Version 1.2 11/1/13 Haunted Halls: Revenge of Doctor Blackmore A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2013 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Walkthrough 003a. Chapter 1 003b. Chapter 2 003c. Chapter 3 003d. Chapter 4 003e. Chapter 5 004. Credits 001. General Information ----------------------------------------------------------- This is a walkthrough for the game called "Haunted Halls: Revenge of Doctor Blackmore". This is the third game in the Haunted Halls series, following after Green Hills Sanitarium and Fears from Childhood. To contact me about this guide, use my email address, ilovecartoonssomuch@yahoo.com. 002. Video Walkthrough ----------------------------------------------------------- Do you want to see a video of how to beat the game, rather than read how to do it? You're in luck! I made a video walkthrough for this game, which can be found here: http://www.youtube.com/playlist?list=PL- BD_KjCUmdwOzMX2b1TIzFd1WjoD269k The videos come complete with my live commentary. 003. Walkthrough ----------------------------------------------------------- To start the game, click on "play". There are three difficulty modes in this game. 003a. Chapter 1 ----------------------------------------------------------- The game begins with our heroine, waking up inside Dr. Blackmore's newest lair. In the two previous games, Blackmore was trying to get fear energy from asylum patients and children. In this game, he wants revenge on six people who hurt him in the past. Sadly, our heroine and Tim are on the top of Blackmore's revenge list. First Room ---------- This first room serves as a tutorial, and in fact, there is an optional tutorial you can go through. When the cursor turns into an eyeball, you can click to zoom in on that area. For example, click on the table on the left to zoom in on it. When your cursor turns into a hand, you can pick something up. Here by the table, take the sugar cube, the target and the scissors. Examine the plants near the table. Give the sugar cube to the lemur, and you can get a briefcase which serves as a portable laboratory. Since you have no ingredients right now, you can't use the lab. Also in the plants, you can get a lighter. Now, look at the wooden Indian on the right. You can get a feather and a cigar from it. Examine the pirate on the left pillar. Put the cigar on the pirate's mouth, then use the scissors to cut it. Light the cigar, and the pirate's eyepatch lifts up. You can take the pirate's eye. There is a nail below the pirate's head. Put the target here, and the wooden Indian throws a tomahawk at it. Take the tomahawk. Now, examine the right pillar. Dr. Blackmore appears on the screen and speaks with you. Below the monitor is a red button, contained in glass. Use the tomahawk to break the glass. You can take the button here. When you back away, one of Dr. Blackmore's tentacles is visible. Click on it to get rid of it. Now, examine the door in the middle of the room. Put the button (from the right pillar) in the slot and press the button. Place the eyeball (from the left pillar) in the circular slot on the top to start a puzzle. As you can see, there are ten tiles and ten fingers. Each tile is connected to a finger. Swap tiles, so each tile is connected to a finger with a similar symbol on it. When you've made a correct match, a finger will move. The left column, from top to bottom, is silverware, heart, stars, clouds and a branch. The right column, from top to bottom, is a fly, headphones, coins, a roulette wheel and a rocket. Solving the puzzle causes the hands to pull the lever and open the door. Getting to Tim -------------- Tim is on the other side of the right doorway, but it's locked. Here in this room, all you can do is put a feather on the pheasant to get an egg. You can also put the vending machine's wires in the tank, in hopes of charging the machine. Sadly, the electrical ray is too far away to charge the wires. Go through the left door. The kangaroo here needs reading glasses. That's something you don't see every day. In the lower/left corner is a table. Zoom in on it. Take the liquid nitrogen and read up on the other four people that Dr. Blackmore has kidnapped. On the right wall is a puzzle. Click on it to start it. Your goal is connect all the lines. Press the button on the top of the screen to switch to layout 2. Then press the six buttons below to move the lines. Connect them all, and you receive fertilizer, as well as an empty bottle. Now for a hidden objects challenge, a staple of the Haunted Halls series. Click on the wooden case to start it. In this game, the hidden objects screens require you to use items on each other, much more