
Myths of the World 7: The Whispering Marsh – You must investigate the disappearances in the Kaltdorf Marshes, where people are lured by strange flickering lights. The locals are convinced that this is not just a natural phenomenon, the lights seem to hypnotize their victims, leading them deeper and deeper into the quagmire, from which no one ever returns. You arrive in town as a border guard on the sheriff’s orders and immediately find yourself at the center of these alarming events. The marshal who went into the swamp has gone missing, and it soon becomes clear that Professor Johan Brandt is among the missing. His daughter Hilda asks you for help, and her fiancé Albrecht tells you about a strange lantern and the sudden appearance of lights he has already encountered. A curfew has been imposed in the town, the residents are frightened, and guards stand watch at the gates, trying to contain the growing threat. Following the trail of the missing, you search houses, find clues in the marshal’s office, and head to a camp in the forest, where new leads await you. It gradually becomes clear that the key to what is happening may lie with the hermit Weber, who lives in a secluded cabin. To reach her, you’ll have to find a rare artifact an ancient linen cloth woven with silver thread that sank with a ship nearby. Meanwhile, the situation escalates, wild creatures begin attacking the town, as if the swamp itself were advancing on the people. You’ll learn of an ancient place of power at the very center of the marshes, from which this threat likely originates. Professor Brandt believes that what’s happening is connected to both the hermit and the mysterious lights, but there’s almost no time left to ponder the city is already under attack. To uncover the truth, you’ll have to venture deep into the swamp by boat, navigate the traps, and figure out who or what is behind these events. Every piece of evidence you find brings you closer to the answer, but also makes the situation more dangerous. The truth will turn out to be far darker than it seemed at first, and it’s entirely up to your actions whether you can stop the power hidden in the Whispering Marsh. If you can’t solve a puzzle or don’t know where to find items, you can check out the walkthrough for Myths of the World 7: The Whispering Marsh on our website and put an end to the disappearances in the marshes.
Myths of the World 7: The Whispering Marsh – Walkthrough
Here you can see the complete walkthrough for Myths of the World 7: The Whispering Marsh, namely all chapters, including the bonus chapter, in pictures.

- Take the BOUNDER’S SEAL (A).
- Use the BOUNDER’S SEAL (B).
- Select the letter and remove the seal, take the IDENTIFICATION LETTER (C).
- Take the COMBINATION and SPOON below.
- Use the SPOON and then exit (D).

- Take the BROKEN FISHING ROD (E), select the metal bars twice.
- Take the Map and INK BOTTLE (F).
- Use the COMBINATION and enter the code (G) for a puzzle, play it to get the LEATHER STRAPS.
- Use the LEATHER STRAPS (H).
- Take the CLOCK KEY (I).
- Select the metal bars twice and place the LEATHER STRAPS.
- Go forward.

- Take the SNAIL SHELL (J).
- Select the items thrice and take the SHARP POTTERY FRAGMENT (J1).
- Select the BROKEN FISHING ROD 5 times, to get the FISHING ROD.
- Use the FISHING ROD, take the FEATHERED CAP and STATUE FACE (K).
- Go down.

- Use the STATUE FACE (L).
- Take the KNOTTED ROPE (M).
- Go to the Whispering Marsh.

- Use the KNOTTED ROPE (N).
- Take the SEEDS (O).
- Remove the 6 strings on the FEATHERED CAP (remove the top ones first), take the GOOSE FEATHER.
- Use the SHARP POTTERY FRAGMENT, look at the map (P).
- Place the GOOSE FEATHER and INK BOTTLE on the map for a puzzle (Q).

- Find the way through the marshes.
- Move the quill along the paths to redraw them.
- Avoid the obstacles you encounter along the way.
- Walkthrough: U-R-U×2-L×2-U×2-R-D-R-U×3-L×2-U-L-U×2-R-U.
- Go forward.

- Look at the note (V).
- Select the door and knock on it.
- Talk to the man and give him the IDENTIFICATION LETTER (W).
- Talk to Wilhelm (X).
- Select the people thrice and talk to Hilda (Y).
- Open the door.

