幽灵庄园的秘密3 详尽图文攻略上

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幽灵庄园的秘密3 详尽图文攻略(英文版)
Chapter 1 - Town of Dern
Town Square
The chapter starts outside the blacksmith's shop in the town square. Take the metal mold at the bottom of the lamppost and the top hat on the roof:
Enter the shop. Take the watering can at the right side of the fireplace, the metal ball on the shelf and the corkscrew near the bottom-right corner of the room:
Select the map.
Church
Take the bowl of milk below the right side of the door:
Go through the door to enter the churchyard. Take the old photo on the windowsill and the coins near the base of the tree:
Talk to the monk and he will ask for something to cure his headache when the bells ring. Select the map.
Tavern
Use the corkscrew on the corked bottle of plum juice at the left side of the room to find a jewel piece. Take the iron key on the wall at the left side of the room, the ear plugs on the table and the bowl of seeds on the chair nearest to the tavern keeper:
Give the coins to the tavern keeper and the guest room can now be accessed. Enter the guest room. Use the old photo on the picture frame at the left side of the room to find a jewel piece. Give the bowl of milk to the cat under the bed to find a jewel piece. Use the top hat on the coat hanger above the bed to find a jewel piece. Use the iron key on the locked cabinet at the left side of the room and take the orange bottle from inside. Take the letter on the bed and the crowbar leaning on the back of the chair:
Select the map.
River
Give the seeds to the bird to find a jewel piece. Take the metal bars at the left side of the bridge and the pincers at the right side of the bridge:
Select the map.
Town Square
Use the letter on the mailbox below the bakery sign to find a jewel piece:
Enter the shop. Use the metal mold on the fire in the fireplace. Use the orange bottle on top of the melting mold in the fireplace and the glass will melt. Use the pincers
on the melted glass to take the piece of glass:
Select the map.
Church
Approach the window at the right side of the room to see fifteen pieces of glass
around the outside of the window:
Put the pieces of glass in the correct places on the window to see that there is still one piece of glass missing. Put the piece of glass from the inventory in the remaining slot and light will shine through the window onto the stone plate. Examine the stone plate to make a note of the numbers and colors in the notebook. Take the
prison key from the hole:
Enter the churchyard. Use the watering can on the flower buds to find a jewel piece:
Give the ear plugs to the monk and he will start ringing the bells. Return to the church. Use the crowbar on the locked cabinet to open it:
Take the monk's robe from the cabinet to complete the area.
Prison
Use the metal bars on the hole in the right door for a jewel piece. Take the twin swords at the left side of the room and the floor tile in the bucket at the right side of the room:
Select the map.
Town Square
Enter the shop and use the twin swords on the shield above the fireplace to find a jewel piece and complete the area:
Tavern
Use the floor tile on the hole in the floor to find a jewel piece:
Enter the guest room. Use the monk's robe on the reflection of Mortimer to wear it and complete the area:
Prison
The guard will let Mortimer pass now that he is wearing the monk's robe. Approach the door at the back of the room and Mortimer will automatically put the key on the key hook. Use the metal ball on the chain to complete the first jewel:
Examine the notebook to see the numbers and colors that were noted after the stained glass window was completed in the church. The numbers listed in the notebook are different with every new game that is played. Put all of the keys on the hooks mentioned in the notebook: The door will then open and the old man will agree to take Mortimer across to the other side of the river.
River
Move to the rowing boat to complete the first chapter:
Chapter 2 - Dwarf City
East Corridor
The chapter starts outside the alchemist's shop in the east corridor. Take the gauge
above the alchemist sign and the log below the blue tubes:
Enter the shop. Take the matchstick below the blue water and the empty shell above the gray dust:
Exit the alchemist's shop and use the empty shell on the bare snail to find a jewel piece:
Select the map.
Main Hall
Take the candle in the pot at the left side of the left flame, the gear above the throne and the stone hammer on the steps at the top-right corner of the area:
Approach the pillar below the steps to see a tile mini-game. Solve the mini-game by turning the tiles and matching pairs of tiles which have the same symbols. The tile layout is random with every new game. Take the alchemist bowl from the pillar after solving the puzzle. Select the map.
Mushrooms
Take the alchemist hat on the mushroom at the right side of the fairy and the wrench above the barrel at the right side of the area:
Select the map.
