the scorpion (blue) to acquire the BOTTLE WITH POISON; take WHEEL 2/2 (N).
- Connect the SAIL (O) and the 2 WHEELS to the boat (P); activate the compass (Q).
- Take the CLIMBING SPIKE 1/3 (R).
- Take the COFFEE-MACHINE BLADE (S) and the HERRING (T).
- Take the CYLINDER (U).
- Talk to your uncle (V).
- Move forward.
- Take the GRAPPLING HOOK (W).
- Give the HERRING to the cat (X); take the SHED KEY (Y).
- Take the SCISSORS (Z).
- Insert the SHED KEY into the lock (A); turn the key.
- Play the HOP.
- You receive CLIMBING SPIKE 2/3 (B).
- Walk down.
- Collect the TREACLE with the ANALYZER (C).
- Cut the rope with the SCISSORS (D); take CLIMBING SPIKE 3/3 (E).
- Move forward.
- Connect the 3 CLIMBING SPIKES and the GRAPPLING HOOK to the wall (F).
- Climb up the wall and go to Sam’s Room.
- Insert the CYLINDER into the slot (G).
- Play the mini-game.
- Solution: 1-32.
- Activate the lever (H) to remove the button pairs marked 24 and 25.
- Look at the photo (I); take the GLASS BULB (J).
- Go to the Crossroad.
- Insert the GLASS BULB into the niche (K).
- Turn left.
Chapter 5: The Laboratory
- Play the HOP.
- You receive the PAN (L).
- Move aside four cards; take the FORK (M).
- Talk to the woman (N); you receive the ANTIDOTE RECIPE.
- Go to the Hotel Hall.
- Connect the FORK to the door (O); push the fork and spoon.
- Turn left.
- Open the cabinet; take the OLIVE OIL (P).
- Go to the Crossroad.
- Pour the OLIVE OIL on the hinge (Q).
- Open the gate.
- Turn right.
- Take BATTERY 1/3 (R).
- Take the SOLVENT (S).
- Remove the newspaper and the notes; take the MOONSTONE (T).
- Go to the Kitchen.
- Read the note (U); you receive CLIP 1/2.
- Spray the SOLVENT over the drawer (V) and open the drawer; take the EMPTY THERMOS (W) and the MATRYOSHKA (X).
- Insert the COFFEE MACHINE-BLADE (Y) and the MOONSTONE into the coffee machine (Z).
- Play the mini-game.
- Solution: (A).
- You receive the MOONSTONE POWDER.
- Go to the Flea Market.
- Insert the MATRYOSHKA into the niche (B).
- Play the HOP.
- You receive the BALL (C).
- Go to the Kitchen.
- Throw the BALL at the bone (D).
- Move forward.
- Take the THROWING STAR (E).
- Take CLIP 2/2 (purple) and the ASSISTANT’S ID CARD (F).
- Read the note (G).
- Hold the EMPTY THERMOS below the faucet (H) to acquire the THERMOS WITH MILK.
- Open the compartment; take BATTERY 2/3 (I).
- Go to the Flea Market.
- Open the lock with the 2 CLIPS (J); you receive the PIG.
- Go to the City Wharf.
- Talk to your uncle (K); you receive the BLOOD SAMPLE.
- Put the PIG on the soil (L); you receive the TRUFFLES.
- Go to the Laboratory.
- Put down the ANTIDOTE RECIPE (blue); insert the TREACLE, BOTTLE WITH POISON, MOONSTONE POWDER, TRUFFLES, BLOOD SAMPLE, and THERMOS WITH MILK into the bag (M).
- Insert the ASSISTANT’S ID CARD into the slot (N).
- Turn left.
- Take the STOVE KNOB (O).
- Talk to the assistant (P).
- Take the note (Q).
- Turn the screw shaft three times; take the SCREW SHAFT (R).
- Go to the City Wharf.
- Talk to your uncle (S); you receive the REAL BLOOD SAMPLE.
- Go to the Doctor’s Lab.
- Give the REAL BLOOD SAMPLE to the assistant (T); you receive the ANTIDOTE.
- Go to the City Wharf.
- Give the ANTIDOTE to your uncle (U); you receive BATTERY 3/3.
- Go to the Kitchen.
- Insert the 3 BATTERIES into the remote (V) and close it; take the REFRIGERATOR REMOTE.
- Turn left.
- Open the refrigerator with the REFRIGERATOR REMOTE (W); take the FROZEN MEAT (X).
- Walk down.
- Put down the PAN (Y) and connect the STOVE KNOB to the oven (Z); put the FROZEN MEAT into the pan, turn the stove knob, and take the MEAT (A).
