Maestro: Notes of Life Walkthrough, Guide, & Tips
Maestro: Notes of Life Walkthrough
Welcome to the Maestro: Notes of Life Walkthrough
A missing girl has been lured away by evil music! Stop the young prodigy and save everyone from the evil Maestro!
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 Maestro: Notes of Life 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 prpldva, 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
- Hidden Object Scenes and mini-games are often randomized – your solution may vary.
- Hidden Object Scenes will be referred to as ‘HOS’ in this walkthrough.
- Items listed with a red outline are hidden or require additional steps.
- The journal will track your progress and note clues (A).
- Your inventory is in the bottom panel – click on an item to select it for use (B).
- The inventory panel auto-hides, move your mouse down to reveal the inventory tray.
- Hints are unlimited, but you must wait for the hint meter to refill (C).
Chapter 1: The Cellar Crypt
- After the dialog, take the photograph.
- You will have the option of a brief tutorial.
- Look at the basket, remove the cloth and take an APPLE (A).
- Look at the poster and take the BRACELET (B).
- Look at the statue; place the BRACELET on its wrist and take the first RING (C).
- Walk forward through the arch.
- Look at the music box and take the first PLANK (D).
- Note the path to the right (E).
- Walk up the stone stairs (F).
- Look at the newspaper and take the RAG (G).
- Look at the rubble and move the 3 stone posts (H).
- Take the first DOLL (I).
- Walk down, then take the right path.
- Note the horse (J).
- Talk to the officer in the tent, then select the tent for a HOS (K).
- Locate all the items on the list.
- Move the skull to find the figurine (L).
- Use the quill to make the music note (M).
- You will earn the second DOLL.
- Look at the horse.
- Give the APPLE to the horse (N).
- Open the pack, look inside then take the FLASK and the diagram (O).
- Exit the close-up of the horse then walk down.
- Look at the music box and place the 2 DOLLS in the indentations (P).
- Take the second RING (Q).
- Note the cellar door (R).
- Walk to the right.
- Look at the statue and place the 2 RINGS on the fingers (S).
- Take the NOTES (T).
- Walk to the left and look at the cellar door.
- Place the NOTES in the center to trigger a mini-game.
- Refer to the diagram in your journal (U).
- Place the notes so they match the diagram and fit over the small triangles and circles.
- Left-click to take or place a note, right-click to rotate a note.
- Place the notes as shown (V).
- Enter the cellar.
- Click on the smoke to make it dissipate.
- Take the second PLANK (A).
- Read the newspaper (B).
- Look at the skeleton, brush away some dirt and take the ARM (C).
- Look at the painting on the right and take the TORCH (D).
- Once the painting falls, take the first BALL (E).
- Walk forward.
- Look at the coffin; take the second BALL and the diagram (F).
- Note the gated doorway (G).
- Look at the skeleton and place the ARM on it (H).
- Select the alcove behind the skulls for a HOS (I).
- Locate all the items on the list.
- Use the knife to open the letter (J).
- Remove the lid from the bowl to find the grapes (K).
- You will earn the RIBBON.
- Walk down twice, then go to the right.
- Note the statue (L).
- Note the broken ladder (M).
- Select the tent for a HOS (N).
- Locate all the items on the list.
- Open the book to find the coin and the fish (O).
- Use the pencil in the painting to draw the mustache (P).
- You will earn the SPADE.
- Look at the broken ladder.
- Select the top piece of the ladder and it will align it with the bottom (Q).
- Place the 2 planks in the scene on the outside of each break (R).
- Place the 2 PLANKS from inventory on the inside of each break (S).
- Use the RIBBON from your inventory to secure the right break (T).
- Use the ribbon from the scene to secure the left break (U).
- Take the LADDER then walk down.
- Place the LADDER on the tree (V).
- Look inside the tree hollow and take the third BALL (W).
- Note the snake (X).
- Enter the cellar, walk forward then look at the gated doorway for a mini-game.
- Place the 3 BALLS into the holders to activate the mini-game.
- Use the arrow buttons to manipulate the balls (A-C).
- Refer to your journal to the diagram acquired earlier (D).
- This mini-game is randomly generated- your solution may vary.