- Take the NOISEMAKER (A) and open the drawer.
- Move the ladder (B).
- Take the CANDLE (C).
- Use the SNAIL SHELL and select: 2-3-1-4 (D).
- Take the CROSSBOW CRANK and LEAD SOLDIER (E).

- Move items and select the 6 petals to get the METAL FLOWER (F).
- Use the METAL FLOWER and slide the others in place (G).
- Read the note, take the LANTERN OIL and BRASS SHEET (H).
- Use the BRASS SHEET (I).
- Go to the Attic (J).

- Use the CANDLE (K).
- Open the cage and place the SEEDS (L).
- Read the note, take the STONE CLAW and GLASS PIECE 1/4 (M).
- Select the doll (N).
- Open the window and take the GLASS PIECE 2/4 (O).
- Use the LEAD SOLDIER and touch it (P).
- Take the ROCK SALT and BROOCH (Q).

- Take the COAT HANGER (R).
- Use the CLOCK KEY, take the GLASS PIECE 3/4 (S).
- Go down.

- Use the BROOCH and look at the book.
- Flip the pages twice, take the METAL VALVE and GLASS PIECE 4/4 (T).
- Go to the Attic.
- Remove the note (U).
- Use the 4 GLASS PIECES for a puzzle.

- Tap the glass panes to reveal symbols.
- Match all identical pairs to repair the lantern.
- Walkthrough 1: find the matching pairs (V).
- Walkthrough 2 (W).

- Use the LANTERN OIL and select the lights for another puzzle (A).
- Select symbols to connect them.
- Connect all the signs so that two identical signs are never directly connected, and no lines cross each other.
- Walkthrough 1 (B).
- Walkthrough 2 (C).
- Walkthrough 3 (D).
- Go to Main Street.

- Talk to Hilda and Albrecht (E).
- Select the box (F).
- Use the STONE CLAW, take the STONE SKULL (G).
- Go to the City Gate (G1).

- Take the TAR (H).
- Use the CROSSBOW CRANK (I).
- Take the CROSSBOW STRING (J).
- Look at the clue (K) and the recipe (L).
- Go down.

- Use the CROSSBOW STRING, take the PIPE CLEANER and read the letter (M).
- Remove the cover, pin, and coiled wire.
- Select the coiled wire on the PIPE CLEANER to get the LOCKPICK.
- Go to City Gate.

- Use the LOCKPICK for a puzzle (O).
- Walkthrough: P down, Q, P up, Q, P down, Q.
- Take the GARGOYLE HORN (R).
- Open the drawer and take the TOWN SIGIL (S).
- Go down.

- Use the GARGOYLE HORN (T), select it twice.
- Take the LINCHPIN (U).
- Use the TOWN SIGIL for a puzzle (V), play it to get the GOLDEN IBIS 1/2.
- Go to the Study.

- Use the STONE SKULL (W).
- Take the SIGNET RING (X).
- Go down.
- Use the SIGNET RING (Y).
- Look at the instructions and take the GOLDEN IBIS 2/2 (Z).
- Go to City Gate.

- Use the 2 GOLDEN IBIS’, take the SCRAPER and CHAIN (A).
- Select the CHAIN and place the LINCHPIN to get the GATE CHAIN.
- Remove the broken chain (B), place the GATE CHAIN for a puzzle.

- Walkthrough 1 (C).

- Walkthrough 2 (D).
- Go forward.

- Take the WOODEN CLAMP (E).
- Read the note (F).
- Go left.
- Read the note (G).
- Take the ROOT POWDER (H).
- Go forward.

- Take the WOODEN SHOVEL (I) and ELDERBERRIES (J).
- Select the container, place the METAL VALVE and twist it.
- Take the SILVER THALER 1/3 (K).
- Take the METAL PEG (L).
- Use the COAT HANGER (M) to activate a puzzle.
- Select the ball once it’s in the middle, and then select again once the two balls are in the middle of the circle (N).
- Take the PEAT (O).
- Use the SCRAPER, take the SILVER THALER 2/3 (P).
- Go down and go right.

- Use the METAL PEG and twist it twice (Q).
- Select the barge (R), touch the cup thrice (S).
- Take the SILVER THALER 3/3 (T).
- Use the TAR (U).
- Try to go forward to the Forest Cave.
- Go to City Gate.

