● Detective club. Four aces

(Casual Mini-Games: Quests & Hidden Object)

Do you like the tale of the beauty and the beast? In the game Detective Club: Four Aces, you will find something similar to this old storyline. The beast rushes about the snow-covered city, practically deserted due to a strange series of more frequent attacks of animals. The beast has in its hands (or in its paws) the beautiful Kelly, the first and only normal human being that we have met here. She is clearly on the side of good, that is, ours. Consequently, the strange figures in white robes with sewn card suits Are our opponents. But what about a huge humanoid animal? Is it saving Kelly or destroying her?

Four aces

In the quest Detective Club: Four Aces, the detective's work looks - and is - extremely intense and dynamic. The developers managed to convey both the sense of danger and the need to fight the inexorably running time. In Four Aces, enemies do not stand still, they constantly meet on our way - and each such meeting brings with it the next difficulties and requires taking steps to eliminate its consequences. BUT story line confused just enough that we quickly guessed about experiments with the crossing of genes of various animals (fortunately, examples are staring at us from almost every screen). But we will delve into all the subtleties of sinister plans almost to the very end.

In the process of searching for clues and improvised tools to move around the locations, from time to time we stumble upon the built-in mini-games and locations for the search for objects. In the Detective Club: Four Aces, among the puzzles, there are, if not originally invented, but extremely freshly presented (like, for example, sorting trains on a toy railroad). Locations for search are varied and, although they are quite common, sometimes they ask us very difficult tasks.

In the process of traveling around the city, we collect a collection of strange and funny creatures "sewn" from two different animals. Then this collection can be viewed in a separate section in the menu. And on ordinary wanderings, a real tiny dog ​​keeps us company, which actively helps us in difficult places. It's easy to thank her for her help: we collect chips and buy toys and furniture for a funny creature.

  • Next game in the Detective Club series:

The town of Brightfield is in panic - strange monsters come out of the forest and attack people! An Anomalous Investigation Agency detective goes to the scene to find out the details. He goes on the trail of a criminal community that calls itself "Four Aces", and enters into mortal combat with the leader!

More details

Cards, Monsters, "Four Aces"

"Four Aces" is a criminal community of scientists who dreams of creating an ideal monster using genetic manipulation of ordinary animals. The consequences of their experiments are dire - some specimens have already escaped and are terrorizing the town of Brightfield. An Anomalous Research Agency detective goes to the scene to help people and find out who is behind these attacks.

Together with his faithful dog Elf, the detective step by step approaches the lair of the villains. It will not be easy for him - the town will be practically abandoned by the inhabitants, riddles multiply at every step, and only a four-legged companion can overcome some obstacles!

After completing the main task, a bonus chapter will become available to you, which tells about the last case of the "Four Aces". In addition, the Collector's Edition contains music, wallpapers, screensavers based on the game, and more. Are you ready to fight the unknown? The Anomalous Investigation Agency is counting on you!

Download game Key to the game

You can download the full version of the game “Detective Club. Four aces. Collector's Edition"On your PC. Get the key to the game Alawar Detective Club. Four aces. Collector's Edition "you can after starting the game by clicking the" REMOVE RESTRICTIONS "button.

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The once quiet, calm and cozy town of Brightfield is now in complete chaos! The city streets were filled with terrible monsters and residents who did not have time to evacuate, locked in fear in their houses. Go to the aid of the poor townspeople and conduct your own investigation of what is happening.

Together with a reliable assistant - the dog Elf, you need to get to Brightfield, which was cut off from the rest of the world as a result of heavy snowfalls, and find out the truth about the origin of mutant animals. Use your four-footed friend's supersensitive nose to find a loophole in the city and begin your mission!

You will soon discover that the monsters are the result of inhuman experiments carried out by scientists from the Four Aces Society. And now you have to challenge their leader, Archibald Karr, who started this dangerous game... To expose the villain, you will have to solve many tricky puzzles, collect a lot of evidence and overcome a lot of clever traps set by your opponent. Your faithful dog Elf will relentlessly follow you and will certainly help you to cope with some tasks. So do not forget to thank the dog, using the chips found from the casino to improve his living conditions.

After completing your investigation, you will find the continuation of this incredible story in the bonus chapter of the Collector's Edition. Find out new details about experiments on animals and get access to additional content - fun, music, wallpapers for your computer desktop and other gifts that will please even the most discerning gamers!

Additional information about the game:

Download game size: 796.12Mb

To play this game, you must first download it to your computer and then install it. To download the game, click on the appropriate link located just below this text, after which, after a few seconds, the download will begin and a menu will appear in which you need to select "Save file" or "Run". Then wait until the download is complete, run the downloaded file and follow the instructions. After the installation is complete, you can immediately start playing the game.

Full version of the game Detective Club. Four aces. The collector's edition contains all available game functions, as well as unlimited time. You can download a free trial (free) version of this game right now and play it for a while, and then, if you like, purchase the full version code, enter it into the game and play without restriction. If you don't like the game, you can easily remove it from your computer at any time.

