
Enigmatis 2: The Mists of Ravenwood – Continues the story begun in the first part, plunging you into an unsolved mystery where the past is far from behind you. Two years have passed, but you are still on the trail of an evil preacher who always seems to be one step ahead. The next clue is linked to a series of disappearances on the west coast and leads you to Redwood Highway, in the pine forests of Northern California. On the road, you find an abandoned camper. There was no accident, but the body is damaged, and there are traces of huge claws on the roof, the likes of which you have never seen before. Inside and around the camper are scattered personal belongings of the family, as if they had been torn from their normal lives in an instant. Everything indicates that this happened very recently. The clues lead to Ravenwood Carvings Heritage Park, and despite your uneasy feelings, you walk through its closed gates. From the very first moments, the park feels disturbing. The wooden sculptures seem to be watching your every move, and the overly polite staff behave as if they are carefully hiding the truth. Here you find a frightened girl named Becky, who insists that her parents have been taken away by a monster. She is covered in dirt and scratches, clutching her teddy bear and repeating only one thing: her mother is missing. You have to calm the child down, gain her trust, treat her wound, and piece together what happened step by step. Reality in Ravenwood is constantly glitching. The alarm clock shows that only twenty minutes have passed, but it’s already bright daylight outside. Familiar places change, objects disappear and reappear, and wild animals come out where they shouldn’t be. The park’s owners and employees assure you that they haven’t seen anything, suggest you relax and take a walk, give you a map, and advise you to wait for help, but each of their phrases sounds less and less convincing. As you explore the museum, the cable car, the snack bar, and the closed areas of the park, you find more and more strange details, a butterfly pendant that Becky wore around her neck, traces of something alien, and hints of Ravenwood’s connection to the events in Maple Creek. The park seems to draw you into its own story, leaving you no choice but to get involved. If you can’t solve one of the puzzles or don’t know where to find the items, you can check out the walkthrough for Enigmatis 2: The Mists of Ravenwood on our website and put an end to the story that began two years ago.
Enigmatis 2: The Mists of Ravenwood – Walkthrough
Here you can see a complete walkthrough for Enigmatis 2: The Mists of Ravenwood, namely all chapters, including the bonus chapter, in pictures.
The Crime Scene
I was driving toward the west coast in hopes of finding the evil preacher when I swerved for a fog-like phenomenon or an overactive imagination. Immediately after, I came upon Ravenwood Park and an abandoned camper. It’s in bad shape, but I don’t think it was in an accident.

- Take the FLARE (A).
- Go left.

- Take the picture and the driver’s license as evidence, take the CAMPER KEYS (B).
- Go down.
- Open the camper with the CAMPER KEYS (C).
- Go inside.

- Take the picture as evidence (D).
- Move the suitcase aside and open the cabinet, talk to the girl (E).
The Girl
I found a girl hiding in the camper. She’s terrified and has a scratch on her arm. Her parents are missing. If I calm her down and bandage her scratch, then she might tell me what happened.

- Take the FISHING ROD (F).
- Take the FIRST-AID KIT KEY with the FISHING ROD (G).
- Go down.

- Find all the items.
- Play puzzle (H).

- Play puzzle (I).

- Play puzzle (J).
- You receive the TEDDY BEAR.

- Open the first aid kit with the FIRST-AID KIT KEY (K).
- Take the BANDAGE and the HYDROGEN PEROXIDE (L).
- Go into the camper.
- Talk to the girl and give her the TEDDY BEAR, use the HYDROGEN PEROXIDE and BANDAGE on her arm (M).
What happened
Learn what happened to the camper and the little girl named Becky. A monstrous raven that seemed like it was made of fog and shadow attacked Becky and me. I think I hit my head and blacked out. When I woke up, there was no sign of the camper, my truck, or the little girl! Now the sun is shining and there’s no trace of the fog OR Becky. What’s going on here.

- Inspect the alarm clock (N).
- Inspect the mysterious shadow (O).
- Go to the Park Gate and into the park.

- Talk to Mr. Whitmarsh, take the map (P).
- Go to the ticket booth.
- Talk to the vendor and take the REDWOOD GONDOLA TICKET (Q).
- Go to the Forest Path.

- Inspect the Snack Bar door (R).
- Take the PINK BUTTERFLY PENDANT (S).
- Go to the Museum Square.

