Fiction Fixers: The Curse of Oz Walkthrough, Guide, & Tips
Fiction Fixers: The Curse of Oz Walkthrough
Welcome to the Fiction Fixers: The Curse of Oz Walkthrough!
Enlist the help of Dorothy, the Scarecrow, the Tin-man and the Cowardly Lion and save Oz from ruin!
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 Fiction Fixers: The Curse of Oz 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 & Information
- Select ‘Not You?’ on the main screen to add or delete player profiles (A).
- You may play this game in full screen or windowed mode by changing the settings in the options menu (B).
- This game will also allow you to stretch the screen to fit your monitor.
- You may adjust the volume of sounds and music in the options menu.
- Select system cursor to discontinue use of the game cursor.
- The options menu is accessible from both the main screen and the in-game menu.
- Click on ‘Change Difficulty’ to switch between Regular and Expert mode (C).
- Select play to start your game (D).
- When you first start playing, you must choose between Regular and Expert difficulty levels.
- Hints and skip meters will fill faster in the Regular Mode (E).
- Active areas will be indicated by sparkles and fragmented objects will glow if the piece in the current screen in the Regular Mode -they are nor available in the Expert mode..
- The Expert Mode will have slower filling hints and skips (F).
- You can change difficulty at any time.
- Once you start the game, you will have the a brief tutorial.
- Hidden object lists are random, your solutions may vary.
- Pieces of fragmented objects will glow when they are in the immediate screen if you are playing regular mode (G).
- Check marks will show which items have already been collected.
- Click on an item in a hidden objects list for the location.
- Area Complete will appear at the top of the screen when you have finished a location.
- Clicking on Dorothy will give you the current tasks (H).
- Clicking on the icons of the others allows you to use their powers.
- Hints are unlimited, but you must wait for the meter to fill (I).
- Check the map for locations you have not finished if you get stuck (J).
- Click the menu button to return to the main menu (K).
- Your inventory is at the lower left (L).
- Use the scroll buttons to see all your inventory.
- Look at the map to show what needs to be done at teach location.
- The shoes show your current location (M).
- Hourglasses mean there are hidden object scenes to complete (N).
Chapter One: Dorothy
- After receiving your instructions from the Chief, click on the door to go to the lab (A).
- The FICTIONIZER will go into your inventory after Joel speaks with you.
- Look at the close-up of the book (B).
- Use the FICTIONIXER on the book (C).
- Enter the vortex that forms in front of the book (D).
- You arrive in Kansas by the tire swing. Walk forward to the farm area.
- Talk to Dorothy about the coming storm and her missing dog, Toto (E).
- Take the piece of the bolt cutters (F).
- Walk down to return to the tire swing area (G).
- Find the two remaining pieces of the BOLT CUTTERS and the tool will go into your inventory (H).
- Select the base of the tree for a hidden object area (I).
- Locate all the items on the list.
- The rusty key will go into your inventory as an OLD KEY.
- Walk up to the farm area.
- Look at the close-up of the door on the house.
- Use the BOLT CUTTERS on each of the 3 chains (J).
- Look at the door again.
- Slide the three panels to reveal the lock (K).
- Use the OLD KEY on the lock (L).
- Click on the key to unlock the door.
- Enter the house.
- Select the bed on the right for a hidden object area.
- Locate all the items on the list.
- TOTO will go into your inventory.
- Give TOTO to Dorothy.
- Locate the 5 cars in the tornado.
- Clicking on anything except the requested item will through it at the house.
- Locate the 6 tractors in the tornado.
- Locate the 7 cows in the tornado.
- Walk forward, out of the house.
- After speaking with the Good Witch of the North, she will give you the GOOD WITCH’S KISS.
- Select the porch of the house for a hidden object scene.
- Locate all the items on the list.
- The SILVER SLIPPERS and METAL FUNNEL will go automatically into your inventory.
- You can now click on Dorothy in the upper right corner to learn the current objective.
Chapter Two: The Scarecrow
- Walk to the left, then walk forward.
- Note the crows blocking the left path (A).
- Note the building on the right (B).
- Select the wagon for a hidden object scene (C).
- Locate all the items on the list.
- The HAY BALE will go automatically into your inventory.
- Walk to the building on the right to see the Illiterati agent.
- You map will activate here-click on the scroll icon between the hint and menu buttons (D).
- Talk to the scarecrow on the right (E).
- Walk down 3 times to return to the fallen house.