- Our solution is: A – press right and up, B – press right twice, and C – press right twice.
- Enter the room.
- Look at the sarcophagus on the left and take the CLEF (E).
- Look at the left burning bowl and use the TORCH on the flame to get the BURNING TORCH (F).
- Look at the right flaming bowl and use the FLASK on the flames (G).
- Take the first SYMBOL from the bowl (H).
- Note the mini-game in the center of the pedestal (I).
- Walk down, then go to the left.
- Try to walk forward and the way will be blocked by vines (J).
- Look at the rocks and use the SPADE 3 times to find the HEAD (K).
- Look at the statue and replace the HEAD (L).
- Take the second SYMBOL from the pocket (M); take the DECK (N).
- Note the chest (O).
- Return to the gated room and look at the mini-game on the center of the pedestal.
- Place the 2 SYMBOLS in the holes to trigger the mini-game.
- Rotate the 3 rings so that the symbols in the magnifiers are related; musician, instrument and related item.
- The trios are: drummer-drumsticks-drum (P), harpist-strings-harp (Q), pianist-keys-piano (R), violinist-bow-violin (S), and trumpeter- keys-trumpet (T).
- Take the FLUTE from the compartment (U).
- Walk down 3 times then look at the snake.
- Use the FLUTE on the snake (V).
- Take the LAMP (W).
- Enter the cellar, walk forward, left then look at the vines.
- Use the LAMP on the vines (X).
- Use the BURNING TORCH on the vines (Y).
- Walk forward.
Chapter 2: The Park
- Pull the leaves away from the small gazebo (A).
- Look at the tree roots and take the first GLASS (B).
- Use the RAG in the puddle to get the WET RAG (C).
- Walk forward on the right path (D).
- Note the paths to the left (E), and the right (F).
- Select the garden area for a HOS (G).
- Locate all the items on the list.
- Open the light post compartment to find the thermometer (H).
- Place the sail on the hull to make the boat (I).
- You will earn the HANDLE.
- Take the left path.
- Note the enchanted statue (J).
- Look at the river and take the LOCK (K).
- Walk down twice.
- Look at the bench and use the HANDLE on the blade to get the SCYTHE (L).
- Walk forward, then take the right path.
- Talk to the old guard; he will turn to dust (M).
- Look at the theater curtains and place the LOCK between the other two (N).
- Select each of the lock bars to unlock the curtains (O).
- Look at the patch of grass and use the SCYTHE to cut it down; note the code – 137 (P).
- Look where the guard was sitting and take the second GLASS (Q).
- Walk down twice, then go to the left.
- Look at the lily pads and take the FISHING LURE (R).
- Look at the lock on the gate and use the WET RAG to clean it for a mini-game (S).
- Move the outer gold dials to set the center row (T) to the code found in the grass – 137.
- Each dial effects different positions.
- Move the lower left dial 9 times (U).
- Move the upper left dial 4 times (V).
- Move the lower right dial 7 times (W).
- Select the large gazebo for a HOS.
- Locate all the items on the list.
- Put the 2 torn papers with the 3rd to make the music sheet (X).
- Use the rake on the leaves to find the coin (Y).
- You will earn the STARFISH.
- Return to the theater.
- Look at the wall and place the STARFISH on the gear post (A).
- After the curtains open, look at the close-up of the stage and take the FISHING ROD (B).
- Walk down twice and select the garden area for a HOS.
- Locate all the items on the list.
- Move the lily pad leaf to find the glass (C).
- Use the fly to bring the frog to the surface (D).
- You will earn the third GLASS.
- Walk down.
- Look at the lamp and place the 3 pieces of GLASS into the missing spots (E).
- Take the CHISEL from inside (F).
- Walk forward.
- Look at the broken statue and use the CHISEL on the board (G).
- Take the PLATE (H).
- Walk down 3 times then enter the gated room.
- Look at the sarcophagus on the right and place the PLATE with its other half (I).
- Take the LYRE from the plates (J).
- Look inside the sarcophagus; take the first PART of PHOTO and the REEL (K).
- Walk down and select the alcove for a HOS.
- Locate all the items on the list.
- Use the hammer on the hour glass to find the sand (L).