- Use the ROCK SALT (V).
- Insert the 3 SILVER THALERS.
- Pour the bottle (W).
- Use the ELDERBERRIES (V).
- Take the DYE PALETTE (X).
- Go to the Runestones.
- Use the DYE PALETTE for a puzzle (Y), play it to get the FLINT.
- Go down.

- Remove the top and place the PEAT (A).
- Use the FLINT (B).
- Select the 3 valves (purple) to get the LANTERN OIL.
- Use the LANTERN OIL (C).
- Go to the Forest Cave.

- Select the lights for a puzzle (D).
- Walkthrough 1 (E).
- Walkthrough 2 (F).
- Walkthrough 3 (G).

- Use the WOODEN SHOVEL, take the RUNES 1/3 (H).
- Use the ROOT POWDER, select the hand and take the ANGEL (I).
- Use the NOISEMAKER, open the bag and read the note.
- Take the TWEEZERS and LAUREL WREATH (J).
- Go down and go left.

- Use the ANGEL (K).
- Take the CINNABAR PENDANT and RUNES 2/3 (L).
- Use the LAUREL WREATH (M).
- Take the RUNES 3/3 (N).
- Go to Forest Cave.
- Use the 3 RUNES for a puzzle (O).
- Select the note on the scene after you complete each puzzle.

- Find the six runes hiding in the scene and put them in the correct slots.
- Walkthrough 1 (P).

- Lay the pieces in the correct places to finish building the castle and the surrounding wall.
- Select a stone piece to rotate it.
- Walkthrough 2 (Q).

- Walkthrough 3 (R).

- Find the hidden cannonballs and use them to hit the castle three times.
- Use the buttons to adjust the angle and the power of the shot.
- Walkthrough 4 (S).

- Find six flames and put them back in the correct positions.
- Walkthrough 5 (T).
- Go forward.

- Select the bag twice, take the WICKER HEART and MARBLE FIGURINE 1/3 (U).
- Use the CINNABAR PENDANT, take the PIN (V).
- Take the NET HOOP and ARROW (W), remove the vines twice.
- Take the NET HANDLE (X).
- Use the NET HOOP on the NET HANDLE.
- Remove the net and place the SMALL NET to get the HAND NET.
- Go to the Stepping Stones (Y).

- Select the stones, take the SMALL NET (A).
- Use the WOODEN CLAMP, take the SPONGE (B).
- Read the note (C).
- Select the lantern, use the PIN on it and take the CRANK (D).
- Go down.

- Use the NET HOOP on the NET HANDLE.
- Remove the net and place the SMALL NET to get the HAND NET.
- Use the HAND NET, take the SHELL and PROSPECTOR’S KEY (E).
- Go to the Stepping Stones.

- Use the PROSPECTOR’S KEY (F) for a puzzle, play it to get the SILVER IVY.
- Use the SHELL and select them in order:2-1-4-3-5.
- Take the MARBLE FIGURINE 2/3.
- Go down.

- Use the SPONGE on the glass, place the SILVER IVY (H).
- Take the SHIELD ORNAMENT 1/2 (I).
- Go to the Stepping Stones and enter the Ship Deck (J).

- Use the CRANK and turn it (X).
- Remove the wool thrice, take the MARBLE FIGURINE 3/3 and SHEET MUSIC (Y).
- Go to Willow of Regrets.
- Use the 3 MARBLE FIGURINES for a puzzle (Z).

- Move the tokens to the slots marked with matching symbols and colors.
- You can only move the token from one end of the line to another.
- Walkthrough: (G-A)-(I-G)-(K-B)-(B-I)-(L-F)-(C-L)-(D-K)-(K-E)-(F-D)-(I-B)-(B-K)-(G-I)-(I-B)-(B-H)-(K-B)-(B-1).
- Take the DOUBLE HOOK.
- Go to the Ship Deck.

- Use the DOUBLE HOOK (M).
- Select the trapdoor (N).
- Go into the Captain’s Quarters (O).

- Take the EXTINGUISHED TORCH (P).
- Use the SHEET MUSIC (Q).
- Pull the handle (R).
- Take the GEAR (S).
- Go down twice.
- Use the EXTINGUISHED TORCH to get the TORCH (T).
- Go to the Captain’s Quarters.