Administrator


You have to uncover a conspiracy of the mysterious "Four Aces", saving the city of Brightfield from the danger that threatens it. After a series of unusual attacks by animals on the people of the local townspeople, it was decided to evacuate as quickly as possible. But the empty space, covered with snow, is still the arena for the mysterious deeds of a mysterious organization called the Four Aces. You should become a detective of an anomaly research agency. You were urgently sent to this city. You need to find many secrets among the snowdrifts and find a solution to several dozen puzzles and deal with exposing people who are part of a criminal gang.

Thanks to this exciting quest, you will find yourself in the city of Brightfield. All the townspeople were evacuated as quickly as possible after a series of attacks of unusual animal attacks on people. But still, life, shrouded in secrets, continues. Suddenly, a heavy snowfall began in Brightfield, monsters are walking along its streets, and in an empty police car you can suddenly hear the voices of criminals who are discussing their cunning plans.

It is not very easy to understand the meaning of all this devilry. It is for this reason that the anomalous research agency has decided that you should be involved in this case. After all, you are a professional detective. You have to visit Brightfield and investigate many terrible crimes.


It turned out that the madness of animals is directly related to various mysterious robberies. All crimes are united by the emblem of the Four Aces. What is this unusual organization and what is its ultimate goal? You need to start looking for answers to these questions. A loyal friend, a dog named Elf, will help you in this.

But besides him, you have other assistants. If you have problems, then you can consult with Mr. Tode. He will tell you what to do or help you find a safely hidden thing. Sparkling lights are the designation of the zones in which to look for objects. Things that require some additional action are highlighted in green. Use the card in order to maximum speed move from one location to another and get acquainted with the current tasks.

This quest consists of 4 difficulty modes. The easiest is for beginners. Here the tips will be charged quickly and absolutely all active areas are illuminated. The most difficult one is suitable for professional detectives, here you will have to do everything yourself.

Chapter 1: Entrance to Brightfield

Examine the snowman; take 2 tokens (A).
Talk to the girl (B).
Examine the snow; check the ID and take the GATE KEY (D).
Examine the castle and take 1 TOKEN (E); insert the GATE KEY into the lock (F) and turn it.
Try to go through the door.

Examine the grate; take the PUZZLE PIECE (G).
Examine the kiosk window; add the PUZZLE PIECE to the board (H).
Play the mini-game.

Place all the elements on the playing field.
See screenshot for solution (J).

Open drawers 2, 7, 4, and 6 (shown on the note).
Use the TONGS on the stove to take the HORSESHOE (K).
Take a spatula and remove the wallpaper; pick up the four Ace tokens (L).
The SOLDERING LAMP will be added to inventory.
Examine the grate on the door; use the SOLDERING LAMP on the lock (M).
Go to the waiting room.

Pick up and read the newspaper (N).
Examine the fountain; take the SCREWDRIVER (O) and 1 token (P).
Try to go through the door.
Examine the fire alarm shield; use the SCREWDRIVER 4 times on the screws marked in purple.

Take the SIGNAL PISTOL (Q) and 1 token (R).
Examine the bag; scare off the creature by firing the SIGNAL GUN.
Examine the bag again; take 1 token (S), VALVE (T), and 1/3 MAIL KEYFOB (U).
Turn on the player (V).

Examine the fountain; place the VALVE on the device (W).
Activate the Hidden Object Scene.

Swap the pieces of the puzzle marked in purple; take a seahorse.
Find the wings and set them on the angel; take the angel (X).
Find the net and use it on the fish; take the fish.
The SIGNAL LEVER will be added to inventory.

Examine the fire alarm panel and place the SIGNAL LEVER in place (Y); pull the lever.
Walk forward to the crossroads.
Examine the gate; take PUZZLE PIECE 1/2 (Z).
Examine the newspaper machine; take PUZZLE PIECE 2/2 (A) and 1 TOKEN (B).

Examine the entrance to the fire station; place the 2 PUZZLE PIECES on the empty spaces.
Create a painting by moving the pieces towards the center.
Rotate the valves (marked in green) to turn the center disc.
See screenshot for solution.
Go right to the fire station.

Examine the fire extinguisher; take 1 token (D) and GLASS CUTTER (E).
Return to the crossroads.
Examine the newspaper machine and cut the glass with the GLASS CUTTER; take the FLOWER MEDALLION (F).
Examine the gate; place the FLOWER MEDALLION into the slot (G).
Go to the alley.

Inspect brick wall; pull out the brick and take 1 token (H) and MEDALLION K (I).
Examine the snowdrift near the fence on the left; use the Elf on him to clear the snow.
Place the MEDALLION K in the lock (J) and open the bag; take 1 token (K), KELLY'S CAR KEYS (L) and read the letter (M).
Return to the crossroads.