- Place the arrow into the crossbow (M).
- You will earn the STATUETTE.
- Walk to the left.
- Look at the chest; place the CLEF on the left side of the lock (N) and the LYRE on the right side (O).
- Take the STRINGS (P).
- Walk forward twice.
- Look at the bench and use the STATUETTE to break open the maraca (Q).
- Take the GRAIN (R).
- Walk ahead on the left path.
- Look at the river and place the FISHING ROD into the holder (A).
- Look at the end of the line and place the FISHING LURE there (B).
- Take the CAGE (C).
- Walk down twice, head to the left and select the large gazebo for a HOS.
- Locate all the items on the list.
- Use the cheese on the mouse to lure him out (D).
- Hand the 2 bells on the wire for the bells (E).
- You will earn the TRUMPET.
- Look at the cello and hang the CAGE on the peg (F).
- Place the GRAIN inside the cage (G).
- Once the bird enters the cage, close the cage door and take the BIRD (H).
- Return to the theater and look at the stage.
- Give the TRUMPET to the trumpeter (I).
- Take the GUN that falls (J).
- Walk down twice, then take the left path.
- Use the GUN on the enchanted statue (K).
- Look at the debris and take the BOW (L).
- Look at the statue’s violin and take the violin diagram (M).
- Walk forward.
Chapter 3: The Left Pavilion
- Look at the base of the fountain and take the second PART of PHOTO (A).
- Note the door on the left (B).
- Select the window area for a HOS (C).
- Locate all the items on the list.
- Move the cloth to find the gun (D).
- Place the head on the base to make the tilting doll (E).
- You will earn the NECK.
- Walk down 3 times and look at the small gazebo.
- Place the BIRD on the table (F).
- The bird will eat all the insects.
- Place the NECK (G), DECK (H), STRINGS (I), and BOW (J) on the table.
- Place the DECK on the violin base (K).
- Place the neck at the top of the violin and the strings at the bottom.
- Place the bow on the violin to complete it; take the VIOLIN (L).
- Return the theater stage.
- Give the VIOLIN to the violinist (M).
- Take the SKULL that falls to the floor (N).
- Return to the music academy and select the window area for a HOS.
- Locate all the items on the list.
- Move the top hat to find the opera glasses (O).
- Use the rock on the mirror to make the broken mirror (P).
- You will earn the DRILL.
- Look at the door on the left for a mini-game.
- Place the SKULL in the center position to activate the mini-game.
- Click on the center of rings to rotate the eyes to the correct skull.
- Click on the following rings: S-R-Q-U-T-S-R-U-S-T.
- Enter the left door.
- Look at the left stairway and take the RAZOR (V).
- Look at the column and take the first WHEEL (W).
- Walk down the right stairway (X).
- Look at the table and take the STRING (A).
- Enter the lecture room on the right (B).
- Look at the candlestick and break off the left piece (C).
- Use the STRING on the candlestick piece to get the HOOK with STRING (D).
- Take the photograph (E).
- Look at the chairs; take the third PART of PHOTO and the second WHEEL (F).
- Note the spider’s area (G).
- Look at the cabinet and use the DRILL on the jammed lock (H).
- Select the cabinet for a HOS.
- Locate all the items on the list.
- Open the case to find the pen (I).
- Tip the inkwell to make the blot of ink (J).
- You will earn the NIPPERS.
- Exit the lecture room.
- Look at the statue and place the 2 WHEELS on the bottom (K).
- Push the rock under the statue (L).
- Enter the library through the left door (M).
- Look under the bench; take the MATCHES and the DRUMSTICKS (N).
- Read the paper (O).
- Look at the painting and take the KEY (P).
- Look at the table and take the HANDLE (Q).
- Use the RAZOR on the bottom of the briefcase and take the CORKSCREW (R).
- Exit the library.
- Look at the table; use the MATCHES to light the candle, then take the BURNING CANDLE (S).
- Look at the hole in the wall and use the BURNING CANDLE to illuminate the hole (T).
- Use the HOOK with STRING to get the HAMMER (U).
- Walk down.
- Look at the left stairway and use the PINCERS to cut the ROD (V).