Machine Room
Take the empty fuel container at the top-left corner of the machine and the fairy dust in the basket of jewels at the right side of the dwarf. Use the wrench on the rotating fan to stop the presser:
Take the rune dictionary from the presser:
Select the map.
Mushrooms
Give the fairy dust to the fairy to find a jewel piece. Use the rune dictionary with the inscriptions on the pillar:
Notes about the powerful fluid are added to the notebook. Go upstairs to the sawmill.
Sawmill
Use the gauge on the pipe near the left side of the saw blade to find a jewel piece. Take the lantern by the pipe at the left side of the room, the wheel above the pipe at the top-right corner of the room and the ornament piece below the pipe near the bottom-right corner of the room. Use the gear on the blade axis at the right side of the saw blade to make the saw blade start spinning:
Use the log on the rotating blade to get the wood plank. Select the map.
Machine Room
Use the lantern on the dwarf's pole to find a jewel piece. Use the wheel on the mine cart at the bottom-left corner of the area to find a jewel piece and complete the area:
East Corridor
Give the alchemist hat to the alchemist to find a jewel piece. Enter the shop. Use the candle on the candlestick at the bottom-left corner of the table to find a jewel piece. Use the alchemist bowl on the pot holder:
The notebook mentions the order of the ingredients that are needed here, which are random with every new game. Select the ingredients in the correct order to make the magic fuel. Use the empty fuel container on the magic fuel to fill it. Use the
matchstick on the matchbox below the green dust to light the match:
Exit the shop. Use the wood plank on the hole between the stairs to create a bridge:
Go upstairs to the airship.
Airship
Use the stone hammer on the dwarf statue to find a jewel piece. Take the gunpowder below the dwarf statue at the left side of the area, the frog below the ladder on the ship and the steak near the right side of the mast. Use the full fuel container on the fuel gauge on the mast:
Select the map.
Mushrooms
Use the frog on the puddle of water in the middle of the area to find a jewel piece. Use the gunpowder on the large rock below the pillar:
complete the area:
Main Hall
Use the ornament piece on the broken stone plate above the left side of the throne
to find a jewel piece. Give the steak to the lion's pet to complete the second jewel
and the area:
East Corridor
Go upstairs to the airship.
Airship
Use the engine on the engine slot at the right side of the ship:
Board the airship to complete the second chapter.
Chapter 3 - Magical City of Halabath
Magic School
The chapter starts outside the magic school. Take the green feathers in the leaves of the tree above the house of mirrors:
Enter the school of magic. Take the paper glue on the desk:
Talk to the principal: He needs three magical artifacts for an experiment and will pay gold for each artifact found. Select the map.
Elevator
Take the cloth above the hole in the tree and the watermelon on the grass at the
right side of the elevator:
Talk to the lift boy: He wants three gold coins before he will take Mortimer to the cloud city. Select the map.
Office
Take the teabag on the shelf at the left side of the office and the hammer and nails at the bottom of the stairs:
Talk to the bookkeeper: She has lost her eyeglasses. Select the map.
Elephant Stage
Take the squirrel in the branch of the tree at the right side of the area:
of the trap room:
Exit the trap room and enter the tent at the right side of the elephant stage. Use the tea bag on the cup at the bottom-right corner of the tent to find a jewel piece. Take the glowing powder behind the tower of cards. Use the paper glue on the tower
of cards. Take the ace of clubs from the top of the tower of cards:
Select the map.
Magic School
Use the water melon in the cart at the right side of the area to find a jewel piece:
Approach the shell man to see the cup game. Use the glowing powder on the hex nut. Select one of the cups and then wait until the man has finished moving the cups. Select the cup with the glowing outline to win the hex nut. Select the map. Magician
Take the walking cane above the king of clubs at the right side of the area. Use
the hex nut on the broken pump and water will start flowing:
Use the empty bucket on the working pump to get the full bucket. Enter the trailer. Use the green feathers on the mask at the bottom-right corner of the trailer to find a jewel piece. Take the pendulum at the left side of the hat and the eyeglasses above
the clock on the right shelf.
Use the hammer and nails on the trap door. Select the hat and the rabbit will land on the trap door. Take the ace of hearts from the hat. Exit the trailer and enter the magician's house. Select the rope at the right side of the room to start the card mini-game, where the aim is to watch when the faces of the cards are shown to see where the two aces are. When the cards have finished moving, select the two aces to win the ace of spades and the ace of diamonds. Give the four ace cards to the magician to see the purple artifact on the table at the right side of the magician.