Look at the car and insert KELLY'S CAR KEY into the lock (N); turn the key.
Examine the car again; take the GLASS SHARD (O).
Go to the fire station.
Examine the fire extinguisher; cut the rope with the GLASS SHARD three times; take the FIRE EXTINGUISHER (P).
Return to the crossroads.

Examine the car and use the FIRE EXTINGUISHER to extinguish the fire; take the SHOVEL (Q) and 1 token (R).
Go to the alley.
Use the SHOVEL on the large snowdrift three times (S).

Chapter 2: Dead End

Examine the hood of the patrol car; take the 1/3 REFRIGERATOR MAGNET (T) and 1 token (U).
Go straight to the dead end.
Examine the balcony ahead highlighted in purple.
Examine the snowdrift and use the Elf to clear the snow; take the DAGGER (V).

Examine the curtained window; cut the fabric with the DAGGER (W).
Examine the balcony ahead; lower the ladder (X).
Try to go upstairs.

Examine the safe on the wall; place the keys (1) in the keyholes with the corresponding symbols. Solution: from left to right, red, yellow, and green.
Take 50 TOKENS (2).
Go left to the hangar.

Examine the control panel on the right; take the ACCESS CARD (Y) and 1 token (Z).
Examine the baggage scanner; insert the ACCESS CARD into the slot (A).
Play the mini-game.

Move each suitcase to the corresponding location.
Move the suitcases to the corresponding flags. Click on any suitcase and then on the arrow to move it in the selected direction.
To complete the mini-game (1), move the suitcases (A - D) in the following order: D-left, D-up, D-right, B-up, B-right, C-left, C-up, C-right , A-right, A-up, A-left, A-up, C-down, C-left, and C-down.
B-left, B-down, B-left, B-down, B-right, C-right, C-up, C-left, D-left, C-down, C-left, C-down, C- right, C-up, D-left, D-down, D-right, D-up, and D-left.
Activate the Hidden Object Scene.

Find the hat and place it on the bear; take a graduate bear.
Set the switches on the flashlight to the correct positions using the hint on the page of the book; take the LIT FLASHLIGHT (D).
The CONTROL LEVER will be added to inventory.

Examine the control panel; place the CONTROL LEVER in its place (E).
Press the lever.
Examine the box; use the DAGGER to open the lid (F).
Take 1 TOKEN (G), 2/3 MAIL KEYFOB (H), and LOADED SPARE GUN (I).
Return to the dead end.

Use the LOADED SPARE GUN on the balcony (J).
Climb the rope to get to the den.
Explore the room; watch the video fragment.
Examine the chair and read the letter.
Examine the fireplace; open the medallion (K) to activate a video clip.
Examine the locked door; take the 3/3 MAIL KEYFOB (L).
Go to the balcony.

Use the Elf on the wooden plank; take the PATROL CAR KEY (M).
Return to the den.
Examine the locked door; pay attention to the code (N).
Examine the safe; change characters by pressing the buttons (O).
Enter the code from the locked door; take 50 TOKENS (P).
Go to the alley.

Examine the door of the patrol car and take 1 token (1); insert the PATROL CAR KEY into the lock (Q) and turn it.
Go to the patrol car
Take the POLICE BADGE (R) for a video clip.
Examine the glove box; open it and take 3 TOKENS (S).
Examine the safe; enter the code V-III-IX-X and take 50 tokens (2).
Go to the fire station.

Examine the safe; insert the POLICE BADGE into the slot (T) and enter the code: 9-1-1.
Turn the handle (U) to open the safe.
Take the OXYGEN MASK (W), WOLF PAW MEDALLION (X), and 50 TOKENS (V).
Return to the crossroads.
Examine the post office entrance and take 1 token (Y); use the WOLF PAW MEDALLION to defuse the trap (Z).
Send the Elf through the dog door (A).
Go through the door to get to the post office.

Chapter 3: Post Office

Pick up the note from the floor and read it.
Examine the safe; dial 1-7-7-7 (B) and take 50 tokens.
Examine the left wall; insert the 3 MAIL KEYBOARDS into the empty slots (D).
Play the mini-game.

Each key fob must be installed in a position with a corresponding symbol.
Select the movement bars (A-F) and set them in the center.
To complete the mini-game (1), place the stripes in the following order: D, A, E, F, B, C, B, E, B, and C.

Examine the left wall; take 2 tokens (E) and MICROFILM (F).
Examine the projector and take 1 TOKEN (G); insert the MICROFILM into the projector (H).
Watch the movie and take the 2/3 REFRIGERATOR MAGNET (I).

Examine the door and send the Elf behind bars; take the LEATHER GLOVE (J) and 1 token (K).
Examine the window and use the LEATHER GLOVE 3 times on the shards to remove them (L); then use the DAGGER to cut the rope (M).
Open the box; take 1 token (N) and 3/3 REFRIGERATOR MAGNET (O).
Go to the den.
Examine the refrigerator; place the 3 REFRIGERATOR MAGNETS on the door for a mini-game.