- Select the porch of the house for a hidden object scene.
- Locate all the items on the list.
- The SCISSORS will go automatically into your inventory.
- Walk to the left.
- Look at the close-up of the fence on the left (F).
- Use the SCISSORS to cut the twine railing (G).
- Walk up and then right to the building.
- Look at the close-up of the scarecrow (H).
- Use the BALE of HAY on the scarecrow (I)
- Use the TWINE on the scarecrow (J).
- Click on the Scarecrow to remove him from his stand. (K).
- Talk to the Scarecrow and he will join your team (L).
- You can now use the scarecrows powers (M).
- Walk down once to return to the yellow brick road.
- Look at the close-up of the crows blocking the left path.
- Click on the Scarecrow’s icon to use his abilities (N).
- Click on each of the crows to scare them away (O).
- Walk forward on the left path.
- Look at the lanterns hanging to activate a lantern to construct (P).
- Look at the stone pillar on the right to see it is missing a lantern (Q).
- Exit the close-up and walk down 3 times to return to the fallen house.
- Take the lantern piece from the roof of the house (R).
- Walk to the left.
- Take the lantern piece from the post (S).
- Walk forward.
- Select the wagon for a hidden object scene.
- Locate all the items on the list.
- The glass jar will go automatically into your inventory as an EMPTY FUEL JUG.
- Walk to the building on the right.
- Take the lantern piece from the top portion of the barn (T).
- The RUSTY LANTERN will go into your inventory.
- Look at the close-up of the pump (U).
- Place the EMPTY FUEL JUG near the pump (V).
- Use the METAL FUNNEL on the jug (W).
- Click on the end of the hose to place it in the funnel (X).
- Click on the pump handle 3 times to fill the jug with fuel (Y).
- Take the FULL FUEL JUG.
- Walk down to exit the barn area.
Chapter Three: The Tinman and the Lion
- Walk forward on the left path.
- Look at the close-up of the stone pillar on the right.
- Hang the RUSTY LANTERN on the hook (A).
- Use the FULL FUEL JUG on the lantern (B).
- Click on the button to light the lantern and the LIT LANTERN will go into your inventory (C).
- Use the LIT LANTERN on the path ahead for a mini-game.
- The object is to light all the lanterns.
- Click on a lantern to turn it off or on.
- This will also effect the lanterns on either side.
- Numbering the lanterns from left to right, click on 5-4-2-3-6.
- Walk forward on the path.
- Take the left path twice to go behind the house and find the Tinman.
- Talk to the Tin-man to learn he need oil (D).
- Walk down once and select the door to the cabin for a hidden object area.
- Locate all the items on the list.
- The OIL CAN will go automatically into your inventory.
- Walk behind the cabin.
- Look at the close-up of the Tinman.
- Use the oil can (E) on his head (F), torso (G), arms (H), and legs (I).
- Talk to the Tinman to learn he needs his axe.
- Exit the close-up of the Tinman.
- Take the axe piece from the upper left foliage (J).
- Walk down and take the axe piece near the tree trunk (K).
- Walk down again and take the final piece of the axe (L).
- The VERY USED AXE will go into your inventory.
- Walk to the left twice and give the VERY USED AXE to the Tinman.
- Talk to the Tinman and he will join the group.
- Walk down twice to return to the front of the cabin.
- Look at the close-up of the logs blocking the path (M).
- Click on the Tinman’s icon and use it 3 times each on the 3 logs (N).
- Walk forward on the right path.
- Talk to the Lion in the cage on the right.
- Walk down and then take the left path to return to the cabin.
- Look at the cabin door for a hidden objects scene.
- Locate all the items on the list.
- The HEAVY IRON KEY will go into your inventory.
- Walk down, then take the path to the right.
- Note the tower on the right (O).
- Look at the close-up of the lock on the cage (P).
- Use the HEAVY IRON KEY on the lock to trigger a mini-game (Q).
- The object is to slide the blocks do that the key can exit to the right.
- Slide the blocks and key in numerical order.
- Click on the end of the block that points in the direction you want it to move.
- The Lion will now join your group.
Chapter Four: The First Tower and Beyond
- Take the right path to the tower.
- Click on the Lion’s icon and use it on the two tiger-beast Kalidahs (A).
- Click on the gate to open it and walk inside (B).
- Look at the power control (C).
- Rotate the tiles to restore the shield (D).
- Click on each tile to rotate it into position.
- Press the three buttons to turn off the tower (E).