than the other games did. A tutorial guides you here. Start by finding the screwdriver. Use it on the screw in the lower/left to get a screw. On the lid of the box is a scissors blade. Pick it up, then use it on the scissors blade in the lower/right. Use the screw, then the screwdriver on the scissors to get scissors. Use the scissors on the netting to get a pesticide can. The lid to the pesticide is on the right edge, above the place where the scissors were formed. Left of the scorpion jar are the three bottles. Zoom in on the bottle display in the upper/left. Place the three bottles on the right and place the pesticide can on the left. You want to put the bottles in the pesticide can in the proper order. The note says the order is green, yellow, blue and red. When you're done, put the pesticide lid on the pesticide can for pesticide. Use it on the scorpion in the scorpion jar to get wires. Use the wires on the batter to get the code 539. Insert that code on the lockbox on the right to get a coin. Phew, that hidden objects screen was a lot of work! Before leaving this room, use the fertilizer on the plants on the left. They grow into wheat. Click on the wheat to get seeds. Go back a screen. Use the liquid nitrogen on the lock of the door to the right. You can now go through the door and find Tim. Blackmore's Machines -------------------- Blackmore appears and says that you CAN save Tim, but it will be difficult. Talk to Tim. He says that you must save all the other victims before you can save him. Look in the vent system on the left. Put the egg in the nest here, and a baby ostrich hatches. Give the wheat grain to the ostrich. It will grow quickly and open the doorway to the next room. When you go into the next room, you see that it is blocked by a hallucination, so you can't do anything there. In the room with Tim, grab a slice of bread. Look at the sink on the right. Take the glasses, then turn on the faucet. Machine oil comes out. Use the empty bottle on the machine oil to collect it. Go back a screen. You can now use the vending machine here! Simply click the wires on the ground, in order to put them in the water tank. Use the slice of bread on the tank to get the electric ray close enough to the wires to charge them. On the side of the vending machine is a puzzle. Use the machine oil to clean the gears. Move the gears around, until they all are lined up. Move the upper green gear left and up, then move the red gear right, up and right. Move the lower green gear left and down, then move the blue gear right. Finish by moving the red gear left. Solving the puzzle fixes the vending machine. Use the coin on the machine to get latex gloves. Go into the kangaroo room (to the left) and give the reading glasses to the kangaroo. The kangaroo gives you a container for eyedrops. Take it, and you can finally use the portable lab! A sheet of instructions is on the left. Put the flowers in the mortar. Use the pestle to grind it. Put it in the black machine, then put it in the blender and press the button. Put it in the upper/right machine and press the button. Finally, put it in the three containers to get eyedrops. If you make a mistake, the light above the instructions flashes red. You can use the undo button in the lower/left to undo your mistake. You can also use the reset button in the lower/right to restart the puzzle. Solving the puzzle gets you eyedrops for the hallucination! That's good. You may have noticed the hidden objects container is sparkling again. Click on it for another challenge. Here, take the blunt knife (on top) and use it on the stone (left of the box) for a sharp knife. Clip the net aside to get clippers and look at the piece of paper to find a recipe for acid. You can also get tweezers here. Let's follow the recipe! Use the sharp knife on the lemon to get an lemon slice. Use that on the acid container. Look at the scorpion jar, and use the tweezers here to get scorpion poison. Use the clippers to free the vial attached to the scorpion jar, then use the vial on the acid container. You can now pick up the acid and use it on the gold lock to find a can opener. We're almost done with this room. Zoom in on the helium canister in the corner. Put the latex glove here, then turn the handle to fill the glove with helium. Use the glove on the crack in the ceiling, above the kangaroo. This causes a can to drop on the floor. Use the can opener on the can to get a Chicago disc. Go backwards, then through the right door to Tim's room. Go forward to the room with the hallucination. Use the eye drops on the hallucination to get rid of it. A computer device is in the center of the room. Use the Chicago disc on the device. You can now go through the Chicago portal on the left, where one of Dr. Blackmore's victims is being held captive. 