Strange Cases - The Lighthouse Mystery

FBI Agent Claire Ellery's latest strange case has become personal. Tom, her former partner, has died under bizarre circumstances. As Agent Ellery delves deeper into the mystery of his death, she finds that Tom himself has laid a trail of clues for hera trail that leads her into a sinister web of corporate betrayal and the arcane. Follow the cards to solve this Strange Case and vindicate your partner's untimely demise in Strange Cases: The Lighthouse Mystery.


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Enter the Code Thf clicking on each wheel. You must win three times. Return to the storeroom and enter the vent. Look at the Blueprint. Chapter 6: The Talismans Walk to the center of the dome. The left arms should have the white over the blue gem and Mahjong Valentines Day green over the red gem on the Nick Jr. Bingo 3. Moving gears on the cursor means that you will need to solve a puzzle Grimoire Chronicles use an inventory item. If any of the pegs are incorrect, the music will sound discordant and you can move the incorrect pegs and try again. Click on Lighthose green peg green at the bottom of the Cylinder magenta. Return to the Trophy Room. Exit and return to the trophy Llghthouse. Look at the close-up of the safe and enter the code: Click on the Chest, again, and collect the keys. Drag each green peg into one of the holes on the cylinder to match the music score Mysterg. Use the Sledge Hammer on the wall, then head through the hole to the Canal.

Walk right to the laboratory. As soon as you solve the puzzle, the bookcase opens. Once you get all 5 correct, go through the door to the Generator Room. Enter the vent and go back twice 1. Exit the Fusebox area and go forward to the Restricted Area. Walk to the reading room and look at the disc table in the center of the room. Return to the Storeroom. Look at the close-up of the vent. Hall Click on the Red Crystal. Exit the laboratory and use the KEY on the left door to enter the reading room. There are 8 lines on the music score, but only 3 rows of holes showing. Rotate the rings so that the symbols have the same orientation as the plans 1. Enter the door to go to the basement. Click on the blinking red light on the center left of the scene for a mini-game 1. Use the Handle on the Basement Door; enter the Basement.

Take the green card and locate the hidden objects. Return to the Trophy Room. Make note of the Disc Table in the center of the room 1. Exit and return to the trophy room. Go left and look down vent 4. Exit Mstery the front of the house; enter the front door. Collect all the objects yellow and key items magenta and read the newspaper blue. Look at Elven Legend close-up of the Incredible Zoo. Hints do not work in this section! Note LLighthouse sketch machine and the computer monitor missing a web-cam. Exit the Fusebox area and go forward to the Restricted Area. Hidden Storeroom The Storeroom is dark, but there are 4 blinking, red lights.


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Let's Play ♦ Strange Cases - Lighthouse Mystery [01] - Chapter 1 - Tom's Apartment - Part 1

Place the pegs into the cylinder to duplicate the music 4. The left arms should have the white over the blue gem and the green over the red gem on the right 3. Pick up the Card for you next object list. Enter the Conference Ballroom. Exit the garage and enter the backyard. Once you reach the left side, press the red button to drop the stone. Walk left and enter the bedroom. Look at the Blueprint. Click on the leaking Pipe to put out the flames in the Laboratory and enter the Underground Lab, through the Trap Door. Blue Which number is not in the fallout shelter? Find the green card and locate all the items on the list. Click on each item to move them out of the way. Exit the cafe and look at the closet door on the right.

Enter the cellar; look at the close-up of the dumb waiter 3. Find the blue card and all the hidden items. Collect all the objects yellow and key items magenta and read the newspaper blue. Watch the video, then click on the Pause Button when you see the inserted frame. Place the anti-hypnotic talisman into the beam 1. Push the red button when the rock is over the bin to release the Lighthouse Card. Exit the Fusebox area and go forward to the Restricted Area. Underground Lab Pick up the Card for the next object list. Here is one solution. Look at the security panel for a mini-game 1. Move the CD, sunglasses and book to uncover the Access Pass. Look down at the grid of white tile and place the shapes as they appear in the symbols over the door. Bathroom Pick up the Card for your next object list. The Options menu allows for the adjustment of music and sounds volumes B. Return to the Trophy Room.

5 thoughts on “Strange Cases - The Lighthouse Mystery

  1. Place the remaining pegs then click on the blue triangle cyan to play the music. Enter the closet via the first door on the left 1. Click on the Eye in the upper left corner for a hint on a hidden object. See the next 2 screenshots for information on how to navigate the scenes in the game. Continue into the Depository.

  2. Should you make an error, start the sequence over. Use the Faucet Handle click on the Briefcase to open your inventory on the Faucet. Once you reach the left side, press the red button to drop the stone.

  3. Click on the Eye in the upper left corner for a hint on a hidden object. If you miss one, you have to start over. Click on the fuse box to turn off the fans. Pull the handle to open the grate.

  4. Continue on and repeat this 2 more times. The crossed-out eye indicates that the card is not yet visible D. Click on each item to move them out of the way. You may skip mini-games once the skip meter is full; click on the Skip button in the lower right corner. Exit the hidden room and return to the laboratory.

  5. Take the red card and find all the fragmented items. Chapter 6: The Talismans Walk to the center of the dome. Here is one solution yours may be different.

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