- Use the TORCH (U) for a puzzle, play it to get the PAPER WEIGHT.
- Go down.
- Use the GEAR (V) and use the PAPER WEIGHT (W).
- Select the bell twice (X).
- Look at the book and take the SEXTANT ARM (Y).
- Go to the Captain’s Quarters.

- Use the SEXTANT ARM, select 3-2-1-4.
- Take the NUTCRACKER and CASE COMBINATION (Y).
- Go down.
- Use the CASE COMBINATION for a puzzle.
- Assemble the right ship.
- Walkthrough 1 (Z).

- Combine symbols from X and O bottles by tapping and dragging bottles over the other one. The bottle that was moved will become an immobile one.
- Then put all bottles to the left or right crate based on the symbol above.
- Walkthrough 2 (Z1-Z2).
- Take the SHIELD ORNAMENT 2/2.
- Go to the Captain’s Quarters.

- Use the SHIELD ORNAMENTS.
- Select the five pieces (A).
- Look at the book, take the GUILD EMBLEM and LANTERN OIL (B).
- Use the LANTERN OIL (C).
- Take the TRIBUTE FABRIC.
- Go to the Stepping Stones.

- Select the lights for a puzzle (D).
- Select symbols to connect them.
- Connect all the signs so that two identical signs are never directly connected, and no lines cross each other.
- Walkthrough 1 (E).
- Walkthrough 2 (F).
- Walkthrough 3 (G).
- Go forward.

- Use the ARROW, take the ANCIENT KEY (H).
- Take the SMALL WEDGE 1/3 (I).
- Go to the Docks (J).

- Read the note (K).
- Read the two notes (L-M).
- Take the SMALL WEDGE 2/3 (N).
- Use the ANCIENT KEY (O).
- Go into the Factory.

- Use the GUILD EMBLEM, open the drawers, select the 7 pieces (P) and take the WEIGHTS.
- Remove the cloth (Q) for a puzzle, play it to get the WEIGHTS PAN.
- Use the TWEEZERS to get the MATCHES (R).
- Go down.

- Use the WEIGHTS PAN and the WEIGHTS for a puzzle.
- Walkthrough: S (6-1-7), T (5, 2, 3, 4).
- Take the SMALL POUCH and DOLL (U).
- Go down.

- Use the SMALL POUCH (V) to get the QUARTZ POWDER.
- Use the NUTCRACKER (W).
- Push the wheel (X).
- Take the POLE FRAME (Y).
- Go to Aleida Weber’s Garden (Z).

- Take the SMALL WEDGE 3/3 (A).
- Use the WICKER HEART (B).
- Take the FLUID HERBICIDE and PHARMACIST’S CUP (C).
- Go down.

- Use the FLUID HERBICIDE, take the GLASS TULIP (D).
- Go to Aleida Weber’s Garden.
- Use the GLASS TULIP (E) for a puzzle, play it to get the LUMINESCENT FUNGUS.
- Go to the Docks.

- Use the LUMINESCENT FUNGUS (F).
- Take the SKELETAL HAND (G).
- Use the PHARMACIST’S CUP, take the SEDATION POWDER and ORNATE MUG (H).
- Go to the Factory.

- Use the 3 SMALL WEDGES.
- Read the note, take the CRAFTSMAN’S KIT and SAWDUST (I).
- Go down.
- Use the QUARTZ POWDER (J) and SAWDUST (K).
- Use the MATCHES on the sawdust to get the GLASS ORNAMENT.
- Go to the Swamp Shore.

- Use the GLASS ORNAMENT and use the SEDATION POWDER on the scene for a puzzle.
- Lead the five fireflies into the orb by using your cursor to lead them there (L).
- Take the GLOWING ORB (M).
- Go to Aleida Weber’s Garden.

- Knock on the door (N).
- Use the SKELETAL HAND (O).
- Take the CABINET ORNAMENT (P).
- Use the GLOWING ORB (Q).
- Go into Aleida’s Hut.
- Give her the TRIBUTE FABRIC (R) and talk to her for a puzzle.