003b. Chapter 2 ----------------------------------------------------------- Getting Inside -------------- The victim is being held hostage in the basement of the building to the left. The door is on fire, so we need to figure out some way to use the water tower on the right to extinguish the flames. Pick up the shovel from the ground here. Also on the ground is a newspaper about Blackmore's victim, which you can read if you want. Go forward and use the shovel on the sand. This extinguishes a small fire, letting you pick up a poker, a stone and a metal comb. Notice the sparkles over the area on the right. It's a hidden objects challenge! Unlike the hidden objects screens in the previous chapter, all you have to do in this screen is find all the items on the bottom of the screen, based on their outlines. Hover the mouse over an item on the bottom of the screen to see its name and a small picture. Solving this challenge gets you some dynamite. Go back a screen. Use the shovel on the base of the water tower to find a worm. Put the dynamite here. Hmmm...we need a long fuse. Look at the top of the tree. Click on the saw, and it breaks. Put the metal comb here, and the tree branch breaks. You can get the twine from the kite here. Go forward, then use the twine in the glue, then in the gunpowder. Hey, it will work as a fuse now! Go back and attach the fuse to the dynamite. You can now use the tomahawk on the door to the left to enter the building. The First Floor --------------- Dr. Blackmore shows up on his TV screen, and he uses his tentacles to prevent you from reaching the second floor. There are two doors here. The right door leads to the basement, where the hostage is. Go through the left door, to the kitchen. We've got plenty of items here to collect. Get the vinegar on the left, and open the cabinet left of the oven for smelling salts. Take the oven mitt by the oven, then open up the oven. Use the poker on the coals, to reveal an iron tooth that can be picked up with the oven mitt. Examine the clock above the mantle for the puzzle. When the pendulum is on the right side, click on the rightmost weight multiple times, until the device is stuck. Then flip the pendulum to the left and click the middle weight multiple times, until the device is stuck. Flip the pendulum back to the right, and continue the process until the clock shows 12:00. Solving the puzzle gets you a fishing line. Open the window to see a beaver by a tree. Use the tomahawk to clear the poison ivy away from the tree. The beaver starts gnawing at the tree, but its tooth breaks. Give the metal tooth to the beaver. It finishes gnawing the tree to get you a wooden ladder. There is a gas mask that you can see through the window. Click it, and you can do a puzzle in the portable lab. Blend salt and coal together, then put the mixture in the upper/right machine. Blend that with seeds, and put the result in the mortar and pestle. Grind that up and put it in the gas mask to make it work. Leave the kitchen and examine the fish tank near the staircase. Move the spear, then attach the fishing line to it. Put the worm on the hook, then click the spear again to catch a fish. Return to the kitchen. Use the oven mitt to pull out the tray, then put the fish on it. Push the tray in with the oven mitt, and you get a nice cooked fish. Leave the building at this point, and go forward. See the cat? Use the cooked fish on the cat, and you can pick up the cat. You can also go through another hidden objects challenge here for a belt. Go back into the house. Take the umbrella from the umbrella stand, then go through the right door. It's filled with smoke! Use the stone on the window to clear away some of the smoke. You can see a fan here. Put the belt on the fan, then put the cat in the wheel. The cat powers the fan, clearing the room. Dr. Armstrong is unconscious. Use the smelling salts (from the kitchen) on him. He wakes up and provides you with a code. Use the umbrella on the baking soda (on the high shelf) to knock it down into a bucket. Use the vinegar here to get a second code. Take the pliers from the wall in the basement before leaving. Upstairs -------- Put the ladder from the beaver on the staircase here. You can now look at the large painting. Zoom in on the painting, and specifically look at the man's cane. The cane is in the umbrella stand. You have a puzzle to make the cane look just like it does in the painting. There are four sets of arrows. When you click on one of the bottom three sets of arrows, it is highlighted. This means you can press the two arrows