- Take the GLASS CUTTER (T).
- Go down.
- Cut the glass with the GLASS CUTTER, open the door (U).
- Go into the Snack Bar.

- Use the handle on the cash register and turn it (V).
- Take the TRAPDOOR TOKEN (W).
- Move the bear rug (X).
- Use the TRAPDOOR TOKEN on the trapdoor for a puzzle (Y).

- Drag both pins along the tracks to unfold the raven’s wings.
- Use the pins to manipulate the gears to open or close a piece of track.
- Walkthrough: Move the pins to the colored lights.
- Move the red pin clockwise through the loop and past the wheel (1).
- Move the green pin clockwise through the loop x2 and to the top (2).
- Move the red pin to the top (3).
- Go down to the Basement.
The Prisoner
When exploring the tunnels below the park, I found a cell with a person locked inside. His story is a mystery I don’t even know his name. He offered me help with the investigation in exchange for releasing him. Who is he? Why is he imprisoned here? Something’s wrong about this.

- Throw the FLARE into the darkness (Z).
- Move the curtains (A) and go to the Side Room.
- Take the HATCHET (B).
- Go to the cell door and take the LIGHTER (C).
- Talk to the prisoner.
- Go to the Basement.

- Open the crate with the HATCHET, take the KEROSENE and CHARCOAL (D).
- Go left.
- Use the KEROSENE in the lamp and light it with the LIGHTER (E).
The Case Subjects
The old board next to the prisoner’s cell is a good place to analyze evidence as the prisoner claims to have info I need. He’s been here long enough to know something. But first, I need to group all the evidence I found on the missing family.

- Take the LADDER (F).
- Move the drape from the evidence board.
- Remove all items from the board, you receive a CROWBAR, SCRAPER and THREADED HOOK (G).
- Move your three pieces of evidence into the circle (H).
- Whenever the prisoner’s reflection is visible, there is something new he can tell you.
- Click the reflection to go to the cell door.
- Talk to the prisoner.
- Take the METAL CLAW and SHEET (I).
- Go to the Basement.
Find the Missing Family
Charlie, Rachel and Becky Simson stopped at Ravenwood Park on their family road trip. The parents vanished shortly after arrival. Their whereabouts are unknown. Becky hid in the camper where I found her, but she too was taken by the raven. I must find them.

- Put down the LADDER (J).
- Use the SHEET over the symbols and rub them with the CHARCOAL, take the RUNIC CODE (K).
- Turn the winch and use the CROWBAR through it (L).
- Go into the Maze.
The Suspect
A family went missing. A strange giant bird attacked me. All the evidence, including the camper, vanished into thin air! And the park staff claims they didn’t see anything. On top of that, an unknown person locked me in this dungeon. These events have to be connected. But who is behind them.

- Turn the winches to open gates (M).
- Reveal the symbols by pushing on protruding stones (N) or removing moss with the SCRAPER (O).
- Go left, forward, forward, left, right.
The Way out
I have to find a way out of the dungeon. The prisoner gave me one key to the trapdoor. I’ll have to explore the maze of tunnels to find the second one. He suggested to copy the runes above the metal door they give some sort of instruction showing the way out of the maze.

- Play puzzle (P).
- You receive a CHAIN AND HOOK.

- Remove the stone and take the METALLIC RELIEF PIECE (Q).
- Attach the CHAIN AND HOOK to the hanging chain (R).
- Use the THREADED HOOK on the trapdoor and attach the chain to it (S).
- Turn the winch (T).
- Go down the hatch.
The Mystery of Ravenwood
I’ve found dozens of dead bodies in the catacombs below the park! They were stuffed in barrels and thrown down the well. What does this mean? Who could have done this? Is this just the tip of the iceberg? I need more information.

- Move the sheets (U).
- Move the metal claw a few times (V).
The Lock
The prisoner and I struck a deal. He’ll help me solve my case, and I’ll get him out of his cell. To unlock his cell, I have to collect all the missing relief pieces. The question is: should I? An enemy of my enemy is my friend, but then again, do I want HIM as a friend.