- Walk down twice, then go forward on the left path.
- Look at the ditch (F).
- Click on the Lion’s icon (G), then click on the path on the other side of the ditch (H).
- Walk forward.
- The water is too wide for the Lion, so you must build a raft.
- Take the 2 raft pieces (H).
- Walk down and take the raft piece (I).
- Walk down and take the raft piece to the right of the path (J).
- Walk down again and take the two raft pieces (K).
- Walk to the right and take the raft part (L).
- Walk forward to the tower and take the final raft piece (M).
- The SHAKY RAFT will go into your inventory.
- Walk down twice, then go forward on the left path.
- Go forward twice to return to the river area.
- Use the SHAKY RAFT on the water.
- Click on the raft to cross the river.
- The Scarecrow has fallen off and needs help.
- Click on the raft again to return to the previous side of the river.
- Select the fishing boat for a hidden object scene.
- Locate all the items on the list.
- The FISHIING POLE will go automatically into your inventory.
- Look at the close-up of the water (N).
- Use the FISHING POLE on the water (O).
- Click on the pole to catch the PLUMP FISH.
- Click on the raft to return to the other side (P).
- Look at the close-up of the stork (Q).
- Give the PLUMP FISH to the stork (R).
- Take the FRIENDLY STORK.
- Look at the close-up of the Scarecrow (S).
- Use the FRIENDLY STORK on the Scarecrow to return him to safety (T).
- Walk down to the field of poppies, where the Lion falls asleep.
- Walk to the left.
- Collect the 3 cart pieces (U).
- Note the barn in the rear (V).
- Walk to the right twice to return to the river.
- Take the 2 cart pieces (W).
- Walk down to return to the poppy field and the Lion.
- Take the two cart pieces (X).
- You can now have the OLD CART in your inventory.
- Look at the close-up of the Lion and use the OLD CART on him (Y).
- Click on the cart with the lion to push him to the next scene.
- Select the barn door for a hidden object scene.
- Locate all the items on the list.
- The BOTTLE of SMELLING SALTS will go into your inventory.
- Use the BOTTLE of SMELLING SLATS on the Lion.
- Walk to the left.
Chapter Five: To The Emerald City
- Walk forward to the gates of the Emerald City.
- Look at the upper area to see that Victor has stolen the bells (A).
- Look at the doorbell to note something is missing (B).
- Note the water faucet on the left (C).
- Select the guardhouse area for a hidden object game (D).
- Locate all the items on the list.
- The EMERALD CITY BELL will go into your inventory.
- Walk down.
- Take the piece of the doorbell panel (E).
- Collect the EMERALD CITY BELL (F).
- Walk down, then go to the right.
- Take the piece of the doorbell panel (G).
- Collect the EMERALD CITY BELL (H).
- Walk to the left.
- Take the doorbell panel piece (I).
- Click on the DOORBELL PANEL to add it to your inventory.
- Collect the EMERALD CITY BELL (J).
- Select the barn door for a hidden object area (K).
- Locate all the items on the list.
- The EMERALD CITY BELL will go into your inventory.
- Walk to the left, then go up to return to the gates of the city.
- Look at the close-up of the upper bell area.
- Use the 5 EMERALD CITY BELLS on the area (L).
- Note- Click 5 times.
- Look at the close-up of the door bell and use the DOORBELL PANEL on it for a mini-game.
- The object is to play the notes in the correct order.
- The lights will shine when you are correct.
- There are 2 level to this mini-game.
- The first sequence is: C-D-E-A-C-D-E.
- The second sequence is: C-D-E-A-C-B-A.
- Walk forward to enter the city.
Chapter Six: Inside the Emerald City
- Talk to the guard to learn you need a voucher to get special green glasses (A).
- Note the strange lock on the door (B).
- Select the chest for a hidden object area (C).
- Locate all the items in the list.
- The GOGGLE VOUCHER will go automatically into your inventory.
- Give the GOGGLE VOUCHER to the guard and you will get the GREEN GOGGLES in return.
- Look at the close-up of the lock.
- Use the GREEN GOGGLES on the lock.
- Walk forward through the doors.
- Note the planter on the right (D).
- Take the EMPTY PITCHER piece (E).
- Note the bedroom door (F).
- Walk forward towards the glass door (G).
- Take the EMPTY PITCHER piece (H).
- Note the lock on the glass doors (I).
- Walk down, then enter the bedroom on the left.
- Note the dried flower under glass (J).