Take the artifact to complete the area:
Use the pendulum on the clock above the desk to find a jewel piece:
Give the eyeglasses to the bookkeeper and she will leave to see the principal. Approach the desk and put the pieces of paper back in the correct order. There will be one piece of paper that is fixed in place, and the other pieces of paper should be placed in the correct order around this. A sound will be made when a piece has
been placed correctly. The completed paper is shown below:
Close the notebook to complete the area.
Elephant Stage
Give the walking cane to the gentleman at the left side of the elephant stage to find a jewel piece:
Note the name of the elephant on the sign above the stage, as this name changes with every new game that is played. Enter the trap room below the elephant stage. Read the notebook to see the weight for the elephant that is on the stage. Turn the wheels to the weight mentioned in the notebook, which will be 4 tonnes and 300 kg for Sagara, 3 tonnes and 500 kg for Darsha, or 6 tonnes and 800 kg for Hanibal. Exit the trap room. Select the elephant to close the curtains on the stage. When the curtains open again, the elephant will be gone and a red artifact will be on the stage. Take the artifact to complete the area:
Magic School
Enter the house of mirrors. Use the full bucket on the dirty mirrors and then use the cloth on the wet mirrors. Press the red button above the middle mirror to start the mirror mini-game. The aim is to find the differences on Mortimer in every mirror except the middle one. Only ten differences need to be found. The image below has been edited to show all possible differences:
After finding the ten differences, take the green artifact below the middle mirror:
Exit the house of mirrors and enter the school of magic. Give the three artifacts to the principal to get three gold coins and complete the area.
Elevator
Use the squirrel in the tree hole to complete the third jewel:
Give the three gold coins to the lift man and he will allow Mortimer to use the elevator. Enter the elevator to complete the third chapter.
Chapter 4 - Cloud City
Main Street
The chapter starts near the florist on the main street. Take the blue ink in the flowers and the lid above the gutter on the building:
Enter the printing office. Take the trowel on the shelf at the left side of the press, the metal grate at the bottom-left corner of the ink machine and the plastic tube
on top of the printing machine:
Select the map.
City Tower
Take the film above the right shelf and the toy train at the bottom-right corner
of the right shelf:
Select the map.
Customs
Take the camera lens at the right side of the door next to the customs officer:
Talk to the officer: Only passengers with signed passports are allowed to leave Cloud City. Select the map.
West Dock
Use the metal grate on the hole in the floor near the ship to find a jewel piece. Use the trowel on the yellow paint on the photo studio building to take the dry paint. Take the house number above the bowsprit of the ship, the red ink on the right window outside the photo studio building, the antenna above the lamp on the photo studio building and the silk ribbon above the drawing of the camera on the photo studio building:
Enter the photo studio. Use the camera lens on the camera at the left side of the room to find a jewel piece. Take the rose from the vase of flowers at the left side
of the boy and the empty bottle on the floor at the right side of the photographer:
Talk to the photographer: He can't get the boy to smile. Give the toy train to the boy. Talk to the photographer: He needs film for the camera. Give the film to the
photographer and he will take a picture of Mortimer. Take the photo from the camera:
Select the map.
Main Street
Give the rose to the florist to find a jewel piece. Climb to the balcony on the
building:
piece. Take the needle from the ledge:
Use the silk ribbon on the curtain to see an interesting tile layout on the floor below. Mortimer records the layout in his notebook. Select the map.
West Dock
Approach the door above the cart to see a tile layout:
Open the notebook to see the sketch of the tile layout that was seen from the balcony. The sketch of the layout changes with every new game as there are three possible layouts available. Make the tiles on the door into the same layout as the sketch
in the book to open the door. It will be one of the following images:
Enter the laboratory. Use the lid on the fuse box at the left side of the water creature's tank to find a jewel piece. Take the balloon at the left side of the water creature's tank and the chart fragment on the shelf at the right side of the room. Use the plastic tube on the hole in the water creature's tank. Talk to the water
creature to write down coordinates in the notebook. Use the empty bottle on the burner at the bottom-left corner of the room:
Use the dry paint on the empty bottle to make yellow ink. Take the yellow ink. Exit the laboratory and enter the photo studio. Use the chart fragment on the torn palette at the right side of the photographer to write down the palette information in the notebook and complete the area:
Main Street
Enter the printing office. Use the antenna on the radio on the bottom shelf at the left side of the room to complete the fourth jewel. Use the yellow ink, blue ink and red ink in the containers above the printing press:
Open the notebook to read the palette information. Set the yellow, blue and red ink levels on the ink machine to the settings that are shown in the notebook. Select the press and it will print a passport. Use the photo on the passport to complete
the area:
Use the balloon on the venting tube to inflate it:
Use the needle on the inflated balloon to wake the clerk:
Give the passport to the clerk to receive the completed passport and complete the area.
