Enigmatis The Ghosts of Maple Creek Walkthrough

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Walkthroughs

Enigmatis: The Ghosts of


Maple Creek Walkthrough
Welcome to the Enigmatis: The Ghosts
of Maple Creek Walkthrough! Find a
kidnapped teenage girl and save
yourself in Enigmatis: The Ghosts of
Maple Creek, a fun Hidden Object
Puzzle Adventure game! Whether you
use this document as a reference when
things get di!icult or as a road map to
get you from beginning to end, we’re
pretty sure you’ll find what you’re
looking for here. This document
contains a complete Enigmatis: The
Ghosts of Maple Creek game
walkthrough featuring annotated
screenshots from actual gameplay! We
hope you find this information useful
as you play your way through the
game. Use the walkthrough menu
below to quickly jump to whatever
stage of the game you need help with.
Remember to visit the Big Fish Games
Forums if you find you need more
help. Have fun! This walkthrough was
created by Margie B, and is protected
under US Copyright laws. Any
unauthorized use, including re-
publication in whole or in part, without
permission, is strictly prohibited.

Walkthrough Menu
General Tips
Chapter 1: The Guestrooom
Chapter 2: The Chapel
Chapter 3: The Church
Chapter 4: The Mysterious Place
Chapter 5: The Boathouse
Chapter 6: The Other Side of the
Lake
Chapter 7: The Finale

General Tips

Click on 'OPTIONS' (A) to change


screen size, volume, mode, and
the cursor.
Click on 'Welcome Detective' (B)
to manage the player profiles in
the game.
This guide will use the
terminology used in the game to
describe di!erent locations.
Use the map in the notebook to
find available actions (nn regular
mode only)nalong with your
current location.
Use the magnifying glass in the
evidence tab to examine the
evidence up close. The pictures
and letters contain important
clues and puzzle solution.
Items written in blue in HOS
(Hidden Object Scenes) need
another action to be performed
before they can be picked up.
The lists in HOS are random; your
lists may vary from the ones in the
guide.

Chapter 1: The
Guestroom

Grab the DIARY (1).


Zoom into the papers; move them
aside and take the EVIDENCE (2)
and the ROOM KEY (3).
Head forward.
Look at the fallen sign; take the
EVIDENCE (4).

Play the HOS.


Open the mailbox; take the STAMP
(5).
The YELLOW ANGEL HEAD will be
added to inventory.

Head forward.
Open the driver side door and
zoom into it.
Open the glove compartment;
take the EVIDENCE and the
ACCESS CARD behind it(6).
Take the TRUNK KEY (7).
Close the pop-up window.
Zoom into the car trunk; place the
TRUNK KEY in the lock and turn
the key to activate a HOS (8).

Find the items listed.


Open the suitcase; take the RULER
(9).
The BOLT CUTTERS will be added
to inventory.

Head right down the street; go


forward across the bridge.
Click on the man by the door.
Take the PLANK (10).
Examine the brochures; click on
each one of them (11).
Return to the town center.
Zoom into the le" door; cut the
chain with the BOLT CUTTERS
(12).
Enter the boarding house.

Examine the dresser; take the


photo out of the frame and take
the EVIDENCE (A).
Take the TAP HANDLE (13) and the
WIND-UP KEY (14).
Li" the telephone receiver; the
line is dead (15).
Open the door and go downstairs
into the basement (16).
Flip the switch (17) and the light
bulbs will burn out.
Click down and go upstairs.

Place the PLANK on the ground


(18).
Examine the door on the far le";
use the ROOM KEY in the lock and
turn it (19).
Click on the HANDLE (20) and
enter the guestroom; which is
your room.

Examine the top of the dresser; a


hand will take the knife away.
Examine the top of the dresser
again; take the LIGHT BULB (21)
and the EVIDENCE (22).
Click on the stepstool to position
it below the light fixture (23).
Put the LIGHT BULB in the light
fixture (24).

Zoom into the right side of the


wall so you can look at the
evidence.
Click on the journal page several
times until all the evidence
appears on the board.
Arrange the evidence as shown in
the screenshot.
You can use the MAGNIFYING
GLASS (25) to take a closer look at
the evidence. Right-click on the
magnifying glass to put it back in
place.
The evidence will now be stored in
your room.
Exit the evidence wall.

Play the HOS.


Open the drawer and take the
COMPASS (26).
The BENT PAPERCLIP will be
added to inventory.

Look at the laptop (27); read the


email messages.
Examine the SecuriCase (28).
Use the BENT PAPERCLIP on the
red button (29).
Click on the red button twice for a
message to appear.
Use the ACCESS CARD in the slot
to trigger a 3 part puzzle (30).

Using the numbers on the side


and on top click on the correct
squares.

Please look at the screenshot for


some random solutions.

Click on the screen to open the


SecuriCase.
Take the EVIDENCE (31).
Click on the plastic bag to shake
out the items.
Grab the RIGHT-HAND RELIEF (32),
the STAR SYMBOL (33), and the
FLARE (35).
Take the 1/4 and the 2/4 RELIEF
PIECES (34).
Exit the case.

Examine the top of the dresser;


put the FLARE into the FLARE GUN
(36).
Close the barrel of the gun and
take the FLARE GUN.
Open the evidence wall.
Place the EVIDENCE into the Case
Subject to complete Kate
Burrow's Case and open
Hamilton's Case (37).

Return to the town center.


Examine the unconscious man;
take RELIEF PIECE 3/4 (1).
Go forward towards the car.
Use the FLARE GUN on the wild
boar (2).

Go up the road and head le"


towards the church gates.
Examine the right column; take
the BLUE ANGEL HEAD (3).
Return to the town center.
Zoom into the chapel door (4).

Chapter 2: The Chapel

Click on the center triangle and


take the PINK ANGEL HEAD (5).
Put the YELLOW ANGEL HEAD in
the bottom slot.
Click on any two heads to swap
their positions.
Move the heads into position as
shown in fig. A.
Place the PINK ANGEL HEAD in the
empty slot on right; arrange the
heads as shown in Fig. B.
Place the BLUE ANGEL HEAD in
the empty slot on le"; arrange the
heads as shown in Fig. C.

Enter the chapel.


Play the HOS.
Find the items listed.
The FLASHLIGHT will be added to
inventory.

Examine the le" side of the wall;


remove the 5 pieces of paper and
take the EVIDENCE (6).
Return to the basement in the
boarding house.
Use the FLASHLIGHT in the
basement; there is a dead man
there.
Examine the switchbox on the le";
flip the switch to turn on the lights
(7).

Play the HOS.


Find the items on the list.
The HATCHET will be added to
inventory.

Open the man's hand; take the


EVIDENCE (8).
Click down and then go upstairs.
Zoom into the right door (9); use
the HATCHET on the door 3 times.

Enter the bathroom.


Grab the DIRTY RAG on the
radiator (10).
Examine the sink; take the O-RING
SEAL (11) and the MUG (12).

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