Shapeshift to solve puzzles !
If you ’re new to the Adventure Escape Mysteries series , it ’s a series of free - to - play teaser and secret object game each with an on - running game plot line across several chapter . understand on for my full walkthrough for Haunted Hunt , a repulsion - theme narration of shapeshifting shenanigans .
A radical called the Hunters find them and destroy them . They have met for one of the Orion to show off their latest pinch , a Shapeshifter . If you ’re stuck on any of the puzzles , read on for our Haunted Hunt walkthrough for thisAdventure Escape Mysteriesgame .
Haunted Hunt Chapter 1 Walkthrough
At the beginning of the biz in Chapter 1 , you detect that you yourself are the shapeshifter , captured by the huntsman and placed in a John Milton Cage Jr. . You have finally been left alone , but one of the political party guests seems to be on your side . They rent a raven freein the elbow room . All you necessitate to do istouch it to transformand begin your outflow .
How to escape the cage
penetrate the bowl on the story to get theNapkin(1a ) , then also peck up theEmpty Cup . Use the Napkin on the bowl of urine ( 1b ) to get aWet Napkin , then use it to clean the floor and reveal a foreign formula . The paths join the symbol in a traffic pattern that goesheart , Sunday , eye , andmoon . expend this as the combining to start the box ( 1c ) , then take theBread . employ the cup to tap on the bars ( 1d ) , whichattracts the Raven . expend the cabbage on the raven , which provide you to transform and escape the cell .
How to get the Vampire Teeth
In human descriptor , chatter thebook of butterflies(2a ) and use the book of account ’s jot to put them in ascend order on the personal identification number ( Greenat the top , thenRed , Blue , Pink , Yellow , andOrange ) . This gets you theOrange Fairy Wings . Click the curtain ( 2b ) to attract it back , then take thePoker(2c ) and use it on the mermaid pillow slip lid ( 2d ) to remove it , then on the box ( 2e ) to knock it to the floor . foot up theJeweled Skullfrom inside the box .
In raven phase , blab out to the other raven ( 3a ) and then peck up theLetter Opener(3b ) . come home the mirror behind the pall ( 4a below ) , which will drop it to the floor . you’re able to now return to human form and pick up theMirror(2f ) .
Use theLetter Openeron the curtain ( 2b ) to get aCloth , then click the stand ( 2 guanine ) and put the mirror on it to start a vampire teeth puzzle . only click each set of teeth that does n’t have a reflection to have theVampire Teeth .
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How to break out of the room
Become a Raven , take theNetfrom the mermaid case ( 4b ) , and use it on the example . tick the net while it is on the case to get theMermaid Scales . Also take note the pattern scratch into the top of the dentition casing ’s top , which show the particular now you have in a NESW configuration .
In human form , click the mesa in the center of the way ( 2h ) and place the four objects on the table , then move the objects into the right position using the center berth to help you move the others ( skullat the top , wingson the right hand , mermaid scalesat the bottom , andteethon the right ) . This opens the table up , so go back into human form and take and utilise the material on the polish in the middle of the table to get aGreasy Cloth .
Select the right-hand - hand picture frame ( 2i ) and apply the greasy fabric on the silver name tag at the bottom to reveal the code1841 . tick the doorway ( 2j ) , enter the codification , and felicitation ! You’vecompleted Chapter One .
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Haunted Hunt Chapter 2 Walkthrough
At the end ofChapter 1 , Moira has get by her jail cell and used Raven ’s form to intermit herself out of the way she was in . Still snare in the house , she hit upon some séance equipment . Perhaps she can summon a ghost to help her evasion in our Haunted Hunt Chapter 2 walkthrough .
In human form , look at thepainting on the wall(1a ) , which shows the whole step for summoning a ghost . There are six cd here , four of which are illume . Note the aim on the footstall ( the Ouija Board and planchette , plus the reflections of the moonlight on the board ) .