- Take the EMPTY PITCHER piece (K).
- Note the wall fixture (L).
- Select the dresser area for a hidden object scene (M).
- Locate all the items on the list.
- The HAMMER will go automatically into your inventory.
- Look at the dried flower and use the hammer to break the glass.
- You will need to hit the glass several times.
- Take the DRIED RED FLOWER.
- Exit the bedroom and walk down to return to the guard area.
- Take the final EMPTY PITCHER piece (N).
- Select the chest for a hidden object area (O).
- Locate all the items on the list.
- The RED MARBLE and the PORCELAIN BALLERINA STATUE will go into your inventory.
- Walk down to return to the front gate.
- Look at the close-up of the water faucet (P).
- Place the EMPTY PITCHER under the faucet (Q).
- Click on the faucet handle to fill the pitcher with water (R).
- Take the PITCHER FULL of WATER.
- Look at the guard house area for a hidden object area (S).
- Locate all the items on the list.
- The DRIED GREEN FLOWER will go into your inventory.
- Enter the gates and walk forward.
- Enter the bedroom and look at the wall fixture.
- Use the PORCELAIN BALLERINA STATUE on the wall fixture (T).
- Look at the back of the fixture for clues to the combination (U).
- Click on each of the numbers to set the combination (V).
- Take the DRIED BLUE FLOWER from the hidden compartment (W).
- Exit the bedroom.
- Look at the planter on the right.
- Place the DRIED RED FLOWER, the DRIED BLUE FLOWER, and the DRIED GREEN FLOWER into the planter (X).
- Use the PITCHER FULL of WATER on each flower (Y).
- Click on the center of each flower to get the STRANGE RED GEM, STRANGE BLUE GEM, and the STRANGE GREEN GEM(Z).
- Walk forward to the glass doors and look at the lock.
- Place the 3 GEMS into the slots with the same color (A).
- The object is to align all the colors to match in each section.
- Rotate the part with the gems (1) to see the inner color (B).
- Rotate the outer ring so that the colors match (2).
- Rotate the inner ring so the colors match (3).
- Lastly, rotate the piece with the gem so that the gems are over their matching color (C).
- Walk forward to enter the throne room.
- Exit the throne room after Victor Vile speaks to you.
- Walk down and enter the bedroom.
- Select the dresser for a hidden object scene.
- Locate all the objects on the list.
- The GREEN MARBLE will go into your inventory.
- Exit the bedroom and return to the throne room.
- Look at the throne just under the floating head.
- Use the GREEN and RED MARBLES on the device for a mini-game.
- Numbering the buttons 1-5, make the following moves: 5×3, 4×5, 5×7, 4×1, 2×1, 5×3, 4×1, 1×5, 3×5, 5×3, 1×2, 5×2, 3×3, 5×4, 3×3, 2×3, 5×1, 3×1, 2×2, 5×4, 2×1, 5×3, 2×1, 5×4, and 1×7.
- Talk to the wizard.
- Select the tower by the wizard for a mini-game.
- The object is to place the numbers from the bottom into the machine so that all 4 equations are true.
- Press the button that appears in the center to turn off the tower.
Chapter Seven: The Wicked Witch
- Exit the throne room and walk down.
- Look at the left door (left of the bedroom) for a mini-game.
- The object is to restore the map in this jigsaw style mini-game.
- Click and drag each piece into position.
- Walk to the left.
- Click on the right brambles for a hidden object scene.
- Collect all the items on the list.
- The GEM PENDANT will go into your inventory.
- The witch has sent her pets.
- Click on the Scarecrow’s icon, then click on each of the crows (A).
- Next are the Kalidah with wooden armor.
- Select the Tinman’s icon and click on the 3 Kalidahs (B).
- Then Click on the Lion’s icon to finish the 3 Kalidahs (C).
- The flying monkeys attack and you at back at Fixer Headquarters.
- Once the Chief finished talking, walk to the right.
- Your fictionizer needs repair parts.
- Locate the 2 fictionizer casing parts (D).
- Select the right end of the table for a hidden object scene (E).
- Find all the items on the list.
- The FICTIONIZER CIRCUIT BOARD and FICTIONIZER POWER CELL will go into your inventory.
- Walk down to exit the lab.
- Collect the 3 fictionizer casing parts (F).
- The FICTIONIZER CASING will go into your inventory.
- Walk to the right to return to the lab (G).
- Note the Wizard of Oz book (H).
- Give the FICTIONIZER CASING to Joel (I).