- Collect the evidence and the wallet (W).
- Take the METAL CLAW (X).
- Go to the Cell Door.
- Use the METALLIC RELIEF PIECE on the door (Y).
- Take LOCK PART 1/3 (Z).
- Talk to the prisoner (A).
- Go down.
The Park Changed
The park’s appearance changed again after I left the tunnels. Now it looks old, abandoned and somehow, twisted. Wrong. Just like it did this morning when I was attacked in the Simsons’ camper. It’s like this place exists outside of time. Creepy. And unreal.

- Use the two METAL CLAWS on the hatch and turn them (B).
- Go up the ladder and go down.
- Try to grab the bag (C).
- Go down.

- Talk to the ticket seller.
- Move all items off the first aid kit, take the BLUE BUTTERFLY PENDANT (D).
- Take the locket as evidence, take the KNIFE (E).
- Open the first aid kit with the KNIFE and take the ADHESIVE TAPE, open the bottle and use the syringe in it to receive SLEEPING SERUM (F).

- Take the TWINE (G).
- Clean the owl statue with the SCRAPER (H).
- Open it for a puzzle (I).

- Rotate the hexagonal pieces so the colors form continuous lines.
- Walkthrough: Rotate the tiles to connect all colored lines (J).
- Take the METALLIC RELIEF PIECE (K).

- Find the listed Objects. Those written in Purple require an extra step.
- If you don’t like searching for objects, press the Notes button to play a Pair Matching game instead.
- Play puzzle (L).

- Alternatively, you can play a puzzle (M).
- Find pairs of images with symbols that are related, for each pair found, one item will be removed from the puzzle list.
- In the Pair Matching mini-game, your task is to find matching pairs of symbols.
- To match a pair, flip over notes that are not covered by others (the lighter ones). You can only flip two at a time.
- In addition, some notes have a Star symbol on them For each Star in matched pair, one hidden object is removed from the list.
- You can click the Reshuffle button to rearrange the notes.
- You receive a HARMLESS BOLT and more evidence.
- Go to the Snack Bar.
The Ticket Seller’s Role
There’s weird car stuff inside, and all around the abandoned ticket office. The Ticket Seller woman stays there, claiming to collect stuff she finds nearby. She doesn’t seem to be in her right mind at all, and she doesn’t even remember giving me the ticket. What’s her role here.

- Use the TWINE, HARMLESS BOLT, SLEEPING SERUM and ADHESIVE TAPE on the crossbow and take the CROSSBOW WITH TRANQUILIZER (N).
- Go down.
- Shoot the bear with the CROSSBOW WITH TRANQUILIZER.
- Use the memory card and batteries into the camera and close both compartments (O), watch the video and take the evidence.
- Go to the Evidence Board.

- Use the evidence about the barreled corpses and the ticket seller in the Bigger Mystery circle (P).
- Talk to the prisoner (Q).
- Use the METALLIC RELIEF PIECE on the cell door.
- Go to the Museum Square and on to the Cliff.

- Cut the rope with the KNIFE and take the ROPE (R).
- Go down and go up the stairs.

- Use the ROPE on the door and tie it to the statue (S).
- Remove the balustrade with the HATCHET (T).
- Go into the Museum.

- Remove LOCK PART 2/3 with the KNIFE (U).
- Move the items aside and take the METAL HACKSAW and LOCK PART 3/3 (V).

- Remove the glass and take two more pieces of evidence (W), remove the panel.
- Activate the puzzle with the LOCK PARTS and the RUNIC CODE.
- Change the direction of the dial with the arrow buttons and use the numbered buttons to move the dial to the symbols of the code.
- Click the numbered buttons to spin the disc that far on the rune sequence until die correct combination is selected.
- Click the arrow switch to reverse the direction of the disc’s spin.
- Walkthrough: X, 4, 7, Y, 3, X, 4, 4.
- Take the evidence, the WOODEN EYE (PUPIL) and ELECTRIC CABLE 1/3 (Z).
A Murder Scene
The evidence I collected confirms that all the corpses I found in the catacombs are murder victims. It may be that the killer has a preferred murder spot nearby. I need to confirm or reject this hypothesis. If such a place exists, then the Simsons may be there together.

- Play puzzle (A).
- You receive a MAGNET.
- Go to the Cliff.