How to enter the secret room
Now get a close - up of thebookshelf(1b ) . You ’ll note five of the books have bar on them :
Go into Raven form and pick up thePlanchette Half(2a ) andCandle(2b ) . Click the painting ( 2c ) to move it aside and take asecond Candlefrom inside . chatter each of thewindow shutters(2d ) until they revivify the pattern of moonshine on the table as it is in the photograph ( see below ) . Then prize theGlobe(2e ) for a close - up . penetrate the five countries in the order above , which will launch the bookcase and divulge a confidential room .
Now back in human form , click the new ingress to go into the hole-and-corner room . Go straight back to Raven form and take yourthird Candle(3a ) , the second half of thePlanchette(3b ) , and theDowsing Rod(3c ) . Then cluck the clothes ( 3d ) , which moves them to discover afourth Candle(4a ) .
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Click the moths on the pocket of the blue jacket ( 4b ) to unwrap aBroken Pocket Watch , with its one continue hand pointing to43 . Also , unfold the left over drawer to get afifth Candle(4c ) .
How to use the Ouija Board
As a human , enter the bottom left closet ( 5a ) to get asixth Candle , then enter the top of the desk and take theOuija Board(5b ) . come home the broken picture show underframe ( 5c ) to get aGlass Pane , then start the box ( 5d ) and get thePendulumfrom at bottom .
Back in the first elbow room , add the glass pane to theCamerato fix it , then snap it again to reveal a blurry beguile image you need to bring into focus . You do this by moving the tabs on the right into the correct positions ( see the image above if you ’re fight , as it can be quite tricky ) . Once you do , a ghost appear , pointing tothe number 20 in the bottom left of the photo .
When you arrive back out of the exposure , a secondDowsing Rodwill fall from the television camera , so pick it from the flooring under the camera . Add the six cd to the candlesticks , put the Ouija Board on the table , and place the two douse rods on the right pedestal . Next , place the two Planchette halves onto the board and add the pendulum to the left base .
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Once done , a compartment open ( 6a ) to break aTinder Boxin a orphic compartment . Take it and apply it to light ( from left-hand ) thefirst , 2d , 5th , andsixthcandles . If you ’ve aright opened the shutters in Raven form , you ’ll get a cut scene , because the plug-in is ready to use !
How to escape the room
press the plank and you ’ll be asked for the ghost ’s meter of death . Move the Planchette to2,0,4 , then3 , at which time Baxter will appear . He ’ll ask you to move the corner by the door , but a trap is triggered before you get a chance . Return toRaven formand fly up through a break that has appeared in the holebehind where you moved the picture(2c ) . This commence a piping connection puzzle .
The exit you necessitate is marked in the image above . throw the pipesas you move to pursue this path , move onto the crack , and you ’ll have completed Chapter 2 of the Haunted Hunt .
Haunted Hunt Chapter 3 Walkthrough
In this third part of ourHaunted Hunt Walkthrough , Chapter 3 line up our chassis - shifting hero Moira in an arsenal having just fly the coop a pernicious trap by flying through the pipes in the form of a raven . What will bechance her next ?
Immediately shift to raven word form and pick up the two readiness ofWood Chipsfrom the console ( 1a ) and the ledge ( 1b ) , plustwo Cobwebs(1c and 1d ) . Click the fix in the wall ( 1e ) to find a third set ofWood Chipsand anotherCobweb , then get to the draftsman ( 1f ) to get aScrewdriverand a quaternary slew ofWood Chips .
Back in human class , take anotherCobweb(2a ) then sink in the threshold back - bequeath ( 2b ) and enter the kitchen .
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swap to prey course and collect two more sets ofWood Chips(3a and 3b ) , and anotherCobweb(3c ) , then use the screwdriver to get theScrew(3d ) .
As a human , cod theCobweb(4a ) , then go back to the armory . Become a raven and vanish through the muddle once more , adding all the wood chips and then the cobwebs to thenest(5a ) to make out it . Pick up theNest , and also theSaltyou’ll find underneath it afterward . While here , click the beam at the back ( 5b ) and note thepattern in the circle .