Place the magnets in their proper places. The holders can be rotated by pressing them.
Rotate the holders to the correct position (1).
Place each magnet on its own holder (2).
Take the SAUSAGE (P).
Go to the alley.


Give the SAUSAGE to the seal (Q).
Press the lever (R).
Activate the Hidden Object Scene.

Insert the bullet into the revolver drum; take the LOADED REVOLVER (S).
Find the five puzzle pieces highlighted in purple and place them on the ball; take the METAL BALL (T).
The MEGAPHONE will be added to inventory.

Go to the fire station.
Use the MEGAPHONE to drive out the large bat (U).
Examine the nest; take 2 TOKENS (V) and OIL (W). The ALARM GUN will recharge automatically.
Go to the den.
Examine the fireplace; use the OIL on the bolt (X).
Activate the Hidden Object Scene.

Find dinosaur parts 1 - 4 and place them on the dinosaur; take the dinosaur (Y).
Find the matches and use them on the burner; take the boiling kettle (Z).
Find the deflated balloon and put it on the pump; click on the pump (A) and take the INFLATED BALLOON.
The ROPE LADDER will be added to inventory.
Go to the balcony.

Place the ROPE LADDER on the holders (B).
Go downstairs.
Examine the animal to activate a video clip.
Use the SIGNAL PISTOL to ward off the animal.
Examine Kelly; place the OXYGEN MASK on her face (D); press the pump three times to activate the video clip.

Examine the left door of the chapel; use the Elf to scare off the large rat (E).
Go to the chapel corridor.
Examine the man in the shroud to activate a video clip.
Examine the lantern; take the CROWBAR (F) and 3 TOKENS (G).
Examine the flower; take the FIRE APPLE (H).
Examine the floor; remove the paper and open the chest.
Take 3 TOKENS (I) and ACCESS CARD (J); read the note.
Return to the Chapel Entrance.

Examine the main entrance to the chapel to activate a video clip.
Examine the chapel door; insert the ACCESS CARD into the slot (K).
Examine the dynamite box and open it with the CROWBAR (L); take the DUSTER (M), 3 tokens (N) and DYNAMITE (O).
Go to the chapel corridor.
Use the DUSTER on the cobweb three times to remove it (P).
Activate the Hidden Object Scene.

Find the four toy tools highlighted in purple and place them in the toy toolbox; take the TOY TOOLKIT (Q).
Find the hammer and use it on the board four times; take the NAIL BOARD (R).
Find the blade and install it on the saw drive; take the CIRCULAR SAW (S).
The CIRCULAR SAW will be added to inventory.
Go to the den.

Examine the locked door; use the DISC SAW on the boards (T).
Go to the bedroom.
Examine the bed and send the Elf under it to get the item; take the 1/3 TRANSISTOR (U) and 1 token (V).
Examine the suitcase and place the ACCESS CARD (W) in the slot; pick up the 2 tokens (X) and the FOUR ACES KEY (Y).
Go to the chapel.

Examine the chapel entrance; use the FOUR ACES KEY on the lock (A).
Play the mini-game.
Select two pieces that together will fit the shape in the center; repeat the steps six times.
To complete the mini-game (1), select the following pairs: D + M, D + J, F + D, O + J, P + I, and P + D.
Enter the chapel.

Chapter 4: the chapel

Examine the radio on the right (B) to activate a video clip.
Examine the suitcase; run the Elf through the hole to get the item; take the 2/3 TRANSISTOR and 3 tokens (D).
Examine the surveillance monitors on the left (E) to activate another cutscene.
Examine the safe; dial 1-3-2-4 and take 50 tokens (1).
Go to the post office.

Examine the projector; use the FOUR ACES KEY on the lock; take 3/3 TRANSISTOR (F).
Go to a dead end.
Examine the manifold hatch; cut the lid with the CIRCULAR SAW (G).
Go to the chapel.

Examine the radio on the right; remove the lid and place the 3 TRANSISTORS for a mini-game.
Move the transistors to assemble the electrical circuit.
See screenshot for solution (H).
Find the radio station you want by pressing the arrow buttons.
See screenshot for solution (I).

Examine the animal; take the MAGNETIC CROSS KEY (J).
Go to the alley.
Enter the patrol car.
Examine the glove box; insert the MAGNETIC CROSS KEY into the lock (K) and take the 1/3 MEDICINE (L).
Go to the bedroom.
Examine the suitcase; insert the MAGNETIC CROSS KEY into the lock (M) and take the MEDICINE 2/3 (N).
Go to the fire station.
Examine the cabinet on the left; insert the MAGNETIC CROSS KEY into the lock (O).
Activate the Hidden Object Scene.

Dip the syringe into the vial; take the SYRINGE WITH RED LIQUID (P).
Place the pill in a glass; take the GLASS WITH BUBBLES (Q).
Find the four human body parts (marked in purple) and place them on the mannequin; take the human model (R).
The 3/3 MEDICINE will be added to inventory.
Go to the chapel.