- Cut the chain with the METAL HACKSAW and use the MAGNET on it, use the magnet to take the LOCK PICK (B).
- Go to the Forest Path.
- Use the WOODEN EYE (PUPIL) on the carving for a puzzle (C).

- Rotate the maze to lead both balls to the corresponding slots at the bottom.
- Walkthrough: Rotate the panel to move the balls through the maze to their destinations (D).
- Take the METALLIC RELIEF PIECE (E).
- Go to the Museum.

- Pick the lock with the LOCK PICK (F).
- Go to the Gondola Station.
- Take ELECTRIC CABLE 2/3 (G).
- Look through the spyglass for more evidence, take ELECTRIC CABLE 3/3 (H).
- Go to the Evidence Board.
The Other Side
I spied Whitmarsh summoning that monstrous raven next to the giant redwood tree on the opposite side of the park. That makes him the prime suspect! It’s right next to his house, too. I’ll have to reach the other side of the valley before I can search his mansion.

- Use the note with the dead body in the Bigger Mystery circle (I).
- Use the two items about Whitmarsh in the Suspects circle (J).
- Talk to the prisoner and take the RAVEN EMBLEM (K).
- Use the METALLIC RELIEF PIECE on the door.
- Go to the Gondola Station.

- Remove the glass with the HATCHET and remove the panel.
- Activate the puzzle with the ELECTRIC CABLES.
- Connect each end of the cable to a square to blend the shapes and create the designated shape for that cable’s color.
- Connect the colored wires to the correct symbol parts to create the symbols shown (L), the walkthrough is random and may be different in your game.
- Push the lever (M).
- Use the REDWOOD GONDOLA TICKET in the slot (N).
- Ride the Gondola.
Off Track
I tried to reach the other side of the park with the cable car, but apparently the beast had been watching and immediately attacked. Lucky for me it wasn’t too high and the gondola fell into the sea! I woke up already washed ashore. I need to get back to the park.

- Go right.
- Take the RAG PIECE (O).
- Go down.
- Wrap the RAG PIECE around the glass and use it to cut the net (P), take the FISHING NET.
- Go right.

- Hang the FISHING NET from the rocks and climb up (Q).
- Take the HEAVY ROCK (R).
- Open the tackle kit with the HEAVY ROCK (S).

- Play puzzle (T).
- You receive a FISHING REEL.
- Go down.

- Grab the WIRES (U), catch the SELF-INFLATED VEST with the FISHING REEL (V).
- Break the planks with the HEAVY ROCK and tie them with the WIRES, take the GANGWAY (W).
- Go right.
The Stranger
The man I spotted across the river might be the same mysterious person that took Becky from the camper I found her hair clip close to the river so she must have been there. Does he report to Whitmarsh or does he work independently? Is Becky with him? I might find out if I cross the river.

- Use the GANGWAY across the gap (X).
- Use the SELF-INFLATED VEST under the rock and inflate the vest (Y).
- Climb out of the ravine.

- Tear the posters (Z).
- Open the compartment with the RAVEN EMBLEM and take the WOODEN FISH (A), METAL PANEL and BATTERIES (B).

- Take the PIECE OF RAILING (C), give the WOODEN FISH to the bear for two puzzles.
- Feed the bear.
- Drag the fish down his throat.
- Clear the way by moving the other animals.
- The arrows indicate the directions you can move the pieces.
- Move the panels around until you can slide the fish out the bottom (D-F).

- Repeat the process for panels (G-I).
- Take the METALLIC RELIEF PIECE (J).
- Go into the Logging Camp.

- Take the BASKET (K).
- Go to the Locomotive Display.
- Take the CORK (L).
- Go down and go to the Riverside.

- You receive some evidence.
- Take the ROPE and MATCHES (M).

- Find object fragments.
- Play puzzle (N).
- You receive a WATER PUMP.
- Go down.

- Use the CORK in the basin (O).
- Use the WATER PUMP on the pump (P), fill the basin and take the WALNUT (Q).
- Give the WALNUT to the squirrel, take the hair clip as evidence (R).
- Go down.

- Open the well with the PIECE OF RAILING and use the ROPE down the well (S).
- Go into the well.
- Go to the Evidence Board.