How to beat the Magic Barrier
Back in the kitchen in human form , seem at thepattern in the book(4b ) . Go to the armory , take raven shape , and get across themagical pattern(1 g ) . Use the salt on the symbolisation , copying the two sets of symbols you have for the circle and the triangles . This willtake the witching roadblock down .
You now have access to the storage locker ’s lock , but you take the combination . You ’ll find the four answers in raven word form , at locations marked on the image above :
With the storage locker doors opened , you’re able to take thegauntletsfrom the armor suit ( 6a ) . Return to raven form , fly up into the hole , and use the gauntlet to recall theSilver Musket Ball(5d ) .
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cluck themusketon the tabular array in the armory ( 6b ) and add the silver musket glob , then rearrange the instruction posting until they make sensation . Once arrant , you ’ll receive theLoaded Musket .
How to give the Hellhound some water
Go into the kitchen as a human and apply the musket on thewater pipe(4c ) . Click the mess now in the sinkhole to get theCork , then return to the armory and add the bobber to theHunter ’s Kit(6c ) . you may now move the detail in the kit around by drag them . Once everything is perfectly organized , you ’ll get theBroken Knife Handle .
Go into the kitchen and put the razzing ’s nest in the sink , then utilise the handle on the tap to get running water and take then fill with Water . Give that to the Hellhound who will immediately perk up , but still involve to be set spare .
Completing the Map Puzzle
Back in raven form in the kitchen , you ’ll find apinthat landed on the top shelf ( 7a ) when the musket explode . pluck it up , then click theboard on the back wall(7b ) and use the pin on it to begin a map puzzler . Once consummate , you ’ll need to do it another two prison term to open up a secret compartment in the wall . Still in Raven form , collect theWhetstonefrom the compartment .
Return to human form , go to the armoury , and open theright side of the cabinet(6d ) . habituate the nookie tofix the sabreand the whetstone to sharpen it , then use the gantlet to blame it up . Go back to the kitchen , and use the sabre on the string tofree the now happy hellhound(Beezle ) . When it digest , you ’ll see a kettle of fish where it was laying . dawn the holeand you ’ll fill in Chapter 3 of Haunted Hunt !
Haunted Hunt Chapter 4 Walkthrough
Haunted Hunt is an beforehand - level puzzle secret plan in theAdventure Escape Mysteriesseries . At the conclusion of Chapter 3 , shape - gearstick Moira freed Bezzle the hellhound and discovered a hole in the ground to get away the armoury and kitchen . Now she needs to sneak into Otto ’s individual rooms to find out his plans . If you ’re stuck in Haunted Hunt Chapter 4 , you ’ll find oneself all the clues you require in our walkthrough below .
Begin by clicking the dust in the midsection of the way three time to reveal and hoard theJar of Fish(1a ) and theBell Ringer(1b ) . expend the ringer on theBell(1c ) and then use the Bell ( once affixed ) to pull a quat .
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Put the Jar of Fish on thebox(1d ) , then sink in it to knock it off . Once smash , the Arabian tea will wipe out the fish , and while it does , you may adjoin it to be capable toshapeshift into a cat-o'-nine-tails !
Maze Puzzle Solution
get across the end of thecat footprints(2a ) to depart a maze mystifier . At the turn pick , go : leave behind , left , right , right , right , left , right , up at the crossroad , right , and then out . It ’s hard to describe in words , but you ca n’t fail , so you may just require to keep trying .
Otto’s Private Chambers & Library Puzzles
Once you ’re in Otto ’s Private Chambers , revert to human form and take theGhost Book(3a ) , then godownstairs(3b ) to the depository library .
chatter therug(4a ) and thecurtain(4b ) to reveal more of the room and take theCord(4c ) . Move into thebedroom(4d ) .
Pick up theChair Leg(5a ) , take theWheelfrom the middle drawer ( 5b ) , then go back into the subroutine library and use the wheel on the hole at thebottom of the steps(4e ) , and the president leg on thestep(4f ) to ready the steps . you’re able to now range theGhost Bookin the gap on the ledge ( 4 g ) to expose thecrank(6a ) .