- Drag the knots around so that there are no overlapping between pieces of the string. The string will turn blue once it’s properly placed.
- Repeat the process until all of the string is blue.
- Walkthrough 1 (S).
- Untangle the web of knots by going through the contour from top to the bottom, connecting all the points, without using any knot more than once.
- Walkthrough 2 (T).
- Take the DRIVE BAND.

- Use the CABINET ORNAMENT, read the note.
- Take the RADIANT LENS, SCISSORS, and FLAX BUNDLE 1/3 (U).
- Select the lantern.
- Use the RADIANT LENS (V).
- Select the map (W).
- Take the TASSEL READER and FLAX BUNDLE 2/3 (X).
- Go down.

- Take the SHELL KEY and FLAX BUNDLE 3/3 (Y).
- Use the 3 FLAX BUNDLES, take the FLAX FIBERS (Z).
- Go into Aleida’s Hut.

- Use the SHELL KEY, look at the photo, take the TASSEL and WICK DIPPER (A).
- Use the TASSEL in the TASSEL READER.
- Select 2-4-3-5-1.
- Select the note.
- Take the FLYER AND BOBBIN (B).
- Use the FLYER AND BOBBIN, DRIVE BAND and FLAX FIBERS.
- Spin the wheel thrice and take the STURDY ROPE (C).
- Go down.

- Use the STURDY ROPE on the POLE FRAME to get the IMPROVISED BRIDGE.
- Use the IMPROVISED BRIDGE (D).
- Go forward, right (E), and into the Sunken Ruins (F).

- Take the CANNON BALL (G).
- Remove the branches twice (H).
- Use the WICK DIPPER on the three marked candles.
- Take the BOWL OF RESIN and TASSEL (I).
- Use the TASSEL in the TASSEL READER.
- Arrange as shown (J).
- Look at the scroll and take the BRUSH (K).
- Go down and go left.

- Select the basket thrice (L).
- Place the CANNON BALL for a puzzle, play it (M) to get the WOODEN HALCYON.
- Go right.
- Use the SCISSORS and BRUSH in the CRAFTSMAN’S KIT to get the COMPLETE CRAFTSMAN’S KIT.
- Use the COMPLETE CRAFTSMAN’S KIT.
- Use the SCISSORS and ICE PICK (N).
- Use the BRUSH and take the MOSAIC PIECE (O).
- Go to Aleida’s Hut.

- Use the WOODEN HALCYON, take the ORGAN LANGUID (P).
- Go to the Sunken Ruins.
- Use the ORGAN LANGUID for a puzzle (Q).

- Move the sliders to reveal the missing notes.
- Then tap the notes to play the tune, in the exact order marked on the pipes without sliders.
- Walkthrough (1-10).
- Take the WINDOW ORNAMENT.
- Go down.

- Use the WINDOW ORNAMENT, take the MOSAIC CENTERPIECE (R).
- Go into the Sunken Ruins.

- Use the MOSAIC PIECE and MOSAIC CENTERPIECE (S).
- Take the CROWN EMBLEM and LANTERN OIL (T).
- Use the LANTERN OIL (U).
- Go down, go left and then forward to the Abandoned Village.

- Select the lights for a puzzle (V).
- Select symbols to connect them.
- Connect all the signs so that two identical signs are never directly connected, and no lines cross each other.
- Walkthrough 1 (W).
- Walkthrough 2 (X).
- Walkthrough 3 (Y).

- Take the WOODEN ORNAMENT (A) and SHOE 1/3 (B).
- Read the note (C).
- Use the CROWN EMBLEM (D) for a puzzle, play it to get the BOLT CUTTERS.
- Go down and go right.

- Use the BOLT CUTTERS to get the HUNTING HORN (E).
- Go into the Sunken Ruins.
- Use the HUNTING HORN (F).
- Take the SPECTRUM CARVING (G).
- Go to the Abandoned Village and enter the Inn (H).

- Take the POLEARM and SHELL ORNAMENT (I).
- Use the WOODEN ORNAMENT, take the PROTECTIVE ARTIFACT (J).
- Use the DOLL, select it twice, take the SHOE 2/3 and TASSEL (K).
- Use the TASSEL in the TASSEL READER.
- Arrange as shown (L).
- Select the note (M).
- Take the DICE 1/2.
- Read the note (N).
- Go down and enter the Guild House (O).

