Dreamscapes: Nightmare’s Heir Written Walkthrough + Bonus Level + Beholder Locations (Nintendo Switch)

writ­ten 1/17/26, updat­ed 1/18/26

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  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: $7.49; MSRP: $15.99
  • Rat­ed: T (Mild Lan­guage, Vio­lence)
  • Genre: Adven­ture
  • Date Released: Jan­u­ary 15, 2026

Played the 1st game in the series (Dream­scapes: The Sand­man), and this is the direct sequel. This was orig­i­nal­ly released Decem­ber 3, 2014 on PC

Game Start

Watch the intro cin­e­mat­ics

Tutorial: Hospital

  • Click on Lau­ra (who looks like a cultist)
  • Take the Han­dle from the win­dowsill, use it in the alley
  • Back out, use the Shov­el on the patch of snow to the right in front of the pow­er pole
  • Take the Key from Door [sic] and use it on the back of the ambu­lance
  • Take the Sur­gi­cal Saw and use it on the hos­pi­tal doors

This game has some very notice­able bugs in it, though noth­ing game break­ing. You can’t use the “Y” but­ton to keep your inven­to­ry open and use the items in the inven­to­ry. Then, every time you try to talk to a char­ac­ter in the game, you’ll see some full screen glitch­es

  • Go inside
  • Look on the desk, take the Valve, look at the file, take the Clip
  • Open the doors at the end of the room, and go through (Not sure how the screen is work­ing if time is stopped, but what­ev­er)
  • Take the cop’s Gun from his side, use it on the glass cab­i­net to the left
  • Take the Oxyge­nous Pil­low (I guess it’s sup­posed to be an oxy­gen reser­voir bag?), use it and the Valve on the yel­low tank next to the cop
  • Head all the way back to the ambu­lance, and use the Clip on the locked back inside for Alarm Clock Bell
  • Go back to the hos­pi­tal lob­by, use the Oxy­gen Cylin­der on the ele­va­tor door
  • Take Dr. Ember’s Card from his pock­et and use it on door to Tim’s room
  • Go in, and click on him
  • Take the Key from Clock from around Tim’s neck, then use it and Alarm Clock Bell on the alarm clock next to the bed

Dream World 1

  • Click on the crea­ture
  • Look at the cir­cle on the walk­way, take the Mask
  • Look at the TV area, take the Mask on the bear, Mask under TV, Sphere, and Lever
  • Look at the pow­er strip, take the Ring
  • Look at the TV, take the Chess­piece
  • Back out, use the Ring on the cir­cle on the walk­way, take the file, Key, and alarm clock piece
  • Use the Key on the TV stand

Hidden Object: TV

  • Get Bell
  • Back up, use Bell on the rope hang­ing from the ceil­ing, then ring it
  • Go for­ward, click on the Sand­man
  • Use Lever where it’s miss­ing

Walkway Lever Puzzle

Pull the levers so that all the rocks line up into a walk­way

I just moved them a lot until it worked

  • Pick up the Chess­piece then go for­ward
  • Take the east­most Sphere
  • Take the Mask and Scis­sors from the boat
  • Go back and use the Scis­sors on the Mask hang­ing to the right of the TV
  • Look at the tree-look­ing thing, take the Chess­piece and diary page, then place a Sphere
  • Go up the stairs
  • Click on the crea­ture
  • Use the Sphere on the left pedestal
  • Go up and use the Mask x5 on the door

Mask Door Puzzle

Find the cor­rect place­ment of masks

Nightmare: Car Crash

  • Take Buck­et, then move the tire and take Tow­ing Cable
  • Look at the sign pole, take the Stone
  • Look down the cliff, talk to Tim
This is the full screen glitch I’m talk­ing about every time you talk to a char­ac­ter
  • Take the Chess­piece, Fin Piece, and Stone
  • Go back, then for­ward down the road
  • Click on the debris

Hidden Object: Rockfall

  • Get Chain­saw
  • Look at the rocks on the low­er left of the screen, take the Chess­piece and Can with Oil
  • Go up the path, click on the crea­ture
  • Take the Rug
  • Look at the right pil­lar, take the Chess­piece and Medal­lion Part
  • Go back to the entrance, use the Rug on the bot­tom right por­tion of the pole that’s stick­ing out
  • Look down the cliff, use the Met­al Plate on the dried brush
  • Go back to the cave entrance, use the Met­al Plate on the dirt in front of the right pil­lar
  • Use the Chain­saw on the spike
  • Go inside
  • Use the Dried Brush, Can with Oil, and Stones on the camp­fire
  • Take the Bone from the ani­mal skele­ton
  • Take diary entry and alarm clock piece from back wall, then use Stones