- Look at the column and place the ROD into the niche (W).
- Use the HAMMER on the rod (X).
- Walk forward.
- Look at the toppled urn; take the LADYBUG and the PAPER (A).
- Note the door on the left (B).
- Select the table for a HOS (C).
- Locate all the items on the list.
- Open the chest to find the lens (D).
- Place the barrel on the wheels to make the cannon (E).
- You will earn the LENS.
- Enter the office on the left.
- Read the paper on the sideboard (F).
- Look at the shelves and take the DUSTER (G).
- Note the mini-game over the fireplace (H).
- Exit the room and walk down 4 times then take the left path to the theater and look at the stage.
- Give the DRUMSTICKS to the drummer (I).
- Take the GRAMOPHONE EMBLEM (J).
- Return to the office and look at the mini-game over the fireplace.
- Drag each of the 6 rings around so a rectangle is formed in the center (K).
- Place the GRAMOPHONE EMBLEM in the center (L).
- Look inside the compartment and take the VINYL RECORD (M).
- Look at the projector on the desk.
- Place the REEL in the circular holder (N).
- Place the BURNING CANDLE inside the compartment (O).
- Place the lens in the right holder (P).
- Place the HANDLE on the right (Q).
- Select the handle to start the machine.
- The positions of the saxophone player (R) will be noted in your journal.
- Exit the room and select the table for a HOS.
- Locate all the items on the list.
- Move the stick to the broom head to make the broom (S).
- Tip the bottle to make the puddle (T).
- You will earn the SIEVE.
- Walk down; take the right stairway and then look at the center door.
- Place the KEY in the slot (U).
- Refer to your journal for the figures (V).
- Note that the figure is in the first position as on the diagram, so we must move it in sequence to the remaining positions.
- Press the buttons in numerical order (1-5).
- Turn the key.
- Walk forward.
Chapter 4: The Village
- Note the door to the wood-shop (A).
- Select the statuary in the center for a HOS (B).
- Locate all the items on the list.
- Open the box to find the clothespin (C).
- Place the 4 cards in the box to make the box of cards (D).
- You will earn the HOOK.
- Enter the wood-shop.
- Take the BASKET (E).
- Walk up the stairs (F).
- Look at the wood; move the planks and take the HOSE (G).
- Look at the crate and use the DUSTER to remove the webs (H).
- Take the PULLEY (I).
- Look at the chest and use the HOOK to pull it to the floor (J).
- Note the chest for a later mini-game (K).
- Exit the attic and wood-shop then select the statuary for a HOS.
- Locate all the items on the list.
- Place the butterfly on the web to find the spider (L).
- Use the chalk on the board to draw the heart (M).
- You will earn the SCOOP.
- Look at the fountain and use the CORKSCREW to remove the cork (N).
- Place the HOSE on the spigot (O).
- Look in the drain and take the WOODEN PART (P).
- Walk down twice, go forward and enter the office.
- Look at the fireplace and use the SCOOP on the ashes (Q).
- Take the KEYS (R).
- Exit the office, walk down then take the right stairway.
- Walk forward and look at the gate for a mini-game.
- Place the KEYS into the lock to activate the mini-game.
- You must turn all the keys so bolts are in all the slots between the keys.
- Turn the keys in this order: S, Tx2, Ux2 and V.
- Walk forward.
- Look at the fallen tree and click 3 times to get the BRANCHES (A).
- Note the bat in the tree (B).
- Look at the fire-pit; place the PAPER then the BRANCHES inside (C).
- Use the MATCHES to start a fire (D).
- Select the area by the campfire for a HOS.
- Locate all the items on the list.
- Use the knife on the apple to find the worm (E).
- Open the bag to find the bone (F).
- You will earn the SACK of BUG POISON.
- Walk forward to the cemetery.
- Look at the tombstones in the upper right and take the HORN (G).
- Look at the gramophone and place the VINYL RECORD on the turntable (H).
- Walk down once.
- Look at the tree and use the HORN on the bat (I).
- Take the CABLE (J).
- Walk down and enter the wood-shop.
- Look at the lathe and place the CABLE on the pulleys (K).
- Place the WOODEN PART on the turntable (L).