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Back in the bedroom , use the cord on thecauldron(5c ) to empty it onto the trading floor . Take theBrass Piecefrom the toppled caldron , and take in aVault Door Ringfrom in the fireplace itself .
Otto’s Room Combination Puzzle Solution
Go back to the first of Otto ’s rooms and use the Brass Piece on thedesk draw(3c ) to start a compounding puzzle . In cat form , look at the road the cat takes and wherever it check , there ’s a hint ( xanthous circle , below ):
Set the Brass Pieces to position25125and the closet will open , from which you’re able to take anotherVault Door Ring . Now go into cat form and you ’ll see there is also aGhost Keyin the cupboard . Take it to the sleeping accommodation and ( still in cat form ) use it to open up the jewellery box ( 5d ) . Take theDiamond RingandTurning Keyfrom inside .
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Use the diamond ring tocut the glasson the bookshelf in the program library ( 6b ) and take theOil Can . expend the rock oil on the crank ( 6a ) , then click the crank to lower the pendant . fall into place the lowered pendent to get a thirdVault Door Ring .
Piano and Music Box Puzzle Solution
Go back up to Otto ’s first elbow room and apply the turn key on theMusic Box(3d ) . you could do this multiple times to hear a five - note tune . Now click thepiano(3e ) and reproduce the tune . Luckily you could see the notes in cat conformation , both coming from the music loge and on the piano cay , so you just demand to bet them in the veracious order . The music box is then opened ( 3d ) and you may take the nextVault Door Ringfrom it .
Now select the equipment that wasunderneath the carpeting in the library(6c ) to regain itneeds a combination . In cat class in each room , you ’ll notice some cat start marks , each of which is on an detail with a verbal description pertaining to a time of year ( red forget me drug on the cat figure of speech above ):
So , use code5317to enter the lock and take the finalVault Door Ringfrom the secure beneath .
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Otto’s Room Wall Mount Ring Puzzle and Animal Puzzle Solutions
Go up to the first of Otto ’s rooms and put the five rings on theWall Mount(3f ) to begin a halo puzzle . Once solved ( see below ) the vault will open and you could go inside .
Turn into a cat to see the full details of theanimal puzzle on the wall . Each panel can be change over between two animals , oneflyingand oneland - base , in cat form . While in human form , you’re able to interchange each control board betweenblue(sky ) andgreen(ground ) . The panel call for to jump blue and green and have matching animals in cat manakin for thepanel to unfold .
Once open , you will find Otto ’s secret at bottom . And behind his privy ledger , aKey . you could now go back to the library and utilize the central toopen the lock in door(6d ) and finish Chapter 4 !
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Haunted Hunt Chapter 5 Walkthrough
The locked door leads to Otto ’s living-room elbow room . mark thepicture on the table(above , and below as b1 ) , which looks like parts of four separate images made into one .
Change to computerized tomography vision and pick up thetwo Ghostly Gears(a1 ) , thenchange the symbolson the cupboard ( a2 ) to match those in the draftsmanship . The top figure is already correct . Click the second range of a function down three times , the third image down once , and the bottom look-alike double .
Once complete , the cupboard will sweep open . fall to human word form now so that you’re able to brush away the cobweb at heart to find someMatchesin the bottom draftsman ( b2 ) and take aKeyfrom the top shelf ( b3 ) .
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Move through the door on the right ( b4 ) to go into the kitchen . Check out the newspaper publisher on the board to readBaxter ’s to - do list(above , and below as c1 ) . It lists Baxter ’s daily job , which is a clue to what you need to do next . You ’ve already dusted the shelves , so there are four task to go .
The lamps puzzle solution
Open Baxter ’s box ( c2 ) to happen someKerosene Fuel . If you expend the fuel on the lamp here , and then utilize the matches to light it , you ’ll seetwo green dotsappear on the lamp , but they ’ll quickly disappear .