on that set AND the two arrows on the top set. Solving the puzzle gets you a sword. Go upstairs. Dr. Blackmore appears and sets a hallucination on you. Use the gas mask to get rid of it. Use the pliers on the right door for a hidden objects challenge. In this type of hidden objects challenge, you have a list of items to get. Find them all to get salt. Return to the kitchen downstairs and look at the table. Put the salt down for a cooking challenge. Cook all four recipes to get a pumpkin. The fire symbol is at the bottom of the metal cooking device on top. Go back upstairs and go through the left door. You have two suits of armor here, and they want to stop you. Use the tomahawk on the right suit of armor. Use the pumpkin on the exhaust pipe of the left suit of armor, then use the sword on it. With both suits of armor destroyed, you can look at the cage in the back. Unlock it with the two passcodes you got in the basement: X27Z and 4ZHK. You can now look at the items in the cage for a puzzle. The puzzle is to set red to four and green to five. Click the red button twice and the green button five times. Hooray! Dr. Armstrong is safe! Go to the basement to talk to him, before he leaves with the cat. He drops part of the Chernobyl disc, and he leaves an energy ball behind. Take both of those things and go back upstairs. The hidden objects challenge on the right has reopened. Solve it to get some glue. Then, go through the left door of the hallway. Examine the desk with scientific equipment to find three pieces of the Chernobyl disc. Put your disc piece there, then use the glue to fix it. You can now go all the way back to Blackmore's lair. Use the Chernobyl disc on the computer on the floor to open the portal to Chernobyl. 003c. Chapter 3 ----------------------------------------------------------- Getting Inside -------------- Dr. Blackmore's tentacles block the entrance to the building here. We need to fix that situation! Use the tomahawk on the base of the statue (on the right) for a puzzle. With this puzzle, press the red buttons and the two arrows, until all eight spokes have three matching symbols on them. The innermost circle of the wheel cannot be moved. The statue then zaps the tentacles away. Go inside the building. Look in the mirror on the left, and you can get drumsticks from the pocket of the jacket. The right door is locked, so go through the left door to the gymnasium. In the upper/right here, you find a crowbar. That's useful! Use it on the lockers on the left to get some ammo. Use it on the chains on the vents (on the right) to get a soccer ball. Go back outside the building. There is a piece of paper on the ground, which reads 26847. Use the crowbar on the telephone booth three times, then input that number on the phone. You get a coin. Do you see the silhouette of a boy playing soccer? Use the soccer ball on him to unlock a hidden objects screen. This type of hidden objects screen is called a fragmented hidden objects screen. The four items you're looking for have each been split into four parts. Find all four parts of each item to reform it. Solving the challenge gets you a pill for the portable laboratory. Go forward, to the side of the building. Look in the doorway to get matches and a glass. Use the crowbar on the front of the tank to get a funnel and a drum. Finally, use the ammo on the gun on the tank to open up a puzzle. Put the funnel here to start the puzzle. You want to click on a piece to rotate it. Rotate the pieces in the top two rows, so they all connect. Ignore the bottom row. Solving the puzzle gets you a bugle. You can go forward one more time, to the playground. Here, you can get an octopus frame. Go back inside the school. Now that you have a coin and a glass, you can use the vending machine on the far left for fizzy water! See the statues by the right door? Put the bugle on the left statue. Put the drum on the right statue, then put the drumsticks on the statue. This unlocks the door, letting you go inside the school. The School ---------- There is a hallucination here. To destroy it, you have to make the pills in your portable laboratory. Then use the pills on the hallucination to destroy it. When the hallucination is gone, pull open the window and take the bubble blower. Go through the left door. In this classroom, use the fizzy water on the silhouette to get a bobby pin. Open the backpack on the desk for gold spray. Examine the calculator for a battery. Open up the chalkboard to get a sponge, under a picture of a door. Leave the room. Use the bobby pin on the keyhole of the right door to enter. There is a chalkboard on the ground here. Take the chalk. Then examine the portable gaming