- Once the lathe cuts the wooden part, take the PART OF VIOLIN.
- Exit the wood-shop.
- Look at the door on the left and place the PART of VIOLIN into the indentation (M).
- Rotate the center to complete the violin (N).
- Enter the cellar.
- Note the pulley area (O).
- Look at the shelf; take the fourth PART of PHOTO and the SPRAYER PUMP (P).
- Take the BAG (Q).
- Select the lower right shelves for a HOS (R).
- Locate all the items on the list.
- Open the fan to find the fan design (S).
- Open the creel to find the spring (T).
- You will earn the first BUTTON.
- Return to the wood-shop.
- Look at the bucket and place the SIEVE on the top (U).
- Pour the BAG into the sieve (V).
- Take the second BUTTON (W).
- Look at the table on the right; place the SPRAYER PUMP and the SACK of BUG POISON on the table (A).
- Place the sack of bug poison in the container followed by the sprayer pump (B).
- Take the BUG SPRAYER (C).
- Return to the lecture room and select the cabinet for a HOS.
- Locate all the items on the list.
- Open the drawer to find the duck and the fish (D).
- Open the shell to find the token (E).
- You will earn the BALLERINA.
- Look at the spiders on the floor.
- Use the BUG SPRAYER on the spiders (F).
- Take the third BUTTON (G).
- Exit the room and enter the library on the left.
- Look at the small table and place the BALLERINA on the board for a mini-game (H).
- Place the ballerinas so that none are in the same row, column, or diagonal (I).
- Take the RUBY when the board opens.
- Return to the office.
- Look at the shelves and place the RUBY into the owl’s chest (J).
- Take the TONGS (K).
- Return to the wood-shop, go upstairs and look at the chest for a mini-game.
- Place the 3 BUTTONS into the inlay area to activate the mini-game.
- Press the buttons (L) in the correct order; a phonograph arm (M) for each button correctly pushed.
- Pushing a button out of order will disrupt the sequence and you will need to start over.
- Press the buttons in numerical order (1-6).
- Take the EMBLEM BASE from the chest.
- Return to the cemetery.
- Look at the tombstones on the left and use the TONGS to get the EMBLEM (N).
- Note the sarcophagus (O).
- Walk down and select the campfire area for a HOS.
- Locate all the items on the list.
- Use the glove on the glass jar to make the handprint (P).
- Give the nut to the squirrel to find the ribbon (Q).
- You will earn the ROPE.
- Walk down, enter the cellar on the left and select the lower right area for a HOS.
- Locate all the items on the list.
- Open the letter to find the wax seal (R).
- Use the scissors to cut the flower (S).
- You will earn the BELLOWS.
- Look at the pulley area.
- Hang the PULLEY on the left beam (T).
- Place the ROPE on the pulley (U).
- Hang the BASKET from the rope (V).
- Place 3 bags into the basket (W).
- Take the EMBLEM SETTING (X).
- Return to the cemetery and look at the sarcophagus.
- Place the EMBLEM BASE into the indentation (A).
- Place the EMBLEM SETTING into the base (B).
- Place the EMBLEM into the setting (C).
- Use the arrow buttons (D) to rotate the maze and place the blue ball (E) into the red hole (F).
- Our solution was: Up x 3, Down x 3, Up x 6, Down x 1, Up x 1, Down x 5, Up x 2.
- Look inside the sarcophagus and take the (Fleur-de-lis) EMBLEM (@).
- Walk down 4 times.
- Look at the column and place the (Fleur-de-lis) EMBLEM into the indentation (G).
- Take the CONTRABASS (H).
- Return to the stage.
- Give the CONTRABASS to the bassist (I).
- Take the METAL ROSE (J).
- Exit the stage and theater, then on the left path, go forward twice.
- Look at the left door and place the METAL ROSE into the indentation (K).
- This will trigger a mini-game.
- Use the buttons to move the butterflies over the roses.
- Click on 2 arrows to swap either 2 rows or 2 columns.
- Our solution was: (Q-R), (N-P), (M-O), (L-N), (S-U), (X-Y), (S-V), (T-W), (T-Y).
- Enter the door on the right.