- Take the batteries out of the camera and use the new BATTERIES in.
- Use the camera in the Simsons’ Whereabouts circle (T).
- Use Becky’s hair clip and the evidence about the mysterious man in the Becky circle (U).
- Use the METALLIC RELIEF PIECE on the cell door.
- Go to the Locomotive Display in the Exposition area.

- Play puzzle (V).
- You receive the CRANE KEY.
- Go to the Riverside.

- Open the hatch with the CRANE KEY, take the VALVE and CHISEL (W).
- Go down x2.
- Open the locker with the CHISEL, move the coat and take the RUBBER HOSE, ALLEN KEY and KINDLING (X).
- Go to the Locomotive Display.

- Use the VALVE in the locomotive and turn it (Y).
- Use the coal in the BASKET and take the COAL (Z).
- Release the carriage with the ALLEN KEY (A).
- Go to the Riverside.

- Use the COAL, KINDLING and MATCHES in the hatch and close it, attach the RUBBER HOSE to the valve.
- Use the end of the hose in the river (B).
- Push the pump (C) and pull the lever (D).
- Go into the cabin for a puzzle.

- Move the levers into the correct positions to grab, move and release two logs.
- Operate the crane to grab, move and drop logs into the river.
- The levers will only perform a specific action if they are put into the proper sequence.
- Walkthrough: grab (E) – 3, 1, 2, 4, move (F) – 3, 2, 1, release (G) – 3, 2, 1, 4, grab – 4, move – 3, 2, 1, release – 3, 2, 1, 4.
- Cross the river.
An Old Friend
The stranger turned out to be Richard Hamilton the mysterious detective I met in Maple Creek! Why did Whitmarsh lure him here? Hamilton is badly wounded. I need to help him so he can get Becky to safety.

- Take the PAPERCLIP (H).
- Take the THIN NAIL (I).
- Open the hut door with the THIN NAIL and the PAPERCLIP (J).
- Go into the Hut.

- Move the blanket and take the evidence (K).

- Open the trapdoor and talk to Becky (L).
- Talk to Becky again, open the book and take the COIN and METALLIC RELIEF PIECE (M).

- Inspect Hamilton’s leg (N).
- Talk to Becky and take her RIBBONS (O).

- Play puzzle (P).
- You receive the NAIL REMOVER.
- Go down.

- Remove the board with the NAIL REMOVER, open the door and take the THICK GLOVES (Q).
- Go into the hut.
- Take the SCREWDRIVER with the THICK GLOVES (R).
- Go down three times.

- Pull the handle, use the coin in the drawer, push the button and take the RAVENWOOD TOKEN (S).
- Go right.
- Open the first aid box with the SCREWDRIVER (T).
- Take the DIRTY BANDAGE (U).

- Play puzzle (V).
- You receive the WOOD SAW.
- Go across the river.

- Use the RAVENWOOD TOKEN on the box (W).
- Take the soap, use the soap in the water, wash the DIRTY BANDAGE and take the WET BANDAGE (X).
- Cut the plank with the WOOD SAW and take the WOODEN PLANKS (Y).
- Go into the hut.
Double Track
According to the evidence, Becky was not taken by the beast, but by someone else a mysterious person, who took her away from the camper just after the raven attacked. Therefore, it is possible, that both, the girl and her parents, are being held in different locations in the park. My job is to learn where.

- Dry the WET BANDAGE and take the CLEAN BANDAGE (Z).
- Use the CLEAN BANDAGE, WOODEN PLANKS and RIBBONS on Hamilton’s leg (A).

- Play puzzle (B).
- You receive the CRUTCH.
- Give the CRUTCH to Hamilton.
- Go down.
Rescue Becky
The Raven took us by surprise and got Becky. It’s flying towards Whitmarsh manor right now! Hamilton saved me from a similar fate, but his leg suffered for it he can’t go with me. He says it’s possible to get up there through a series of underground tunnels.

- Talk to Hamilton, take the METAL PANEL and evidence (C).
- Go down three times and go down the well.

- Use the two METAL PANELS on the door for a puzzle (D).
- Use the knobs to rotate the metal panels until they’re all next to their matching symbols.
- Press the buttons in the middle to move the tiles.
- Align the symbols in the correct order.
- Walkthrough: rotate knobs 1, 2, 4, 4, 3, 3, 4, 4, 4.
- Go through the door.
- Follow the giant tree roots through the maze.
- Go left, right, right, left, right to reach the Underground Dome.
The Manor
I found Becky’s parents, imprisoned inside some kind of a ceremonial chamber underground. The whole place is choking with roots. I can’t get to them, but maybe I’ll figure out a way once I’m inside Whitmarsh Manor.