device on the desk. Put the battery in the device to start it. In this puzzle, there are four chickens. Click on the chicken whose egg is about to fall next. Do this successfully, eight times in a row, to solve the challenge. You get a basket as a reward. Leave the room and use the basket on the silhouette for a mushroom. Leave the school and go forward to the tank. Use the sponge on the pool of water here, then go forward to the playground area. Take the octopus mold, if you haven't already, then give the mushroom to the mushroom. As a reward, you get a bubble. Go back a screen. The fragmented hidden objects challenge is back! Go through it again to get a star. Go back inside the school. In the left classroom, use the wet sponge and the chalk on the chalkboard to make a friendly door. In the right classroom, examine the chest. Click on the star to break it, then put your star in its place. Use the gold spray on it for a puzzle. With this puzzle, you can click a piece, then click where you want to move it. Move all the pieces around to form a totem pole. When you solve the challenge, you can pick up seven suction cups. Leave this room, then go downstairs. The door in the back resembles the door on the chalk board in the classroom, meaning it is now open. Before we go through it, you should use the bubble container on the silhouette to get a second bubble. Use both bubbles on the left door for a hidden objects challenge. Solving the hidden objects challenge gets you nippers. Now go through the door. Billy Bully is trapped behind an electric fence, and he cannot reach his sandwich. THE HORROR! We must save this hungry man! Examine the electrical machine in the upper/left. In this puzzle, you can move pieces around. You want to have matching pieces touch each other. The catch is that you only have five moves. There are multiple solutions. With the first level, move the bottom green piece left and up, then move the bottom blue piece up. With the second level, move the blue piece down and right. Move the yellow piece left, then move the upper green piece down. With the third level, move the yellow piece all the way right. Move the left blue piece right and up. Move the bottom green piece up and right. Solving the puzzle shuts off the electricity on the fence. Use the nippers on the fence to cut it away. Billy Bully is still trapped by dynamite, sadly. Leave the room and do the hidden objects challenge on the left for a candle. Return to Billy Bully. Zoom in on the plate that held his sandwich. Put the octopus mold here, then place the candle inside the mold. Use the matches to melt the candle, giving you a wax octopus. The bomb deactivation device is in the lower/left. Use the seven suction cups here, then use the wax octopus. This opens the gate. This time, you have four things to line up, in order to deactivate the bomb. Press the green button three times; push the other three buttons once. This saves Billy Bully, who thanks you and leaves. Take the energy orb and the screen that Billy left behind. Go upstairs and go into the right classroom. Zoom in on the robot and use the screen here for a puzzle. With this puzzle, move pieces around. You want to put the triangle in the upper/left spot, the square in the upper/middle spot and the x in the upper/right spot. Put these pieces into place separately, instead of getting all three into place at the same time. Solving the challenge gets you the Pompeii disc. Go all the way back to Blackmore's lair. Use the Pompeii disc on the machine, and you can go there. 003d. Chapter 4 ----------------------------------------------------------- The Street ---------- There's a bull here! It's blocking most of the screen, so all you can do is enter the building to the left. Examine the window to get a corkscrew and a trident. Examine the left post to find some herbs. There is a hidden objects challenge in the corner. Go through it to get a feather duster. Go outside and give the herbs to the bull to make it stand aside. Look at the dirty ground here; clean it with the feather duster. You get a feather. Use the feather on the bull to get its ring. Use the ring on the ground to get oil and a sword. You want to go up the stairs, but two statues block your way. Take the shield on the right, then go through the doors on the right. In this room, you can take a helmet from the top of the cross, and you can take some flint from the top of a bed. Leave this area, then go to the left building. Go down to the basement. In the upper/right, you have a lantern. Put the oil here, then use the flint to light the oil. Now this room is well-lit. You can take a torch from the wall. Use the torch on the oil lantern