- Go to the City Wharf.
- Give the MEAT to the lion (B).
- Enter the Circus.
- Cut the seam with the THROWING STAR (C).
- Take DART 1/3 (purple); remove the cover (D).
- Turn left.
- Take DART 2/3 (green) and the sketch (E).
- Take the MUG (F).
- Remove the two latches (blue); take the SPRAY GUN (G).
- Go to the City Outskirts.
Chapter 6: The Brewery
- Put the MUG into the hand (H).
- Enter the Brewery.
- Take DART 3/3 (I) and read the book (purple); send the PIG into the niche (J) and take the BOX KEY (K).
- Take the SEPIA PAINT (L).
- Play the HOP.
- You receive the WARDROBE KEY (M).
- Go to the Green Room.
- Insert the BOX KEY into the slot (N); take the FIREWORKS (O) and the COPPER SULFATE (P).
- Go to the Doctor’s Lab.
- Pour the COPPER SULFATE into the battery (Q); take the BATTERY CHARGER.
- Go to the Brewery.
- Connect the BATTERY CHARGER to the battery (R), turn it on, and take the CHARGED BATTERY.
- Go to the Circus.
- Insert the CHARGED BATTERY into the device (S).
- Take the SCOOP (T).
- Insert the FIREWORKS into the niche (U).
- Play the mini-game.
- Solution (V): X, Y, W, Y, Z, X, W.
- Go to the Brewery.
- Take the Brush (A).
- Go to the Green Room.
- Put down the 3 DARTS (B).
- Play the mini-game.
- Win a game of chess against the opponent.
- The rules of the original game apply.
- The opponent’s moves are random.
- Take the CHAMELEON FIGURINE (C).
- Walk down.
- Insert the CHAMELEON FIGURINE into the niche (D).
- Play the mini-game.
- Solution: (E).
- Go through the door.
- Take the AIRBRUSH NOZZLES (blue); put the SCREW SHAFT on the gear (F).
- Play the HOP.
- You receive the STAINED-GLASS LEADING (G).
- Go to the Green Room.
- Shake the lamp (H); put down the SCOOP (I).
- Use the BRUSH to sweep the shards into the scoop (J) to acquire the STAINED-GLASS FRAGMENTS.
- Put the STAINED-GLASS FRAGMENTS and the STAINED-GLASS LEADING on the box (K); take the STAINED GLASS (L).
- Go to the Flea Market.
- Insert the STAINED GLASS into the door (M).
- Play the mini-game.
- Solution: (N).
- Push the button (O).
- Go through the door.
- Insert the WARDROBE KEY into the slot (P) and turn the key; take the SOLVENT PIPE (Q).
- Go to the Brewery.
- Put down the SOLVENT PIPE (R).
- Play the mini-game.
- Solution: 11, 7, 3, 2, 6, 7, 3, purple-7, purple-6, 2, 1, 5, 6, 7, 3, 2, 1, 5, 9, 10, 11, 7, purple-2, 6, 2, 1, 5, 9, 10, 11, 7, 8, 4, 3, 2, 1, 5, 6, 7, 8, 4, 3, 7, 6, 5, 1, 2, 3, 7, 6, 5, purple-6, purple-2, 6, 10, 9, 5, 6, 10, purple-6.
- Take the AIRBRUSH CANISTER (S).
- Go to the Mirror Shop.
- Put down the SEPIA PAINT (T) and the SPRAY GUN (U).
- Connect the AIRBRUSH CANISTER (V) and the AIRBRUSH NOZZLES (W) to the spray gun.
- Play the mini-game.
- Solution: (X).
- Use the nozzle (1) to spray the borders and the colors on the mirror.
- You receive the PAINTED MIRROR.
- Go to the Mirror Hall.
- Insert the PAINTED MIRROR into the niche (Y).
- Play the mini-game.
- Solution (Z): 18, 19, 2, 22, 22, 21, 21, 2, 2, 15, 17, 16, 20, 19, 6, 6, 11, 22, 5, 5, 15, 2, 2, 2, 20, 4, 20, 7, 7, 14, 4, 4, 21, 6, 6, 6, 18, 10, 7, 7, 16, 2, 3, 3, 3, 12, 12, 10, 5, 21, 8, 18, 18, 7, 17, 2, 15, 4, 10, 10, 2, 2, 12, 6, 18, 6, 6, 6, 3, 3, 13, 14, 11, 3, 3, 3, 7, 7, 7, 7, 18, 3, 3, 3, 3, 6, 11, 2, 14, 7, 21.
- Congratulations, you have completed Web of Deceit: Deadly Sands.