- Take the STEEL BAR (E).
- Look through the cell door and receive more evidence.
- Remove the BRICK with the STEEL BAR (F).
- Go to the Evidence Board.

- Use the evidence about Becky’s parents in the circle (G).
- Use the METALLIC RELIEF PIECE on the cell door.
- Return to the Underground Dome.

- Use the BRICK in the trap door and push it open (H).
- Go up to the Top Station.

- Remove the rocks and take the FUSE (I).
- Open the panel and take the GLOWSTICK (J).
- Go to the Bridge.

- Talk to the ticket seller (K).
- Try to take something from the car (L).

- Play puzzle (M).

- Play puzzle (N).

- Play puzzle (O).
- You receive METAL RING PLATE 1/3.
- Go to the Mansion.

- Take the LEATHER STRAP (P).

- Play puzzle (Q).
- You receive a GRASPER.

- Go to the Tree.
- Take the KNIFE BLADE (R).
- Take the LENS (S).
- Go down three times.

- Open the window with the LEATHER STRAP, take the FUSE and take the BOLT CUTTER with the GRASPER (T).
- Cut the cable with the BOLT CUTTER and tie the end to the pole (U).
- Remove the broken fuse, use the two FUSES in the box and pull the handle (V).
- Take the STEEL CABLE PIECE (U).
- Go forward.

- Use the STEEL CABLE PIECE on the car (W).
- Tie the end of the cable to the stump (X).
- Pull the lever (Y).

- Take the CRACKERS and WOODEN FANG, open the compartment with the KNIFE BLADE and take the AEROSOL SPRAY (Z).
- Go to the Mansion.

- Try to take the metal ring plate and throw the GLOWSTICK into the hole, give the CRACKERS to the raccoon and take the CANDLE and METAL RING PLATE 2/3 (A).
- Use the WOODEN FANG on the wolf (B).
- Zoom into the wolf for a puzzle.

- Turn the discs to create three overlapping symbols.
- Rotate the upper platforms to create perfectly overlapping symbols on all of the lower pedestals.
- Walkthrough: C3, D3.
- Take the METALLIC RELIEF PIECE (F).
- Go to the viewing platform by the Tree.

- Use the CANDLE in the lantern and light it with the LENS, take the LIT CANDLE (G).
- Use the LIT CANDLE by the roots and accelerate it with the AEROSOL SPRAY (H), take METAL RING PLATE 3/3 (I).
- Back out three times.

- Use the METAL RING PLATES on the puzzle to activate it.
- Rotate the discs to operate the bridge mechanism below.
- Setting all the bridge parts in the correct order will raise the bridge.
- Adjust the rings until the image in the center lines up (J).
- Go to the Side Tunnel.

- Take the MIRROR PIECE (K).

- Play puzzle (L).
- You receive the RAVEN HEAD.

- Use the RAVEN HEAD on the raven (M).
- Take the ARCHWAY LOCK PART (N).
- Look through the gate.
- Use the MIRROR through the bars and use the ARCHWAY LOCK PART on the mirror (O), turn the lock.
- Go to the Mansion Grounds.
- Go forward.

- Remove the roots from the hatch and take the RUBBER GLOVE (P).
- Remove the cable with the RUBBER GLOVE and take the WING HANDLE and REAPER STATUETTE (Q).
- Use the WING HANDLE on the hatch and open it (R).

- Play puzzle (S).
- You receive the REAPER STATUETTE.

- Use the two REAPER STATUETTES on the pedestal for a puzzle (T).
- Slide the statuettes around until they’re grouped according to the gifts they hold.
- Group the statues by the type of gifts they hold.
- You can only move a statue to an empty slot along the corresponding path.
- Walkthrough: move statuettes 3, 5, 9, 2, 8, 9, 6, 8, 9, 1, 3, 9, 8, 6, 4, 9, 8, 6, 9.
- Take the BLOOD DROP EMBLEM (U).
Bring the Ticket Seller Back
That Ticket Seller lady is under Whitmarsh’s influence! She was one of his victims, yet instead of murdering her, he corrupted her mind to use her as a watchman guarding the park gates. I need to help her regain her memories. Maybe if I force her to remember her fiance, Mark, she’ll come around.