for a lit torch. See the meat wrapped in a net? Use your tomahawk on it to get cooking fat and a net. Finally, there is a bust of Caesar that you can pick up here. Go back upstairs and solve the hidden objects challenge for some laurel leaves. Go downstairs and use the leaves on the leaves. This starts a puzzle. You want to put the leaves to form a full laurel wreath. You start with the lower side, then you do the upper side. Go back to the road, and go through the right doors. There are some more puzzles you can solve here. See the rope on the left? Use the tomahawk there to get rope. Use the rope on the beam in the upper/left. Look at the bed and click the rope to tie it to the bed. Use the bust of Caesar on the other side of the rope for ointment. The ointment is added to the portable laboratory. Follow the instructions in order to make it. Look at the display on the right side of the room. Put the trident, sword, helmet and net on the display. This starts a puzzle. Move things around so the spider warrior has all the spider gear, the lion warrior has all the lion gear, and the eagle warrior has all the eagle gear. Solving this puzzle gets you a rose. Go back to the road. Go into the left building and go downstairs. Use the corkscrew on the jar in the lower/right. Put the rose here to get a red rose. Then, return to the road. Examine the statues on the stairs. Use the laurel wreath on Caesar and use the red rose on his wife. They give you a thumbs-up, and they step aside. The Temple ---------- Caroline is being held hostage here, and there's a lioness nearby! Oh dear. Grab the bucket and use it on the coals, then go up the stairs. A lion cub is here, but it can't leave the tub because it has weak paws. Look at the curtain on the left. Use the tomahawk on the curtain holder to get it. Look at the statue to find a signet ring, then use the signet ring on the jewelry box at the far side of the room. This gives you a gem. Exit through the doors. Dr. Blackmore appears, along with a hallucination. Use the ointment on the hallucination to get rid of it. You can now solve a hidden objects challenge here, in order to get a bellows. Use the bellows on the dirt in the corner to get a board. Take the soap dish from the wall, then go backwards. Zoom in on the bathtub and use the board here. The dirty lion cub leaves the room. Go forward and pick up the lion cub. Solve the hidden objects challenge to get a hook. Leave the temple, and go to the left building. If you haven't done so already, light the oven on the right. Put the cooking fat and the soap dish here to start a two-part puzzle. The first part of the puzzle is putting all of the pipes into place. You can't place pipes into wrong spots. With the second half of the puzzle, there are three jars and three levers. The left lever is the bar, the middle lever is the triangle, and the right lever is the water symbol. Mix three ingredients, then pull the fire lever at the bottom. Do this successfully five times in a row to get some soap. You can now take the Aquila above the fireplace. Go downstairs. Zoom in on the jars in the lower/left. Use the hook here to get a key. Go back to the streets and go to the right building. Pull back the covers on the right bed to reveal a box. Open the lock, put the key in the lock, then click on the key to get a gem. Go back to the pool area of the temple. Use the soap on the fountain, then use the lion cub here to clean it. Go back a screen and use the clean lion cub on the lioness. The lions will leave. You can now see a mural on the wall. Put the gems and the curtain holder here, then pull the curtain holder. This lowers the bull containing the bombs. This time, the puzzle is very simple. Click the blue button once, then click the red button twice to solve it. Caroline is saved! She leaves. You can now use the Aquila on the window above her chair. This shines light in the room. Look where the light has landed, and click on the blocks to move them aside. This results in you getting the Alaska disc. Take the glowing orb and return to Blackmore's lair. Use the disc on the machine to open the doorway to Alaska. 