Fiction Fixers: The Curse of OZ

The Land of Oz is in great peril. An evil man has erected towers that consume the people, light, and energy of Oz itself. Protect Dorothy and Toto as they travel across Oz in hopes of finding a way home to Kansas. Team up with the Scarecrow, the Tinman, and the Lion and use their powers to overcome great obstacles. Beware of the Wicked Witch and Victor Vile! It’s up to you to save Dorothy and the Land of Oz in Fiction Fixers: The Curse of Oz, a fun Hidden Object Puzzle Adventure game.

The water is too wide for the Lion, so you must build a raft. Look at the close-up of the upper bell area. Take the 2 raft pieces H. Walk to the building on the right to see the Illiterati agent. Walk down and enter the bedroom. Click on the bottom 2 dials along with the top dial E. Look at the close-up of the stork Q. Click on the cart with the lion to push him to the next scene. Take the axe piece from the upper left foliage J. The object is to light up all the lines without tracing your path. Look at the close-up of the fence on the left F. Note the hanging chain T. Walk down, then take the path to the right. Next are the Kalidah with wooden armor.

Look at the lanterns hanging to activate a lantern to construct P. Locate the 5 cars in the tornado. Walk down to exit the barn area. Take the lantern piece from the post S. Press the three buttons to turn off the tower E. Select the work area to repair the fictionizer J. I think that was possibly the most enjoyable bit of the game for me. The object of this mini-game is to move the marble to the hole. The Scarecrow has fallen off and needs help. Look at the close-up of the hanging chain on the left. Walk down, then take the path to the right. Chapter One: Dorothy After receiving your instructions from the Chief, click on the door to go to the lab A. Click on the portal the Monkey King makes for you. Click and drag the puzzle pieces to restore the map. Pieces of fragmented objects will glow when they are in the immediate screen if you are playing regular mode G.

You can change difficulty at any time. Note the crows blocking the left path A. Walk to the right and look at the sundial- make note of the runes and numbers. Note the bedroom door F. Select the refuse at the base of the center column for a hidden object scene W. Look at the torch and use the flint stick on the firesteel. Continue sliding the blocks until the red block is out. Once the marble gets to the hole, a compartment will open at the bottom. The object is to light all the upper runes N. It's worth backtracking to scenes that have already been cleared just to have a look. Walk right, through the door R. Locate the 5 cars in the tornado. Look at the close-up of the Scarecrow S.

D'accueil Fiction Fixers: The Curse of OZ pas libre

Note the crows blocking the left path A. Walk down again and take the two raft pieces K. Look at the close-up of the fence on the left F. Right now, I'm stuck on getting the ball from top left to lower right, but the option to skip is always there to use if I give Sparkle 2. Walk to the right and look at the sundial- make note of the runes and numbers. Walk forward to the gate. Click on the end of the block Fiction Fixers: The Curse of OZ Mystery P.I.: The Vegas Heist in the direction you want it to move. Click and drag a ball Gardenscapes position. You can now click on Dorothy in the upper right corner to learn the current objective. Actually, the game itself got better as it went on, and there were some great moments in it. Select the right bramble bush for a hidden object scene. Once Victor, the Witch and Dorothy stop talking, select the area under the left window for a hidden object game. Press the button that appears in the center to turn off the tower.

Now that the fictionizer is repaired, look at The Wizard of Oz book. Note the Scarecrow, Tinman, and the Lion are all captive S. Rotate the tiles to restore the shield D. Walk forward to climb the ladder and go over the wall. You will need to hit the glass several times. Note- Click 5 times. The object is to light all the upper runes N. Chapter One: Dorothy After receiving your instructions from the Chief, click on the door to go to the lab A. Look at the close-up of the logs blocking the path M. Select the wagon for a hidden object scene. Clicking on Dorothy will give you the current tasks H. Walk down and enter the bedroom. Once the marble gets to the hole, a compartment will open at the bottom. Exit the close-up and walk down 3 times to return to the fallen house.

Christmas Puzzle on the raft to Fixerss: the river. Look at the throne just under the floating head. After the Wizard speaks, he will give you three items. Clicking on Dorothy will give you the current tasks H. Only the left machine is activated Select the left-most machine for a mini-game D. Cursse the crow on the sign P. Note the strange lock on the door B. Look at the close-up of the scarecrow H. Take the 2 raft pieces H. The characters were very true to the book, and I totally loved the lion. Select the machine second from the left. Look at the close-up of the stone pillar on the right. Exit the throne room after Victor Vile speaks to you.


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Let's Play Fiction Fixers The Curse of OZ Part 1

6 thoughts on “Fiction Fixers: The Curse of OZ

  1. Click on the end of the block that points in the direction you want it to move. Select the bed on the right for a hidden object area. Walk down and take the raft piece to the right of the path J. Look at the close-up of the stone pillar on the right. Clicking on the icons of the others allows you to use their powers.

  2. Walk forward twice, to the gates of the castle.. Walk down to exit the lab. Exit the throne room after Victor Vile speaks to you.

  3. Click on a lantern to turn it off or on. The object is to light all the upper runes N. Note the lock on the glass doors I. Look at the map to show what needs to be done at teach location.

  4. Note the wall fixture L. Walk down and take the raft piece I. Note the torch holder B. Click on tiles to rotate the position of the wires. TOTO will go into your inventory.

  5. Look at the close-up of the door on the house. Look at the planter on the right. You can now click on Dorothy in the upper right corner to learn the current objective.

  6. The water is too wide for the Lion, so you must build a raft. Look at the close-up of the water N. Rotate the inner ring so the colors match 3.

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