Chapter 5: The Right Pavilion
- Speak to Eva Kruger (A).
- Open the door to the cupboard, then select it for a HOS (B).
- Locate all the items on the list.
- Open the drawer to find the bread (C).
- Use the paintbrush on the cat to make the black cat (D).
- You will earn the STAND LEG.
- Walk to the left.
- Look near the vase and take the PENCIL (E).
- Enter the wooden door (F).
- Note the marimba-like instrument (G).
- Look at the paper and use the PENCIL to reveal a diagram (H).
- Look at the stand, place the STAND LEG under it and take the WRENCH (I).
- Look at the cabinet for a mini-game (J).
- Place the LADYBUG in the top position to trigger the mini-game.
- Push the ladybug buttons to open the bolts; each ladybug affects another.
- Note – get all the ladybugs to face to the left.
- Our solution is: (K x 2), (M x 2), (L x 1).
- Look in the cabinet, open the red cloth and take the PIANO LID PROP (N).
- Exit the room.
- Look at the chandelier and use the WRENCH on the bolts (O).
- Use the PIANO LID PROP on the piano (P).
- Select the piano for a HOS.
- Locate all the items on the list.
- Open the chessboard to find the knight (Q).
- Move the cloth to find the scissors (R).
- You will earn the SCISSORS.
- Walk forward through the broken balcony doors.
- Read the paper (S).
- Stand the chair upright (T).
- Open the basket, then select it for a HOS (U).
- Locate all the items on the list.
- Open the cabbage to find the snail (V).
- Open the ring to find the powder (W).
- You will earn the THREAD.
- Walk down, then enter the room on the left.
- Use the SCISSORS to cut off the CURTAINS (X).
- Exit the room.
- Look at the sewing machine and place the THREAD on the peg (A).
- Use the CURTAINS on the sewing machine to get the STITCHED CURTAINS (B).
- Return to the balcony.
- Look at the broken railing and use the STITCHED CURTAINS on the post (C).
- Climb down the curtains.
- Look at the tree and use the BELLOWS to remove the butterflies (D).
- Take the first MEDALLION (E).
- Note the duck in the fountain (F).
- Look at the shoe and take the SOLE (G).
- Look at the broken pipes and take the TUBE (H).
- Note the building on the left (I).
- Walk through the archway (J).
- Select the gazebo for a HOS.
- Locate all the items on the list.
- Move the hat to find the banana (K).
- Use the match on the matchbox then take the flame from the candle for the fire (L).
- You will earn the BOOKS.
- Return to the balcony and select the chest for a HOS.
- Locate all the items on the list.
- Move the cloth to find the note (M).
- Open the box to find the bear (N).
- You will earn the first COGWHEEL.
- Place the BOOKS on the chair (O).
- Look at the ceiling and take the BOOMERANG (P).
- Walk down twice and select the cupboard on the right for a HOS.
- Locate all the items on the list.
- Open the drawer to find the cheese (Q).
- Open the pocket watch to find the clock hands (R).
- You will earn the first PAINTING PART.
- Look at the debris and use the TUBE to lift the broken statue (S).
- Take the second COGWHEEL (T).
- Climb down the balcony then enter the building on the left.
- Look at the base of the tree and take the third COGWHEEL (U).
- Use the BOOMERANG to knock the box out of the tree (V).
- Look inside the box and take the AXE (W).
- Look at the painting, open it and place the 3 COGWHEELS (A) inside then pull the lever (B).
- Look at the display case and take the STICK (C).
- Walk down 3 times, enter the room on the left and look at the marimba-like instrument for a mini-game.
- Use the STICK on the keys to trigger the mini-game.
- Using the sheet music as a guide, find the correct sequence to play – you will see a note float up when correct.
- The sheet music will highlight the note you need to play next.
- Should you choose an incorrect note, you must start the sequence from the beginning.
- Click on the noted spots in numerical order to play the tune (1-17).
- Take the second PAINTING PART from the drawer.
- Return to the building behind the fountain.
- Look at the painting and place the 2 PAINTING PARTS into the spaces (D).
- Select the columns for a mini-game (E).
- Arrange the 3 busts to reflect the men in the painting (F).
- Refer to your journal for the painting (G).