003e. Chapter 5 ----------------------------------------------------------- Examine the car here. Under the hood, you can get a screwdriver. Inside the car door, you can get insulating tape and a knife. Go back under the hood of the car and use the insulating tape on the wires. Go inside the car again. You can now take the lighter. Leave the car and go forward. Talk to Jack if you want. Use the tomahawk on the branches in the lower/left to get branches. Zoom in on the lawn mower to get straw. Use the screwdriver on the fence to get a ladder, and take the funnel from the top of the scarecrow. Go backwards. Use the ladder on the lamppost to get the light bowl. Do you see the metal barrel by the building? Zoom in on it. Put the branches inside, then put the straw on top. Use the lighter here to get the snow to fall off the roof. A shovel falls along with it. Go forward again. Use the shovel on the snow on the right. You can use the knife on the hose here to get a hose. Use the tomahawk on the ice here for the car keys. Now, look at the lawn mower. Put the light cover down, then take off the cover to the lawn mower. Put the hose here. Gas goes from the mower to the bowl. Go back to the car. Use the funnel on the engine, then use the gasoline. Go in the car and use the keys in the ignition to start it. The car comes to life and destroys the side of the building. This reveals a hidden objects screen. Find all the items here to get a chainsaw. Use the chainsaw on the hedge to the left to make a passageway to a new area. In this area, there is a bear attached to a pole. On the right side of the area is a shed, which contains a jack and a repair kit. Also on the right side of this area is a viewing device. Use the screwdriver on the screws to remove the plate. Click the plate to take it off, then click again to get a lens segment. Go to the boat. Pick up the bone, then go back a screen and give it to the bear so you can get the leash. Return to the boat. Open the first aid cabinet for some twine, then use the jack on the left door to trigger a hidden objects challenge. In this scene, a clock is hidden in the box in the lower/left. Solving the challenge gets you a lens. Look at the right door for a puzzle. With this puzzle, you can pull the levers to move the topmost lead piece up or down. Press the red button to rotate the ring. You want to move all the lead pieces, so they are in between two wire connections. Do this, and the puzzle is solved. Go through the door. On the table is a broken telescope. Put the lens segment down, then put the lens down. Click the pieces to put them together and get a finished telescope. Leave the room and do the newly-recharged hidden objects challenge for ammunition. Go into the door on the right again. Put the ammunition on the table. Use all three bullets on the device, then click the paper some times to fold it up. Use twine to get an explosive package. Leave the room, then go upstairs. The machine on the left will drain the room below. Zoom in on it. Use the belt on the device and use the repair kit on the hose. Back away from the machine and click the hose to lower it to the room below. This drains all the water from the room. Click on the crane to lower it. Go downstairs and click the crane again to lower it. Click on the netting by the cannon, and the cannon is hooked to the crane. Take the statue head, then go back upstairs. Click the crane, then the net to set the cannon. Put the telescope on the viewing stand to the left. It looks like the cannon should fire at three and five. Zoom in on the cannon. Open the end, and put the statue head inside. Put the explosive packet in next, then close the cannon. Set the left device to three, then set the right device at five. Fire the cannon! Go all the way back to the first screen, which had a car. Solve the hidden objects challenge here for a map. Go all the way back to the boat and go through the right door to the navigation room. Look at the screen in the left/middle. Put the map here to get the code 871 243. Look at the locked area (on the right, below the fish). Use the code 871 243 to open it and get a syringe. This syringe creates anti-freeze tonic, but you have to go through the portable laboratory again in order to make it. Go to the screen where John is being held hostage. Go forward, and Dr. Blackmore reveals another hallucination. Use the anti-freeze tonic on the hallucination to get rid of it. Examine the machine on the right for another bomb challenge. To solve this one, press the orange button five times, the red button once, the green button once and the blue button once. This frees John, giving you another orb. You should have four orbs, one from each person you saved. Go back to Blackmore's lair, and to the screen with Tim. Put all four orbs in the case. You can now examine the bombs to the right of Tim. To solve this challenge, get the yellow piece in the place, the green piece in place, the blue piece in the place, then the red piece in place. Solving them in that order will free Tim, bringing an end to the game. 004. Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2013. If you want to use any part of this FAQ, ask me first (instructions under general information).