Examine the animal; use the 3 MEDICINES on the animal to heal it (S).
Activate the Hidden Object Scene.

Find five chess pieces(marked in purple) and set them to chess board; take the FULL CHECKBOARD (T).
Find a magnet and use it on the yarn; take the knitting needle (U).
Open the projector; take the MOVIE REEL (V).
The DOWN BUTTON will be added to inventory.

Examine the elevator console; place the DOWN BUTTON in the slot (W).
Press the down button.
Go to the elevator.
Examine the safe and press the plates in sequence (1-6); take 50 tokens (A).
Examine the mechanism on the table; take the 1/4 BATTERY (X), 1/2 ELECTRONIC CHIP (Y), and the PRUNER (Z).
Go to the bedroom.

Examine the closet; use the PRUNER on the branches three times to remove them (A); open the doors.
Take 2 TOKENS (B) and 1/3 TOY LOCOMOTIVE.
Go to the chapel.
Examine roses; use the PRUNER on the roses three times to remove them (D); take the 1/3 GOLD LOCK BUTTON (E).
Go to the chapel corridor.
Examine roses; use the PRUNER on the roses three times (F).
Take 3 TOKENS (G) and 2/3 GOLDEN LOCK BUTTON (H).
Go to the sewer.

Chapter 5: The Collector

Examine the barrel; use the PRUNER on the roses three times (I); take 1 token (J) and 3/3 GOLD LOCK BUTTON (K).
Place the DYNAMITE on the wooden plank (L).
Examine the safe; click on the buttons to create the same picture as shown in the sample; take 50 tokens (1).
Go to the bell tower.

Examine the cage; place the 3 GOLD LOCK BUTTONS on the empty slots for a mini-game.
Press the buttons to guide the ball through five levels to the finish hole.
Use the following sequence (A-K) to complete the mini-game (1).

Give the FIRE APPLE to the salamander (M); take the FIRE SALAMANDER.
Go to the sewer.
Use the FIRE SALAMANDER on the dynamite to explode (N).
Examine the skeleton; take the SLEDGEHAMMER (O).
Examine the grate; use the DISC SAW on the metal bars (P); take 1 token (Q) and the KEY (R).
Go to the chapel.

Give the SLEDGEHAMMER to the animal (S).
Talk to Kelly (T); The VIDEO PHONE will be added to inventory.
Go through the gap to the shopping street.
Examine the canopy on the left; send Elf and take 3 TOKENS (U) and 2/3 TOY LOCOMOTIVE (V).
Combine the PRUNER with the stick (W); take the LONG PRUNER.
Examine the lantern; cut the rope (X) with the LONG PRUNER to receive the LEAF KEY.
Go to the sewer.

Examine the chest; insert the LEAF KEY into the lock and turn it.
Take TOKEN (Y) and 3/3 TOY LOCOMOTIVE (Z).
Go to the bedroom.
Explore the toy railroad; place the 3 TOY LOCOMOTIVES on the rails (A).
Play the mini-game.

Install wagons and locomotives on the tracks using the diagram on the stand.
Guide the cars and locomotives (A-L) to the correct positions on the tracks (1-3) to complete the mini-game (4).
Move cars and locomotives in the following sequence: A - 2 back, B - 2 back, C - 3 back, D - track 1, E - track 3, F - 3 forward, G - 4 forward, J - 1 back, F - path 1, H - 4 forward, G - path 1, I - 5 forward and I - path 3.
H - 5 backward, D - 5 backward, I - 3 forward, D - 4 forward, H - 4 forward, H - path 3, D - 7 backward, G - 2 forward, F - 2 forward, F - 5 backward, J - 3 forward, K - 3 forward and J - 4 back.
K - 1 forward, K - path 2, L - 4 forward, H - 3 backward, L - 2 forward, G - 1 forward, G - path 1, H - 2 forward, H - path 1, K - 3 forward, K is track 1, D is track 3, J is 5 forward, D is 1 forward, D is 4 backward, J is 4 backward and I is path 3.
Take LOCKPICK.
Go to the shopping street.

Explore the fireworks shop; use the LOCKPICK on the lock (B).
Activate the Hidden Object Scene.

Press the buttons on the cash register in the sequence indicated in the clue on the right wall; take the stacks of coins (1).
Swap parts of the poster to get the finished image; take a poster.
Use scissors to cut the rope; take the IGNITER LINE (D).
The FIRE CORD will be added to inventory.

Examine the truck; use the KEY on the gas tank cap (E) and remove it; insert the IGNITER CORD into the gas tank (F).
Use the FIRE SALAMANDER to light the cord (G).
Walk forward to the canal.
Examine the guy to activate a video clip.
Use the VIDEO on the canal (H) to call James for help.
Go to the Museum Entrance.