- You can stack the pieces 5 high to move them around.
- Enter the hole in the floor that appears.
Chapter 6: The Underground Chamber
- Note the locked door in the rear missing some symbols (H).
- Note the broken steam pipe (I).
- Select the debris pile for a HOS (J).
- Locate all the items on the list.
- Place the rake head on the pole to make the rake (K).
- Place the deflated balloon on the pump hose to make the balloon (L).
- You will earn the RAKE.
- Walk down twice then go right under the archway.
- Look at the base of the statue and use the AXE on the growth (M).
- Once the statue falls, take the second MEDALLION (N).
- Look at the garden and use the RAKE on the grass (O).
- Take the WORMS (P).
- Walk down and look at the duck in the fountain.
- Use the WORMS to entice the duck closer (Q).
- Throw the worms at the duck several times to move the duck to the edge.
- Take the round MEDALLION (R).
- Walk down twice.
- Look on the table and place the round MEDALLION into the top of the box (S).
- Open the box and take the FIGURE (T).
- Return through the archway and select the gazebo for a mini-game.
- Locate all the items on the list.
- Use the can opener on the can to find the olive (U).
- Place the 2 wings on the figure to make the angel (V).
- You will earn the WIRE.
- Look at the plaque at the top of the gazebo for a mini-game.
- Place the FIGURE in the center to activate the mini-game.
- Refer to the diagram found earlier in your journal (A).
- Move the figures to duplicate the diagram (B).
- Take the FLASK of ACID from the compartment.
- Return to the underground chamber.
- Look at the steam pipe, place the SOLE over the hole then tie the WIRE around it (C).
- Take the LEVER (D).
- Look at the left door and use the FLASK of ACID to remove the lock (E).
- Enter the room on the left.
- Talk to Alice (F).
- Look at Alice again and use the LEVER to remove the handcuffs (G).
- She will give you the KEYS.
- Look at the pile of rope, move the top aside and take the fifth PART of PHOTO (H).
- Walk down 5 times and select the piano for a HOS.
- Locate all the items on the list.
- Open the bag to find the brooch (I).
- Place the head and leg on the body to make the doll (J).
- You will earn the CORD.
- Look at the frame on the wall for a mini-game.
- Place the 5 PARTS of PHOTOS into the frame.
- Restore the photo; select 2 pieces to swap positions until the photo is complete.
- Note the color of the bow ties (K).
- Note the sequence of roses (L).
- Return to the stage.
- Give the KEYS to the pianist (N).
- Refer to your journal for the sequences of roses (O).
- Select the musicians in this order: S-Q-Q-P-T-W-P-T-R-P-R.
- Take the third MEDALLION (U).
- Return to the underground chamber.
- Select the debris on the right for a HOS.
- Locate all the items on the list.
- Open the lamp to find the bagel (V).
- Use the chisel on the barrel to find the grapes (W).
- You will earn the SCREWDRIVER.
- Enter the room on the left.
- Look at the wardrobe and use the SCREWDRIVER on the screws (X).
- Take the PICK that falls out (Y).
- Exit the room.
- Look at the floor and use the PICK 3 times on the loose stones (A).
- Open the box and take the DYNAMITE (B).
- Look at the rear door for a mini-game (C).
- Place the 3 MEDALLIONS into the spaces on the left to trigger a mini-game (D).
- Press the buttons so that all are pushed in; you can only press a raised button.
- Pressing a button will affect those adjacent buttons.
- Our solution was: F-G-H-E.
- Enter the room.
- Talk to Francois (I).
- Look at the jar and use the CORD on the liquid to get the WET FUSE (J).
- Note the generator on the left (K).
- Exit the room.
- Look at the hot pipe and place the WET FUSE on top to make the FUSE (L).
- Re-enter the room with Francois and look at the generator.
- Place the DYNAMITE and the FUSE on the machinery for a mini-game.
- Drag all the fuse pieces into place so all are connected with the dynamite (M).
- Use the MATCHES on the fuse (N).
- Remove the shadow hands from Alice’s hands and feet (O).
- You will need to do this several times.
- Congratulations! You have completed Maestro: Notes of Life Standard Edition!