If you move back into the parlor and do the same with the lamp there ( b5 ) , you ’ll only seeone greenish dot , but it will stay put on . Return and light the previous lamp ( c3 ) now , andit will quell lighted . Return to the parlor and use the other door ( b6 ) to enter a sitting room .
Light the kerosene lamp here ( d1 ) , which lights up withthree green dots . This completes this puzzle and opens a hachure below the lamp ( d2 ) , from which you’re able to take asecond Key . Take theWatering Canfrom the couch ( d3 ) , launch the cupboard ( d4 ) , and then switch to cat imagination to find athird Ghostly Gear(below ) .
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Move to the kitchen and fill the watering can in the sink ( c4 ) to get aFull Watering Can . employ the can to water the flowers in the sitting room , after which you may take athird Key(d5 ) and aContract(d6 ) . translate it to find that Baxter had signed it with Otto to keep his secrets when he began run for him .
The clock gears puzzle solution
Still in the kitchen , await at the box ( c5 ) but through the eyes of the computerized axial tomography to see each of the six digs has afingerprintthat ’s used on it . The third one play off the fingerprint on the contract , so transfer all the others on the guinea pig to match it by come home them ( see above ) . The boxful will open up , provide you to take yourfourth Ghostly Gearfrom at heart .
Move back to human form and go into the parlor . spread the clock(b7 ) and add the four gears to begin a color - matching teaser . You ’ll involve to fleet into computed tomography form to see the colors on the ghostly gears and complete the puzzle , ensure all color rival . The answer to the puzzle is pictured above . Once complete , you’re able to take afourth Keyfrom the substructure of the clock .
The purple box puzzles
Go into the sitting room andplace the four keysin the great purple boxful ( d7 ) . The order of the Francis Scott Key is visualize above ( it ’s the same as the job number ) . When the box open up , you ’ll need to get the story flat by placing the timeline images in the correct order ( see below ) .
It would seem Baxter is unable to serve you as he is still bound by the contract . When you move the skull after work on out the chronicle , takeBaxter ’s Keyfrom the box . Move back into the kitchen , use the key toopen the back door(c6 ) , and you ’ll have completed Chapter 5 .
Haunted Hunt Chapter 6 Walkthrough
You obtain yourself in another kitchen area , still needing to get upstairs . There ’s a dumbwaiter here but you ’ll necessitate to fix it first . Go into cat form to see aghost pointing at the tabular array .
Return to human form to take theFlourfrom the shelf ( e1 ) , convert back to a cat to decant it onto the table ( e2 ) , check out the figure of speech , and then take thePickle Jar(e3 ) .
The bells puzzle solution
Move through the door on the right ( e4 ) into a dormitory and pick up theRope(f1 ) . Change to bozo mannequin to see the numbers on the toll ( f2 , I ’ve marked them on the human image above ) . Now you need to ring each resident ’s Melville Bell ( f3 ) and note the figure of numbers the bells call . This gives you the four computer code to open up their box ( f4 ):
Go back to the kitchen , select the padlock on the door ( e5 ) for a close - up , and set the two top symbolisation to hand and the bottom one to a moon ( tomatch the double in the flour ) .
The lasers and lens puzzles
You ’ll regain yourself in a storage sphere . Use the cay to launch the closet ( g1 ) and fall into place on the sorcerous trap inside to start alens and light puzzle . To win this one , you need the light to glitter on every wanderer you may see in human form . However , you take to be in cat form to dispatch it as otherwise , you ca n’t see the laser . I ’ve put the solution below . Once complete , take theWrenchfrom the boxful .
Use the veg shortening on the wheel ( g2 ) to grease it and then the twist to deform it , and the political platform below will rise . Take the secondRed Shoefrom its grizzly message , along with aHorseshoeand some moreRope . Also , pick up theLarge Rusty Wheelthat has fallen off the pulley organisation .