Examine the steps and read the brochure (K); take 3 tokens (I) and 2/4 BATTERIES (J).
Examine the snowdrift and use the Elf on it to clear the snow; use the FIRE SALAMANDER to melt the ice block (L).
Take the MUSEUM KEY (M).
Examine the door; insert the MUSEUM KEY into the lock (N) and turn it.

Examine the safe on the left pedestal; swap parts of the painting to complete the drawing (1).
Take 50 TOKENS (2).
Go to the Museum.

Examine the guy to activate a video clip.
Examine the cage; send the Elf to the cage and try to use the VIDEO on the Elf (O).
Take 3/4 BATTERY (P).
Examine the laboratory door; take 4/4 BATTERY (Q); The VIDEO will be automatically charged.
Examine the cage; use the VIDEO on the Elf to summon James; take the 1/2 DINOSAUR LEG (R).

Examine the green control panel; take 4 TOKENS (S) and 2/2 DINOSAUR LEG (T).
Examine the skeleton of a dinosaur; add the 2 DINOSAUR LEGS to the skeleton (U).
Play the mini-game.

Move and flip any selected part of the skeleton by pressing the buttons on the remote control (V).
The poster shows the correct arrangement of the skeleton parts (W).
See screenshot for solution (X).
Activate the Hidden Object Scene.

Find the hammer and use it to break the egg; take the baby dinosaur (Y).
Click on the rungs of the stairs to change their color according to the pattern on the right wall; take the rainbow ladder (Z).
Find the winding key and insert it into the bird; take the Singing Mechanical Bird (A).
The FIRE BADGE will be added to inventory.

Examine the fire box and place the FIRE BADGE in the slot (B); take the BUCKET, 3 TOKENS (D), and 1/2 FLAG (E).
Back out twice.
Examine the river; take 3 TOKENS (F); place the BUCKET in the water (G) to take the BUCKET WITH WATER.
Walk forward twice.

Examine the flame; use the BUCKET OF WATER to extinguish the fire (H).
Take 3 TOKENS (I), DOOR HANDLE (J) and 1/2 CASE LOCK DISK (K).
Examine the right door; place the DOOR HANDLE (L) and select it (M).
Go straight to the museum office.

Chapter 6: Museum Office

Examine the scene to activate a video clip.
Examine the desk drawer; take the TOOLBOX HANDLE (N).
Go to the shopping street.
Zoom into the store entrance and place the TOOLBOX HANDLE (O); take 3 TOKENS (P) and WIRE CUTTERS (Q).
Go to the Museum.

Examine the fire box and use the CUTTER CUTTERS on the wires (R); take the CROWBAR (S).
Go to the channel.
Examine the drainage opening and use the CROWBAR on the metal bar (T) to remove it; take the 3 TOKENS (U) and the BRONZE HANDLE (V).
Go to the Museum Office.

Examine the window; place the BRONZE HANDLE (W) and turn it.
Examine the safe; take the 2/2 CASE LOCK DISC (X).

Turn the chair.
Examine the skeleton; take the DISKET (Y).
Go to the Museum Entrance.
Examine the case and put the 2 CASE LOCK DISKS in place (Z); dial 1-4-7 from top to bottom to open the cover.
Activate the Hidden Object Scene.

Find two buttons and place them on the safe lock; dial 7-3-2-4-9 and take the LEVER (A).
Find the lamp glass and place it on the lamp base; take the lamp (B).
Find the winding key and insert it into the watch; take an alarm clock.
The LEVER will be added to inventory.
Go to the bell tower.

Examine the mechanism on the table; put the LEVER in place and (D) and click on it.
Examine the skeleton; take the CROCODILE AMULET (E) and read the diary page (F).
Go to the sewer.

Examine the wall; place the CROCODILE AMULET in the slot (G).
Take 1/2 STAR HALF (H), 2 TOKENS (I), and CLOCK HANDS (J).
Go to the bedroom.
Examine the clock; place the CLOCK HANDS on the dial (K).
Take 2/2 HALF STARS (L) and 1/2 BUTTERFLY (M).
Go to the Museum Office.

Examine the safe; place the 2 HALF STARS in the slot (N).
Take 50 TOKENS (O), 2/2 ELECTRONIC CHIP (P), and GOLDEN CROWN (Q).
Return to the Museum.
Examine the laboratory door; place the 2 ELECTRONIC CHIPS (R).
Play the mini-game.

Rotate the gears by pressing on their center.
Start with the outermost gears.
Place the gear parts in place.
See screenshot for solution (1).
Go left to the museum laboratory.

Explore the computer; take 3 tokens (S) and insert the DISKET into the drive (T).
Watch the video; note the sequence of symbols on the screen (U).
Examine the glass cabinet; enter the code received from the computer screen (spades, hearts, spades, diamonds, spades, crosses) to open the lock (V).
Use the SCREWDRIVER on the screws twice; take the RUBBER GLOVES (W) and LADDER (X).
Go to the channel.