- Look at the note (P).
- Select the head (Q), put down the BOWL OF RESIN, select the head and take the STONE STATUE.
- Read the note (R).
- Go down.

- Use the STONE STATUE (S).
- Take the GLASS PRISM (T).
- Go to the Guild House.
- Use the GLASS PRISM and SPECTRUM CARVING, rotate crystals as shown (U) to activate a puzzle (V).
- Play it to get the PORCELAIN STATUE.
- Go down.

- Use the PORCELAIN STATUE (W).
- Take the DICE 2/2 (W1).
- Go to the Inn.
- Use the 2 DICE for a puzzle (X).

- Change the number on the dice.
- Replicate all the numbers from the list on the left in one of the game table’s columns or rows.
- When you recreate one of the numbers, the included die will turn green, and the number will be crossed out from the list.
- Walkthrough (Y).
- Take the BOTTLE OF SOLVENT.
- Go to the Guild House.

- Use the BOTTLE OF SOLVENT, take the BARREL TAP (A).
- Go to the Inn.
- Use the BARREL TAP, select the buttons: 3-4-1-2.
- Go forward to the Brewery.

- Read the note (B).
- Open the doors (C) for a puzzle, play it to get the BROKEN LIFTING TONGS.
- Use the ORNATE MUG, take the CROSSED HAMMERS (D).
- Go to the Guild House.

- Use the CROSSED HAMMERS, take the WOODEN MALLET and TONG ARM (E).
- Go to the Brewery.
- Use the WOODEN MALLET, take SHOE 3/3 and MANE SEGMENT (F).
- Go to the Guild House.

- Use the 3 SHOES for a puzzle.
- Walkthrough (G).
- Read the note, take the WOODEN BRACE and BOLT (H).
- Select the BROKEN LIFTING TONGS, place the TONG ARM and BOLT, take the STONE LIFTING TONGS.
- Go down.

- Use the STONE LIFTING TONGS thrice (I).
- Go to the Castle Gates (J).

- Use the PROTECTIVE ARTIFACT for a puzzle (J).
- Select the three shapes on the aura that, when combined, result in the shape shown on the artifact.
- Walkthrough 1 (K).
- Walkthrough 2 (L).
- Walkthrough 3 (M).

- Use the MANE SEGMENT (N).
- Take the OVEN HANDLE and HELM HINGE (O).
- Use the POLEARM (P).
- Open the hand to get the INCENSE BURNER (Q).
- Remove the vine and take the BRASS KNOB (R).
- Go to the Brewery.

- Use the OVEN HANDLE, use the INCENSE BURNER to get the BURNING EMBERS (S).
- Go to the Castle Gates.
- Use the WOODEN BRACE, push the barrel (T).
- Use the BURNING EMBERS.
- Talk to Hilda and Albrecht.
- Go forward.

- Push the chair (U).
- Use the SHELL ORNAMENT, take the CHARCOAL POWDER (V).
- Take the CAPE (W).
- Use the HELM HINGE, look at the note and take the CABINET KEY (X).
- Go to the Living Room (Y).

- Take the CORKSCREW (A).
- Use the CABINET KEY, take the CHEST ORNAMENT (B).
- Take the MANDOLIN STRINGS (C).
- Use the BRASS KNOB, take the BULLET FRAGMENTS 1/3 (D).
- Go to the Foyer (E).

- Knock over the cabinet, look at the book (F).
- Open the box, take the BULLET FRAGMENTS 2/3 (G).
- Take the SHOULDER STRAP (H).
- Open the drawer, take the TINDERBOX (I).
- Use the CORKSCREW on the TINDERBOX, take the MATCHES.
- Go to the Atrium.

- Use the SHOULDER STRAP to get the LEAF BROOCH (J).
- Use the CHEST ORNAMENT, take the BRASS PANEL (K).
- Go to the Foyer.

- Use the LEAF BROOCH, take the BULLET FRAGMENTS 3/3 and SCHNAPPS (L).
- Use the BRASS PANEL (M) for a puzzle, play it to get the FLINTLOCK PISTOL.
- Go down.

- Use the CHARCOAL POWDER, 3 BULLET FRAGMENTS and MATCHES for a puzzle (N).