- Select the work area to repair the fictionizer (J).
- Place the FICTIONIZER POWER CELL into the casing (K).
- Place the FICTIONIZER CIRCUIT BOARD over the power cell (L).
- Click on the circuit board for a mini-game (M).
- The object is to connect the red, blue and green circuits.
- Click on tiles to rotate the position of the wires.
- A complete circuit will have lights at both ends.
- Now that the fictionizer is repaired, look at The Wizard of Oz book.
- Use the fictionizer on the book and enter the vortex.
- Look at the close-up of the lock (N).
- Use the GEM PENDANT on the lock to trigger a mini-game (O).
- The object is to light all the gems.
- Clicking on a gem will effect the adjacent gems.
- Click on the gems in numerical order.
- Once Victor, the Witch and Dorothy stop talking, select the area under the left window for a hidden object game.
- Collect all the items on the list.
- The BUCKET of WATER will go into your inventory.
- Use the BUCKET of WATER on the Witch (P).
- Take the GOLDEN CAP that remains where the Witch was standing (Q).
- Walk right, through the door (R).
- Note the Scarecrow, Tinman, and the Lion are all captive (S).
- Note the hanging chain (T).
- Take the 2 pieces of the IRON POT (U).
- Note the mini-game on the Tinman’s tank (V).
- Select the refuse at the base of the center column for a hidden object scene (W).
- Locate all the items on the list.
- The 2 IRON WEIGHTS are added to your inventory.
- Walk forward to exit the dungeon.
- Take the 3 pieces of the IRON POT (X).
- Select the area under the left window for a hidden object scene (Y).
- Collect all the items on the list.
- The 3 IRON WEIGHTS will go into your inventory.
- Walk right to return to the dungeon.
- Look at the close-up of the hanging chain on the left.
- Hang the IRON POT on the chain (A).
- Put the 5 IRON WEIGHTS in to the pot (B).
- Look at the cage that is pulled from the water to the right of the scarecrow.
- Take the PRISON KEY (C).
- Use the PRISON KEY on the Lion.
- Take the HAY BALE that was in the lion’s cell.
- Select the refuse at the base of the center column for a hidden object scene.
- Locate all the items on the list.
- The OIL CAN is added to your inventory.
- Look at the mini-game on the Tinman’s tank.
- The object is to turn the dials so that the needle goes into the green area, but not past it (D).
- Click on the bottom 2 dials along with the top dial (E).
- Use the OIL CAN on the Tinman.
- Click on the Tinman’s icon and use it on the Scarecrow.
- Use the BALE of HAY on the Scarecrow.
- Walk forward and down to exit the castle.
- Note the monkey statue on the left (G).
- Look at the tower base for a mini-game (H).
- The object is to light up all the lines without tracing your path.
- Press the buttons in this order: yellow 1-9, light blue 1-9, pink 1-9, green 1-9, and red 1-4.
- When the center opens, press the button to disable the tower.
- Look at the monkey statue on the left.
- Place the GOLDEN CAP on the statue (I).
- When the center opens, click on the circle for a mini-game (M).
- The object is to light all the upper runes (N).
- Find the first rune on the lower half of the device.
- Push the symbol in the medal sections that corresponds to the rune.
- Push the symbols in numerical order.
- Click on the portal the Monkey King makes for you.
- Enter the Emerald City and walk forward 3 times to the throne room.
- After the Wizard speaks, he will give you three items.
- Give the CANVAS BRAIN to the Scarecrow (O).
- Give the Liquid courage to the Lion (P).
- Give the METAL HEART to the Tinman (Q).
- The Wizard is unable to help Dorothy- she must go to see Glinda.
Chapter Eight: Glinda, the Good Witch
- Walk down twice and walk to the left.
- Select the right bramble bush for a hidden object scene.
- Locate all the items on the list.
- You will earn a MAP PIECE.
- Walk down to return, then go right for a mini-game.
- Click and drag the puzzle pieces to restore the map.
- Walk left, then go forward.
- Click on the Tinman’s icon then use it to chop the 2 trees to get the ladder pieces.
- Walk down.
- Click on the Tinman’s icon then use it to chop the 2 trees to get the ladder pieces.
- You now have the LARGE LADDER in your inventory.
- Walk forward and use the LARGE LADDER on the high wall.
- Walk forward to climb the ladder and go over the wall.
- Note the path to the left (A).
- Note the torch holder (B).
- Select the area on the right for a hidden object area (C).