- Use the BLOOD DROP EMBLEM on the fountain (V).
- Take WOODEN FEATHER 1/2 and the METAL ROD (W).
- Open the compartment with the METAL ROD and deactivate the fountain with the cable (X).
- Go into the Cave.

- You receive new evidence.
- Take WOODEN FEATHER 2/2 (Y).
- Take the evidence and the METAL ROD (Z).

- Open the bag and take the INITIALS (A).
- Go to the Evidence Board.

- Use the evidence about the cars and the illusion scheme in the Dozens of Murders circle (B).
- Use the INITIALS on the wallet and take the evidence (C).
- Use this new evidence, the locket and the watchman evidence in the Ticket Seller’s Role circle (D), you receive the TICKET SELLER MEMENTO.
- Talk to the prisoner and take DISC RELIEF PIECE 1/3 (E).
- Use the METALLIC RELIEF PIECE on the cell door and talk to the prisoner again.
- Go to the Bridge at the Top Station.

- Give the TICKET SELLER MEMENTO to the ticket seller (F).
- Take the VAN KEYS (G).
- Go to the Mansion Grounds.

- Use the WOODEN FEATHERS on the raven for a puzzle.
- Use the controls to move the blood drops simultaneously.
- Deliver each one to the heart at the top.
- Walkthrough: Use the arrows to move the drops of blood to the heart, although all drops move at the same time you can focus on one at a time (H).
- Take the METALLIC RELIEF PIECE (I).
- Go to the Cave.
Imprisonment
Free yourself from the roots.

- Open the compartment in the ticket seller’s van with the VAN KEYS (J).
- Take the CAR JACK (K).
- Open the camper van door with the CAR JACK (L).
- Go into the Camper.

- Take the BAG OF FLOUR (M).
- Open the box with the BLUE BUTTERFLY PENDANT and PINK BUTTERFLY PENDANT, move the pictures.
- Take the DIAMOND RING and SCISSORS (N).
- Cut the mesh with the SCISSORS and take the CARBON DIOXIDE EXTINGUISHER (O).
- Go down x2.

- Play puzzle (P).
- You receive the STONE CIRCLE.
- Go to the Cave.

- Use the STONE CIRCLE and BAG OF FLOUR on the puzzle, wipe off the excess flour.
- Rotate the stone discs and set them according to the order shown on the tablet.
- Walkthrough: Rotate the discs until all symbols are in the order shown (Q).
- Take the METALLIC RELIEF PIECE and DISC RELIEF PIECE 2/3 (R).
- Go down three times.

- Play puzzle (S).
- You receive DISC RELIEF PIECE 3/3.
- Go forward.

- Use the DISC RELIEF PIECES on the lock (T), use the CARBON DIOXIDE EXTINGUISHER and METAL ROD on the branches and push the lock.
- Go into the Mansion.
Search the Manor
The Ticket Seller took Becky to Hamilton I know they’ll be safe. Now, for Becky’s parents. The manor might hold some clues as to how I might be able to get into that sacrifice chamber where they’re being held. Time’s slipping.

- Take the RUBY EYE (U).
- Use the RUBY EYE on the cane and take the CANE BLADE (V).
- Cut the roots around Becky’s hands and feet with the CANE BLADE (W).
- Talk to Becky.

- Tell Becky to come out of the cupboard (X).
- Get Becky to help you by moving her to the following items: the sword (Y), the chest x2 (Z), the cabinet (X), the chest x2, the sword.
- Take the sword and cut the roots (A).
- Talk to Becky.

- Play puzzle (B).
- You receive the CORKSCREW.

- Open the drawer with the CORKSCREW (C).
- Take the STUDY KEY (D).
- Open the study door with the STUDY KEY (E).
- Go to the Upper Room.

- Cut the glass box with the DIAMOND RING and take the ACID (F).
- Take the evidence and the TONGS (G).

- Take the evidence and METALLIC RELIEF PIECE (G).
- Open the book and read the note, pour the ACID over the crystal and take the BULL HEAD EMBLEM with the TONGS (H).
- Remove the books and take the SHEEP HEAD EMBLEM (I).
- Go down.