Customs
Give the completed passport to the customs officer. Enter the submersible at the
bottom of the ladder:
Enter the coordinates from the notebook that were written down after talking to the water creature. The latitude coordinates are placed in the right column and the longitude coordinates are placed in the left column. The green launch button will become active after the correct coordinates have been entered. Press the green launch
button to complete the fourth chapter:
Chapter 5 - Ocean Realm
North Passage
The chapter starts at the bottom of the stairs in the north passage. Take the sharp
stone next to the pillar at the right side of the stairs:
Select the map.
Jellyfish Field
Take the pincers above the coral at the right side of the area:
Select the door and the jellyfish will glow in a certain order. Select the jellyfish in the order that they glowed and the door will open slightly. Keep moving toward the door and selecting the order that the jellyfish glow in until the door is fully
opened. Take the crystal from the door:
Select the map.
Coral Hall
Take the anchor in the coral at the left side of the sea princess, the filament in the white area at the right side of the sea princess and the knife in the coral at the top-right corner of the area:
Enter the passage. Use the sharp stone on the wooden cage at the bottom-right corner of the area to find a jewel piece. Take the starfish above the fish at the left side of the area and the brush above the pillar at the right side of the area:
Select the map.
Green Canyon
Use the filament on the anglerfish near the bottom-right corner of the area to find
a jewel piece. Take the magnet near the bottom-left corner of the area:
of the tile puzzle:
Put the pieces of the tiles into the correct order. There are three possible tile puzzles, and the tile puzzle that you need to solve will differ with every new game. The completed puzzles are shown below:
Mortimer writes a combination in the notebook after the tile puzzle is completed. Select the map.
Shipwreck
Use the anchor on the ring above the dirty window to find a jewel piece. Take the diving helmet at the bottom-left corner of the area and the black ink at the right side of the mermaid figurehead:
Use the brush on the dirty window to clean it. Use the pincers on the window to open it. Enter the wreck and take the fish lure at the left side of the chest:
Open the notebook to see the combination numbers. Close the notebook and turn the keys in the order mentioned in the notebook to open the chest. Take the plastic bottle
from the chest:
Select the map.
North Passage
Use the black ink on the octopus at the right side of the area to find a jewel piece.
Use the magnet on the seagrass at the bottom-left corner of the area to take the
lever:
Select the map.
Coral Hall
Use the starfish on the starfish colony above the sea princess to find a jewel piece:
Enter the passage. Use the plastic bottle on the acid vapor below the left fish to get the bottle of acid. Use the lever on the large rock below the statue in the middle
of the area:
The five pieces of the mermaid statue can now be turned by selecting them. Start by turning the top three pieces so that the mermaid is facing forward and then turn
the bottom two pieces to complete the puzzle:
Use the chiseling tools on the stuck crystal held by the statue and then take the crystal. Select the map.
Green Canyon
Use the bottle of acid on the chain attached to the whale to reveal the blowfish
hideout:
Use the fish lure on the blowfish hideout to see the puffer fish:
Take the puffer fish to complete the area.
Jellyfish Field
Use the diving helmet on the diving suit at the right side of the area to complete the fifth jewel. Use the knife on the seaweed at the left side of the area to take
the seaweed strands and complete the area:
Shipwreck
Use the seaweed strands with the gold amulet on the shipwreck:
Use the puffer fish on the seaweed strands above the amulet to take the gold amulet and complete the area.
Coral Hall
Give the gold amulet to the sea princess and then take the crystal to complete the area.
North Passage
Use the three crystals on the bases at the bottom of the stairs and the shark will disappear:
Climb up the stairs to complete the fifth chapter.。

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