- Locate all the items on the list.
- The TORCH OIL will go to your inventory.
- Walk to the left.
- After the group is captured by vines, take the 2 UNLIT TORCH pieces (D).
- Walk down and take the 3 UNLIT TORCH pieces (E).
- Walk forward twice.
- Take the 2 UNLIT TORCH pieces (F).
- Select the area on the right for a hidden object scene (G).
- Locate all the items on the list.
- The FIRESTEEL will go into your inventory.
- Walk down twice and look at the torch holder.
- Use the UNLIT TORCH on the holder (H).
- Use the TORCH OIL on the torch (I).
- Use the FIRESTEEL on the torch (J).
- Exit the close up and select the area on the right for a hidden objects area.
- Locate all the items on the list.
- The FLINT STICK will go to your inventory.
- Look at the torch and use the flint stick on the firesteel.
- The LIT TORCH will go automatically into your inventory.
- Walk to the right.
- Use the LIT TORCH on the Tinman to release him from the spider webs (K).
- Select the Tinman’s icon and use it on the Lion, Dorothy, and Scarecrow (L).
- Walk forward.
- Click on the lion’s icon, then on the spider to get rid of it!
- Walk forward twice, to the gates of the castle..
- Note the unusual lock (M).
- Take the GATE PANEL piece (N).
- Walk down twice.
- Select the area on the right for a hidden object game.
- The WASH RAG will go into your inventory.
- Walk forward and select the sun dial for a hidden object scene.
- Locate all the items on the list.
- The STRANGE RUNE and the LEAD PIPE will go into your inventory.
- Walk to the right.
- Take the 2 GAE PANEL pieces (O).
- Note the crow on the sign (P).
- Select the open door for a hidden object scene (Q).
- Locate all the items on the list.
- The PRYBAR will go into your inventory.
- Look at the crow on the sign.
- Click on the Scarecrow’s Icon and use it on the crow (R).
- Use the PRYBAR to remove the nails (S).
- Take the RUNE (T).
- Walk to the left twice.
- Take the GATE PANEL piece (U).
- Look at the close-up of the sign (V).
- Use the PRYBAR to remove the nails and take the rune (W).
- Look at the window and use the WASH RAG to clean it (X).
- Use the LEAD PIPE to break the glass and take the Rune (Y).
- Walk to the right and look at the sundial- make note of the runes and numbers.
- Exit the close-up and walk forward.
- Look at the gate and use the GATE PANEL on the lock.
- Place the 4 RUNES in the into the slots (A) based on the relationships noted at the sundial (B).
- Walk down and then to the right.
- Select the cabin door for a hidden object screen.
- Locate all the items on the list.
- The LARGE MAGICAL GEM will go to your inventory.
- Walk to the right and select the sun dial for a hidden object scene.
- Locate all the items on the list.
- The LARGE MAGICAL GEM will go to your inventory.
- Walk forward to the gate.
- Place the 2 LARGE MAGICAL GEMS into the the gem-shaped niches on the two columns.
- Click on the gate to open it and walk forward to enter the castle.
- Note the 4 machines around the room (C).
- Only the left machine is activated
- Select the left-most machine for a mini-game (D).
- The object is to swap the red and green balls.
- Click and drag a ball into position.
- Once the colors are swapped, a port will open.
- Take the pink ELECTRIC NODE (E).
- Select the machine on the far right.
- The object is to move the square with the ELECTRIC NODE out tho the bottom slot.
- Slide the blocks in the direction noted.
- Continue sliding the blocks until the red block is out.
- Once the red block is at the finish, it will open so you can take the ELECTRIC NODE.
- Select the machine that is second from the right.
- The object of this mini-game is to move the marble to the hole.
- Slide the blocks to make a path for the marble.
- Once the marble gets to the hole, a compartment will open at the bottom.
- Take the ELECTRIC NODE.
- Select the machine second from the left.
- Place the 3 ELECTRIC NODES in the 3 holes (F).
- Place the GOOD WITCH’S KISS in the center to open the box (G).
- The object is to get the amounts of liquid to 4 units each in the first two cylinders (H).
- Move the liquid from and to as follows: 1-2, 2-3, 3-1, 2-3, 1-2, 2-3, 3-1.
- When complete, press the button at the top (I).
- Show the SILVER SLIPPERS to Glinda the Good Witch.
- Click on the vortex to go home.
Congratulations! You have completed Fiction Fixers: The Curse of Oz!