The shrines puzzle
pick out the shrinesnext ( g3 ) for a close - up . depend at them in bozo form and each has a name matching those you saw earlier . Place a matching item on each :
Once concluded ( and still in qat bod ) the ghost will offer you aRusty Small Wheel . A code,4727 , will also appear on the floor .
The bottles puzzle solution
Use the codification in the kitchen to give the box ( e6 ) and take theAlcohol . snap the buffet full of bottles ( e7 ) for a stopping point - up , add the alcohol , and you ’ll start a color - mixing puzzle . Go into cat-o'-nine-tails sort and note down all the colors on the jars . With that done , go back to human form and stream the correct colors into each jar . The solution is below :
Take theAmmonia Cleanerfrom the edge of the cesspool ( e8 ) once the mystifier is complete . Now add the two wheel and the towage forget me drug to the food elevator ( e9 ) , use the ammonia water to make clean the wheels , and you’llhead up in the food elevator . At the top , you ’ll meet Euphemia , which concludes Chapter 6 .
Haunted Hunt Chapter 7 Walkthrough
Just when you mean Euphemia may be there to avail you , she capture you once more ! She ’s a much more skilled hunter than Otto and needs to be consider seriously . She leaves you pin , soyou need to get out . Click the image marked above and list below ( once each ) to solve the first puzzler :
This cakehole Euphemia in the box , so you may explore the room . Take theMiniature Helmet(h1 ) from the table , theMiniature Shieldand separateSwordfrom the crownwork ( h2 ) , a secondMiniature Helmetfrom the top of the cupboard ( h3 ) , aMiniature Horsefrom the shelf ( h4 ) , and a secondMiniature Swordfrom the gramophone tabular array ( h5 ) . Also , cluck the top of the chair ( h6 ) to remove it and retrieve a secondMiniature Shield .
Select thecase in the bottom leftcorner of the way ( h7 ) for a finis - up and alternate to the monocle view ( where you previously changed into a cat ) . You ’ll see a series of shapes :
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Solving the miniatures puzzle
Now expect at thewand box(h8 ) , also in eyeglass mode , and tangle those shape from the top course into the midsection to fix and then take theBeam Wand . Get a close - up of the viewing boxwood ( h9 ) and examine the effigy by using the wand through each of the five cakehole in the sides . remark theorder the engagement items appearthat match the miniature versions you ’ve hoard . The order is :
Now select thecupboard door mechanism(h10 ) and add all seven miniature pieces to the wooden knobs . Drag them onto the hole above in the order you ’ve just key and the closet will unfold , allowing you to take theHalberd .
employ the halberd to break the curl on the box below the acoustic gramophone ( h11 ) and takeEuphemia ’s Keyfrom at bottom . Use eyeglass mode to examine the remaining box seat on the floor ( h12 ) and mention the colored star on the side :
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Euphemia’s machine puzzle solved
Use the wand on Euphemia ’s machine ( h13 ) to change the color in the hollow to match this normal . This is tricky as you’re able to only change a hole ’s gloss by moving onto it , and then move on to another circle . Do the following to make it work ( with the non-white circles above being 1 through 5 from left to right ):
This opens a keyhole on the side . Use her keyto open it anda threshold will appear(h14 ) , allowing you to move on to the showdown with Otto and complete Chapter 7 .
Haunted Hunt Chapter 8 Walkthrough
You now postulate to find a room to gather all of Otto ’s victims together for the showdown . plunk up theBust of Otto(i1 ) and take aDiamond Ringfrom the jacket pocket ( i2 ) .
Switch to the eyeglass purview to note the number on the right wing of the two cases ( i3 ) , which is 9 , 7 ( with a dot after it ) , and 2 . The case to its left has three spaces for a code that has a dot , a ' higher ' symbol , and a ' lower ' symbol severally . Use the code792(7 has the window pane , 9 is higher , and then 2 is lower ) to open this type and takeEuphemia ’s Diagramsfor a flamethrower , as well as devices for summoning ghosts .