Examine the lantern and place the LADDER on it (Y); take the MERMAID STATUETTE (Z) and 1/2 NEON FUSE (A).
Go to the Museum Office.
Examine the pillows and remove 3 of them; take the 3 TOKENS (B) and the PICTURE PIECE.
Go to the museum laboratory.

Examine the picture; put the PICTURE PIECE in place (D).
Open the door; take the 2/2 NEON FUSE (E).
Zoom into the freezer door and place the 2 NEON FUSES in place (F); dial the code 2-4-8.
Take the 2/2 BUTTERFLY (G) and use the FIRE SALAMANDER on the frozen key; take the DRAWER KEY (H).
Return to the Museum.

Examine the butterflies stand and add 2 BUTTERFLIES to it; swap the butterflies to put them in the correct positions (I).
Take the SWITCH KEY (J), 1/3 MOUSE AMULET PIECE (K), and 50 TOKENS (L).
Go to the Museum Office.
Examine the desk drawer; insert the DRAWER KEY into the lock (M) and turn it.
Activate the Hidden Object Scene.


Take a number cube and place it on the calendar; click on the number and month blocks until you set the date to December 25th. Take December 25th (N).
Take a pen and use it on paper; take the drawn sailboat (O).
Use a screwdriver on the lattice cover; take the CONCH (P).
The 1/2 SINK will be added to inventory.

Examine the table and place the SWITCH KEY on the slot (Q); flip the switch and take 5 tokens (R).
Examine the ceiling fan; take the 2/2 SINK (S).
Return to the Museum.

Examine the sink stand and place the 2 SINKS on it; place the shells in their places (T).
Take the PEARL (U), 2/3 MOUSE AMULET PIECE (V), and 50 TOKENS (W).
Explore the aquarium; place the MERMAID STATUETTE, GOLDEN CROWN, and PEARL on the right side of the chest (X).
Take 3/3 MOUSE AMULET PIECE (Y).
Go to the Museum Office.

Examine the glass cabinet; put the 3 MOUSE AMULET PARTS on the slot (Z).
Take the CONTROL PANEL HALF (A) and RUST CLEANER (B).
Go to the bell tower.
Combine the CONTROL PANEL HALF with the other half.
Examine the control panel for a mini-game.

Move the blue tile across the field so that it goes through all the white tiles. repainting them blue.
You cannot move through the same tile twice.
To complete the mini-game (1), move the tile in the following sequence (A-W).

Chapter 7: Helicopter Station

Click on the bat (D) to enter the helicopter station.
Examine the tree and use the Elf to scare away the creature; take the HUNTING HOUSE KEY (E).
Examine the helipad and use the FIRE SALAMANDER to melt the ice. You will receive the FOLDING KNIFE.
Take 1/2 METAL RING (F).
Explore the hunting lodge; use the FIRE SALAMANDER to free the ice from the handle; insert the HUNTING HOUSE KEY into the lock (G) and turn it.

Go to the Hunting Lodge.
Examine the fireplace; use the Elf in the fireplace to get the item; take 4 tokens (H) and AUTO PEN (I).

Remove the painting from the wall and examine the safe; Place the paw symbols in their places to open the safe (1).
Take 50 TOKENS (2).

Examine the painting above the fireplace and use the FOLDING KNIFE to cut the canvas (J); take the POWER CORD (K).
Return to the helipad.
Examine the helicopter; use the RUST CLEANER to remove the rust on the lock (L).
Go to the Museum Office.

Examine the shelf and place the AUTO PEN on the holder (M); move all three fountain pens down.
Take 50 TOKENS (N), PEAK EMBLEM (O), and BEAR HEAD (P).
Go to the museum laboratory.
Examine the fan on the table and connect the POWER CORD to the fan (Q); press the ® button.
Take 3 TOKENS (S) and RULER (T).
Go to the hunting lodge.

Examine the closet; place the BEAR HEAD on the slot (T); use the RULER to open the cabinet (U).
Examine the skeleton; take 6 tokens (V) and the HELICOPTER KEY (W).
Return to the helicopter.
Examine the helicopter; insert the HELICOPTER KEY into the lock (X) and turn it.
Activate the Hidden Object Scene.

Find five icons (marked in purple); place them on the flag and take the badge collection (Y).
Take the propeller and install it on the helicopter; take the helicopter (Z).
Find a thermos and use it to fill a glass with tea; take the glass of tea (A).
The CLUB EMBLEM will be added to inventory.
Go to the hunting lodge.

Examine the torn painting; place the CLUB EMBLEM and the PEAK EMBLEM in the corresponding indentations.
Press the red button (B).
Examine the bunker entrance; use the RUBBER GLOVES to take the AX.
Examine the tree; use the AX on the branches twice (D).
Send Elf to the hole; take the SWITCH FLAG (E).
Go to the Museum Entrance.

Examine the electrical panel to the right of the door; place the SWITCH BOX in place (F) and select it.
Take the INSULATING TAPE (G) and WIRE (H).
Examine the electrical panel; repair the damage with the WIRE and TAPE (I) to activate the mini-game.