Stone Wall Puzzle

Place stones in prop­er places

  • Use the Bone on the rock­face win­dow to remove the climber’s appa­ra­tus
  • Go back to the entrance
  • Use the Tow Cable on the bot­tom of the sign­post, then go to the cliff and use the Rope

If you haven’t found all the Behold­ers, do it now

  • Talk to Tim and pick up the alarm clock piece

Dream World 2

  • Take the Medal­lion from the right flower, then use it back near the TV on the left cur­tain
  • Use the Scis­sors on the bear’s nose
  • Go through, use the Chess­piece x7 on the chess board

8 Queens Puzzle

Place the chess queens such that they nev­er cross paths (8 Queens is a real puz­zle)

  • Take the Nip­pers from the ground
  • Head back to the boat, use the Buck­et on the water, then use the Nip­pers on the chain
  • Look at the boat, then look at the buoy, take the Growth Accel­er­a­tor and Ring
  • Go back across the walk­way to the stair­case, and use the Growth Accel­er­a­tor on the left flower
  • Take the Fire Sign back to the light pil­lar, use it on the right side, then press the but­ton
  • Go up the stairs

Nightmare: Tim-belina

Just a joke on Thum­be­li­na

  • Look at the green chair, take the Light­bulb and Ring
  • Look at the yarn bowl, take the Knit­ting Nee­dles
  • Click on the cat
  • Go through the door­way
  • Look at the table, take the Glove, click on Lau­ra
  • Look at the dress­er

Hidden Object: Hall Dresser

  • Get Not Inflat­ed Bal­loon
  • Go up the stairs
  • Take the Glove from shelf, and Valve from box on ground
  • Look at the con­sole, take the diary entry and Key from Mouse
  • Look at the left coil, use Glove x2
  • Take Bat­tery
  • Go back to hall, use Screw­driv­er on wall pan­el, take Light­bulb
  • Use the Valve and Not Inflat­ed Bal­loon
  • Back in the liv­ing room, use the Ball (they mean bal­loon) on the cat, then the Knit­ting Nee­dles
  • Look at Tim, take the Bat­tery, use the Key from Mouse, take the Door Han­dle and Mechan­i­cal Mouse
  • On the green chair, use the Bat­tery x2, press the but­ton
  • Look at the fire truck, take the Wrench, use the Door Han­dle
  • Look at Tim, use the Wrench
  • Talk to Tim
  • Go into hall, use Mechan­i­cal Mouse on the cat, take the alarm clock piece
  • Talk to Tim for A Puz­zle Piece of the Box then take the Insu­lat­ing Tape
  • Go upstairs, use A Puz­zle Piece of the Box on the box, take Div­ing Mask, Sphere, and Thread
  • Use Sphere on the left coil of the con­sole
  • Go back to the hall, use the Thread on Lau­ra
  • Take the Part of the Car and use it on the fire truck
  • Talk the kids, take the Light­bulb, go up the stairs

If you haven’t found all the Behold­ers, do it now

  • Look at the con­sole, use the Light­bulb x3

Rope Puzzles

This is a 3‑part puz­zle, cre­ate the images (Hint: unrav­el the lines first, then solve it. The 3rd puz­zle is the eas­i­est)

  • Talk to the kids, pick up the alarm clock piece

Dream World 3

  • Look at the pil­lar of light, use the Div­ing Mask on the stairs, then inspect the light pil­lar itself and use the Ring x2

Light Pillar Ring Puzzle

Rotate the rings to com­plete the image

  • Take the diary entry and Sphere
  • Go back to the TV, use the Insu­lat­ing Tape on the pow­er strip and plug in the plug
  • Go to the water’s edge, use the Sphere on the right­most pedestal
  • Get into the boat and go for­ward
  • Click on the Sand­man, then the crea­ture
  • Take alarm clock piece from box
  • Go for­ward to the doors, use the Fin Piece on the fins on the ground
  • Take the Flip­pers, Han­dle, and Lock­et as well as the diary page
  • Go way back to light pil­lar, use the Flip­pers on the stairs, and the Han­dle on the ground to the left of the pil­lar
  • Take Scu­ba and Ice Axe (looks just like a reg­u­lar mat­tock)
  • Go back to the junk pile, use the Ice Axe on the ice, take the Ice Sign
  • Now, you have a choice of where to go next: either use the Ice Sign on the light pil­lar and press the but­ton, or remove the Sphere from the water’s edge and use the Scu­ba on the whirlpool