- Use the BULL HEAD EMBLEM and SHEEP HEAD EMBLEM on the picture (J).
- Take SAFE PART 1/2, two pieces of evidence (K), the PERFORATED PAGE and the UV BULB (L).
- Go to the Evidence Board.
The Ritual Chamber
The place where Whitmarsh torments and kills his victims is located under the giant, corrupted redwood. There’s a passage leading there in the front of the tree, but it’s closed. I need to open it so I can descend to the main chamber. Becky’s parents are down there.

- Use the evidence about the tree in the Murder Scene circle (M).
- Use the evidence about the raven and the life transfer in the Motive circle (N).
- Go to the Cell Door.
- Use the three METALLIC RELIEF PIECES on the door.
- Talk to the prisoner.
- Go to the Upper Room in the Mansion.

- Use the UV BULB in the flashlight and take the UV FLASHLIGHT (O).
- Find object fragments.
- Use the UV flashlight on the notice board for a puzzle (P).
- You receive the TORN PAGE PIECE.

- Switch on the UV light and use the TORN PAGE PIECE on the pin board for a puzzle.
- Complete die page by aligning all the torn pieces properly.
- Click on a piece to rotate it.
- Drag a piece to move it.
- Restore the page by dragging and dropping the pieces onto the board, select a piece to rotate it.
- Take the SAFE COMBINATION (Q).
- Go to the viewing platform by the Tree.

- Use the PERFORATED PAGE on the sign (R).
- Look through the telescope for a puzzle.

- Find the indicated coastal rocks in the correct order.
- Looking at the symbols will reveal the right order.
- Use the slider to adjust the focus.
- Walkthrough: Find the rock formations in the order shown on the sign, you can change the distance with the slider on the right.
- Take the RUNE SEQUENCE (S).
- Go to the Mansion.

- Play puzzle (T).
- You receive SAFE PART 2/2.
- Go forward.

- Use the SAFE PARTS and SAFE COMBINATION on the safe for a puzzle (U).
- Rotate the wheel left and right to enter the correct sequence of digits.
- Walkthrough: Enter the code: R4, L7, L3, R0, L6.
- Turn the handle and take the evidence, two METALLIC RELIEF PIECES and the HEART EMBLEM (V).
- Go to the tree door.

- Use the HEART EMBLEM on the door and enter the code on the rune sequence (W).
- Go into the Tree.

- Pull the small branch (X) to trigger the puzzle (Y).

- Each segment of the mosaic shows a scene from the story of Asmodai.
- Use the objects on the mosaic to set the events in chronological order.
- Walkthrough: Move the objects to their correct places to watch the story of Asmodai (Z).

- Next part (A).

- Final part (B).
- Take the final METALLIC RELIEF PIECE (C).
- Go to the Cell Door.
- Use the remaining METALLIC RELIEF PIECES on it.
- Go to the Evidence Board.
Defeat the Reapers
The evil preacher from Maple Creek is here! He and Whitmarsh are the last of the reapers of Asmodai and are now about to fight each other. I have to figure out a way to defeat whichever one wins.

- Use the evidence about the dagger and the police report in the Defeat the Reapers circle (D).
- Go to the Hut at the Shacks.

- Talk to Hamilton and take the ANCIENT DAGGER (E).
- Go to the Tree.
- Stab the raven with the DAGGER (F).
- Go into the Tree and go forward.
Face the Reapers
The only weapon that can kill the Reapers of Asmodai is the ritual dagger Hamilton stole from the preacher back in Maple Creek. Whitmarsh lured him here to acquire it for himself, but Hamilton was too resourceful. He got injured in the bargain so it’s just me who’s going to be facing the reapers. I need to pay Hamilton a visit first.

- Go to Becky’s parents (G) for a puzzle.
- Free Becky’s parents.
- Remove the roots by carefully pulling them away.
- The order is important start at the top.
- Walkthrough: Carefully slide the roots out of the way (H).
- Go down.

- Go through the window (I).
- Remove the roots and go forward.
- Cut the root with the ANCIENT DAGGER and go forward.
- Stab the heart with the ANCIENT DAGGER (J).
- Walkthrough Bonus Chapter, at the link below.