- Make the bullet by smelting and casting lead, and then creating the gunpowder from the components.
- Walkthrough: (O-P)-(Q-R)-(R-S)-(S-U)-(T-V)-(W, X, Y-R).
- Take the GUNPOWDER and BULLET.
- Go down.

- Use the GUNPOWDER and BULLET into the FLINTLOCK PISTOL to get the LOADED PISTOL.
- Use the LOADED PISTOL (A) for a puzzle (B), play it to get the WOODEN SNAKE PIECE.
- Move the cabinet and go to the Hall of Arts (C).

- Take the FLORAL BRANCH (D) and MUSICAL TRIANGLE (E).
- Use the MANDOLIN STRINGS (F).
- Take the CASTLE CAMEO (G).
- Use the WOODEN SNAKE PIECE (H).
- Take the GEM EYES 1/2 (I).
- Go to the Living Room.

- Use the SCHNAPPS and CAPE.
- Use the FLORAL BRANCH, take the HEXAGONAL PLAQUE (J).
- Go to the Foyer.
- Use the MUSICAL TRIANGLE, take the FEATHER CREST (K).
- Go to the Hall of Arts.

- Use the FEATHER CREST, open the egg and take the LANTERN OIL (L).
- Use the LANTERN OIL (M).
- Go down and go to the Ruined Corridor (N).

- Select the lights for a puzzle (O).
- Select symbols to connect them.
- Connect all the signs so that two identical signs are never directly connected, and no lines cross each other.
- Walkthrough 1 (P).
- Walkthrough 2 (Q).

- Use the CASTLE CAMEO (R) for a puzzle, play it to get the WOLF FANGS 1/3.
- Go to the Family Crypt (S).

- Take the CANDLE EXTINGUISHER (T).
- Take the STONE TILE (U).
- Go down.
- Use the CANDLE EXTINGUISHER to get the LEATHER BAG (V).
- Go to the Family Crypt.

- Take the VON NEBELBURG INSIGNIA from the LEATHER BAG.
- Use the VON NEBELBURG INSIGNIA, take the CARVED ARM (W).
- Look inside the coffin, select the sheet thrice for a puzzle (X).

- Move the gears on their respective rails, until they can transfer the energy from first to the last with all the gears moving.
- Test the mechanism by turning the main gear in the upper left corner.
- Walkthrough: C-I-F-I-E-B-E-C-G-D-A.
- Take the WOLF FANGS 2/3.
- Go into the Treasury (@).

- Use the STONE TILE, take the GARGOYLE’S TONGUE (K).
- Select the book (K1).
- Go down twice.
- Use the GARGOYLE’S TONGUE, take the SAND-FILLED URN (L).
- Go to the Family Crypt.

- Use the SAND-FILLED URN, take the GEM EYES 2/2 (M).
- Go to the Treasury.
- Use the 2 GEM EYES (N).
- Take the METAL RUNE (O).
- Go down twice.

- Use the METAL RUNE, read the note and take the DRAWER HANDLE (P).
- Go to the Treasury.
- Use the DRAWER HANDLE, take the DRAGON BODY (Q).
- Go down.

- Use the DRAGON BODY, take the WOLF FANGS 3/3 (R).
- Go to the Treasury.
- Use the 3 WOLF FANGS (S) for a puzzle (T), play it to get the JEWELS.
- Go down.

- Use the JEWELS, take the MOSAIC ILLUSTRATION (U).
- Go to the Hall of Arts.
- Use the HEXAGONAL PLAQUE and MOSAIC ILLUSTRATION for a puzzle (V).

- Each tile is marked by the rune fragments.
- Swap the hexagons’ places to create a combination of runes set in order marked on the reference paper.
- Once properly shaped and positioned, a rune will change color.
- Walkthrough (W).
- Take the CARVED HEAD.
- Go to the Ruined Corridor.

- Use the CARVED HEAD and CARVED ARM (Y).
- Go into the Inner Sanctum.

- Cast the objects back to the Lantern Man.
- If you hit, the energy bar will rise.
- If you miss, the energy bar will substantially drop.
- Fill the energy bar fully to defeat the monster.
- Walkthrough (A-B-C-D).
- Walkthrough Bonus Chapter, at the link below.