Nightmare: Under the Sea

  • Look at the ship in the dis­tance
  • Look at the right buoy, take the Medal­lion Part and Iron Rod
  • Look at the left buoy, take the Elec­trode
  • Go back, look at the rocks to the right, use the Iron Rod, take the Knife
  • Look at the bathy­scape, use the Elec­trode on the device, look at the port­hole, take the Ring
  • Go to the ship­wreck
  • Look at the right buoy, use the Knife
  • Take the Buoy back to the bathy­scape, use it on the han­dle
  • Take the Bal­loon (pret­ty sure they mean oxy­gen tank) and Flash­light
  • Back at the ship­wreck, use the Flash­light in the dark­ness

Hidden Puzzle: Shipwreck

  • Get Rope
  • Look at the buoy, use the Ring in the crack, the Weld­ing Appa­ra­tus on the ring, the Rope on that, then the Bal­loon in the port
  • Take the Buoy to the bathy­scape and use it on the oth­er han­dle
  • Go up

Find all the Behold­ers before pick­ing up the alarm clock piece

Dream World 4

  • Head to the next night­mare. If you just did the under­wa­ter one, go back to the light pil­lar, use the Ice Sign, take the alarm clock piece, and press the but­ton
  • Go into the night­mare

Nightmare: Swamp

  • Talk to Tim
  • Take Boards x2
  • Look at right­most post, take Nail
  • Look at walk­way to left of Tim, take Nail
  • Go for­ward
  • Look at water­wheel, take Mag­net and Nail
  • Go back, use Mag­net on walk­way left of Tim
  • Go to the door next to the water­wheel, take the Nail, then use the Ring

Barn Lock Puzzle

Fig­ure out the solu­tion, answer is how many legs each ani­mal has

Solu­tion: 2480

  • Go into barn, take Board from ground
  • Look at box, take Nail
  • Look at scythe, take Nail
  • Look at pile of stuff

Hidden Object: Barn

  • Get Ham­mer
  • Look at bro­ken lad­der in the back, use Boards x3, Nails x6, and Ham­mer
  • Take the Lad­der out to the water­wheel and use it on the gut­ter above
  • Take the Crow­bar into the barn, use it on the wood­en box
  • Take the Shov­el, Screw­driv­er, and diary entry
  • Look at scythe, use Screw­driv­er, take the Scythe
  • Go out to the gut­ter, use the Shov­el
  • Look at post in front of barn door, use Scythe
  • Go back, look at right­most post, use Scythe
  • Back at the water­wheel, click on the rope end
  • Talk to Tim, take the alarm clock piece

Dream World 5

  • Go to the junk area
  • Click on the big book, use Medal­lion Part x2
  • Go in

Nightmare: Up at Tree

  • Go left, take the Lad­der from ground, and Garage Key from the grass
  • In front of the house, take the Hose
  • Use the Garage Key on the garage door
  • Take Can from next to sleep­ing mouse
  • Look at motor­cy­cle

Hidden Object: Garage

  • Get Razor, use on the bags in front of the house, get Sol­id Grease
  • Go left to the mail­box, use the Razor on the pack­age inside, take Valve
  • Back in the garage, use Lad­der on the mechan­ic’s pit, and go down
  • Use the Hose and Valve on the blue tank
  • Con­nect the han­dle end, then use Can and Sol­id Grease
  • Pick up the wand (make sure you turn the valve)
  • Take the Grease up to the win­dowsill and use it
  • Go inside
  • Take Knife from the wall
  • Look under the bed
  • Look on the desk, click on the bread, take the Bulb
  • Go back to the garage, use the Bulb on the Flash­light
  • Look under the bed, take the Pan­el, use the Flash­light

Hidden Object: Underbed

  • Get Key, use it in the garage on the met­al box
  • Take Sleep­ing Pills back to the desk, click on a piece of meat, use Knife, then use the Sleep­ing Pills (not quite sure how the pills stay in there…?)
  • Go back to the tree, and put the Sleep­ing Sausage on the grass where you got the keys

If you haven’t found all the Behold­ers, do it now

  • Talk to Tim, take the alarm clock piece

Dream World 6

  • Go way back to the TV, install the Pan­el, turn the knob
  • Go into the screen

Nightmare: On the Edge

  • Look at sofa, move pil­low, take Glass
  • Look at win­dow, take Pic­ture Part
  • Look at bed, moved blan­ket, take Pin and Pic­ture Part
  • Use Pin on door
  • Click on crea­ture, pick up diary entry
  • Look at bath­tub