You also takeEuphemia ’s Map , showing the localisation of her traps , which you could habituate in your inventory as a fast - travel gadget . Also note that , if you search at the function with the eyeglass , the numbers 8 , 4 , 3 , and 7 ( with a dot ) are written on it in loss . The four rooms mark on the function each has a code above it also made up of acid and up or down arrows . Only theSeance Roomhas four number so we can infer the computer code needed there is7843(using the same organisation as before ) . However , we ’ll demand to make the flamethrower before we can inactivate the boxes .
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Making the flamethrower
Move into the storeroom ( i4 ) and take aFlintfrom the right closet ( j1),Coals and Woodfrom the fire ( j2 ) , then place Euphemia ’s diagram on the table ( j3 ) . sink in the diagram for a close - up once it ’s on the table and add up the flint , diamond closed chain , coals , and wood onto it to start a color - matching mystifier .
You need to locate the three main items on the central spaces , and then hem in them with plank that equate each other goal - to - end ( like dominoes ) but also the colors on the items . I ’ve included a picture of the complete puzzle above .
Pick up theFlamethrowerfrom the table and use it on the root ( j4 ) . This frees theKnifefrom them , which you may nibble up from the floor . Also , click the bricks that were exposed by burning the source to call for someStones . Finally , use the knife to cut and amass someRope(j5 ) .
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Return to the student residence , add the Mexican valium to the chain ( i5 ) , and tie the bust of Otto to it . This swings and break in the female chest , give up you to foot up theCrystalsthat fall to the flooring .
The seance room and the map codes
start the map and sink in the seance room to go there . utilize the flamethrower on the box seat to immobilize it , click it for a conclusion - up , and practice the code7843to unfold the box andfree Baxter . He enjoin you all the traps must be take out before they can get together you in taking revenge on Otto .
You ’ll observe that the function has been upgraded ( see above ) to show three more ambush in the continue rooms . There are also lots more images on it in eyeglass mode , but not a fifth telephone number . However , one gloss endure through each way , halt the ghost from slide by it and get to the top - fundamental area of the mathematical function , and thesecolors match the look-alike you see in eyeglass modality . The key is the dots , as before , and the number of leg , side , etc the range of a function have . From this we can get the follow code :
Move to each room and utilize the code to disarm the box there , after first damaging the box with the flamethrower . The ghosts are now free to roam ! However , you still require to ascertain a way to marshal them so that Otto can see them .
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Making and charging the summoning devices
hark back to the stowage , click the mapping on the table ( j3 ) , and add up the crystal to the diagram . This works in the same direction as the flamethrower diagram and I ’ve included the resolution above . Once everlasting , take theInert Ghost Summoning Devicesfrom the tabular array and then click the table to get the instructions on how to use them .
To chance the shape you want to mould in the shadow , use the monocle mode . surprisal surprisal , you need to cast theshadow of a spider . Select the candela ( j6 ) for a finish - up and utilise the flamethrower to light them .
Now add the bricks and the neutral devices , then move the candles to cast the shadow you saw on the diagram . I ’ve envision the candle place above ( you may find it difficult to see the final candle , as it is behind the star in the center ) .
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Capturing Otto - The final puzzle
As you move in to confront Otto , the other guests naturally panic ! You need toisolate Otto(top left , above ) until theother guests have fled the room(through the doorway in the middle at the bottom , but you only havelimited time between moves(see the timer on the right , above ) . It should be comparatively easy to trap Otto in the top - left niche , and then in the bottom - right corner later if need be .
The most crucial matter to remember is that while there is a timer , there is no limit to the number of move . Keeping Otto in the way is priority number one ; you could work on the other guests one at a time .
Once it ’s done , you ’ll have thechoice to burn down Otto ’s sign of the zodiac . Doing so will give you a few extra hour of caper , as you have to channelize the flamethrower , but Euphemia will escape either way ( to be continued ? ) . Do whichever makes you finger better , as ultimately the ending remains the same . felicitation ! You ’ve fill out Haunted Hunt .
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