Turn on all the lamps to complete the mini-game.
Each lamp can only be turned on once; only those lamps that are directly connected by an electrical circuit can be switched on.
Solution (J): turn on the lamps in the sequence shown in the screenshot (1-34).
Go to the bunker.

Examine the gap in the wall and use the Elf to get the item; take the SUN AMULET (K).
Go to the laboratory.
Examine the scene to activate a video clip.
Examine the window; take the 3 TOKENS (L) and the STAR KEY (M).
Go to the Museum.

Examine the chest on the floor; place the SUN AMULET in the slot (N) and take the PUNCH CARD (O).
Go to the helicopter station.
Examine the bird's nest; take the 3 TOKENS (P) and the PIECE OF CODE (Q).
Go to the museum laboratory.

Examine the nightstand and insert the STAR KEY into the lock (R); take 50 tokens (S) and the EMPTY SYRINGE ARROW (T).
Go to the bunker.
Examine the cabinet on the wall and place the PIECE OF CODE next to the other snippet (U); insert the PUNCH CARD into the slot (V).
Dial the code 4-7-5-5; open the cabinet door.
Place the EMPTY SYRINGE ARROW into the flask (W); The FULL SYRINGE ARROW will be added to inventory.

Examine the window; insert the FULL SYRINGE-ARROW into the gun (X); pick up the GUN WITH THE TRANQUILIZER.
Use the TRANQUILIZER GUN on the bear (Y).
Examine the bear; pick up the 3 tokens (Z) and the DISKET (A).
Go to the museum laboratory.

Examine the computer and insert the DISKET into the drive (B); take the 2/2 METAL RING.
Go to the bunker laboratory.
Examine the metal box; place the 2 METAL RINGS (D) for a mini-game.

Move the colored balls to rings of the same color.
Click on any ball next to an empty slot to move the ball into it.
Rotate the green or red ring clockwise while pressing any plate between the balls.
We recommend that you move the green ball to the center first.
See screenshot for solution (E).
Activate the Hidden Object Scene.

Find three blue rings, two green rings, and one yellow ring; place them on the racks of the same color and take the TOY PYRAMID COLLECTION (F).
Find a mirror; place it next to the paper and take the word "science" (G).
Find a dropper; use it on the dirty coin and take the shiny coin (H).
The CAMERA will be added to inventory.

Examine the bear; use the CAMERA on the bear's eye to take a picture of its eye (I); The PHOTO OF THE EYE will be added to inventory.
Return to the bunker.
Examine the holographic projector; put the EYE PHOTO into the slot (J) and take the EYE HOLOGRAM (K).
Examine the door; put the EYE HOLOGRAM on the lock (L).
Go to the Museum.

Examine the withered rosebush; use the FIRE SALAMANDER to burn the branches; take 3 TOKENS (M) and SAFE DISPLAY (N).
Go to the bell tower.
Examine the safe; replace the SAFE DISPLAY (O) and dial 4-3-8-7.
Take the LION STATUETTE (P), 50 tokens (Q), and 2/2 FLAG (R).
Go to the bunker.
Go to the bunker office.

[size = 10] Chapter 8: Bunker Office

Examine books; swap them to create a drawing (1) of a dragon.
Open the door; take 50 tokens (2).
Explore the globe; place the 2 FLAGS in the stands.
Activate the Hidden Object Scene.

Find a pestle and use it on sugar lumps; take the CASING SUGAR (S).
Change the dolls' heads to match your clothes; take the DOLLS COLLECTION (T).
Take a bottle and fill a goblet with wine; take the goblet of wine (U).
The BEAR STATUETTE will be added to inventory.

Examine the box on the round table; place the LION STATUETTE and BEAR STATUETTE into the slots.
Take the JESTER'S MEDALLION (V) and MAGNET (W).
Examine the display case; put the JESTER'S MEDALLION into the slot (X) and take the CARTRIDGE (Y).
Go to the bunker laboratory.

Examine the floor; place the MAGNET on it and take the CONTROL PANEL SWITCH (Z).
Examine the installation and insert the CARTRIDGE into the slot (A); set the CONTROL PANEL SWITCH to its place (B).
Take CAMERTON.
Go to the bunker office.

Examine the glass box; place the CAMERTON next to her to shatter the glass and take the 1/2 BUTTON (D).
Exit the office.
Examine the device on the wall; insert the CAMERTON into the slots (E); take 50 TOKENS (F) and 2/2 BUTTONS (G).
Go to the bunker laboratory.

Examine the installation; install the 2 BUTTONS on the keyboard.
Type the word "superhuman" on the keyboard (H).
Play the mini-game.

Move all buttons to their corresponding symbols.
By pressing the button, you move it two positions clockwise; the two buttons next to it will move one position counterclockwise.
To complete the mini-game (I), press the buttons in the following sequence: human head, human ear, and human hand.
Leave the bunker through the evacuation exit (J).

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