Hidden Object: Bathtub

  • Get Spot Remover
  • Look at sink, take Lock­et and Safe Part
  • Use Glass on faucet
  • Look at mir­ror, take Soap Ball and Pic­ture Part
  • Back in the room, use Spot Remover on sofa
  • Use Hot Water on win­dowsill
  • Use Pic­ture Part x3 on pic­ture
  • Under­neath that, use Safe Part

Wall Safe Puzzle

Fig­ure out the com­bi­na­tion based on clues found

Solu­tion: 278

  • Take Han­dle, use Soap Ball, take Sling­shot
  • Use Han­dle on win­dow, go out
  • Take Coin, use on bed
  • Back out­side, use the Sling­shot, then the Board

If you haven’t found all the Behold­ers, do it now

  • Talk to Tim, take the alarm clock piece

Dream World 7 (END)

  • Get on the boat and go past the junk area to the door
  • Use the Lock­et x2

Ball Puzzle

Rotate the lev­el to get drop the balls in accor­dance with their col­ors

Yeah, I tried, but I hate this type of puz­zle. Got this far and just skipped

  • Go in
  • Take the last alarm clock piece
  • Place the Clock in the device and close the door

GAME OVER!!

Beholder Locations

Dream World

Entrance (3)

  1. Left float­ing plat­form
  2. Above lamp
  3. Walk­way hole

TV (3)

  1. Bot­tom of cur­tain open­ing
  2. Top edge of TV
  3. Eye­hole of east­most mask

Water’s Edge (3)

  1. Mid­dle sta­lac­tite
  2. Left rock­face near top
  3. Right­most sphere hold­er

Stairwell (1)

  1. Base of right pedestal

Behind the Curtain (1)

  1. Edge of floor

Walkway to Pillar (3)

  1. Walk­way, right
  2. Walk­way, left
  3. Ground edge, left of pil­lar

Light Pillar (2)

  1. Back edge left of pil­lar
  2. Right cor­ner right of pil­lar

Water (1)

  1. Rock in water, right

Junk Pile (5)

  1. Right bot­tom of ice in wheel spoke
  2. Right mid­dle in box­es
  3. Left mid­dle in books
  4. Left of ice (zoom in)
  5. Left side of tires above ice

Ritual Room Door (2)

  1. Left of tire
  2. Top left of door

Ritual Room (3)

  1. Top left pipes
  2. Top mid­dle ceil­ing
  3. Right side of appa­ra­tus (zoom in)

Nightmare: Car Crash

Road (4)

  1. Ground near sign
  2. Under­side of sign
  3. Under guardrail, right
  4. Ground next to sign pole (zoomed in)

Cliff (3)

  1. Rocks near weed, left
  2. Rocks near dried brush
  3. Top edge guardrail, right

Rockfall (3)

  1. Under large rock
  2. Under guardrail
  3. Rocks low­er left of screen near road

Cave Entrance (3)

  1. Left pil­lar
  2. Right top of cave entrace
  3. Low­er right part of screen, left of big rock

Cave (5)

  1. Eye sock­et of skull
  2. Upper right ceil­ing
  3. Ceil­ing above cow skull
  4. Upper right of rock­face win­dow (after puz­zle)
  5. Bot­tom mid­dle of rock­face win­dow (after puz­zle)

Nightmare: Tim-belina

Living Room (4)

  1. Toy train
  2. Bot­tom edge of fire­place
  3. Right of yarn bowl
  4. Fire truck near lad­der (need bat­ter­ies)

Hall (4)

  1. Yel­low light
  2. Top edge of dress­er
  3. Teapot spout
  4. Behind pan­el (need screw­driv­er)

Laboratory (4)

  1. Top of brick sup­port
  2. Gold sphere on ceil­ing
  3. Upper­most rafter
  4. Right side of right coil

Nightmare: Under the Sea

Entrance (4)

  1. Left Rock
  2. Ocean floor
  3. Right rock for­ma­tion, mid
  4. Near knife (zoom in)

Bathyscape (3)

  1. Left rock
  2. Right rock
  3. Port­hole

Shipwreck (3)

  1. Fig­ure­head
  2. Ship bot­tom
  3. Ship mid

Out of the Water (2)

  1. Bathy­scape body
  2. Top edge of door (after tak­ing diary entry)

Nightmare: Swamp

Walkway (2)

  1. Above fence, left
  2. Hole in roof

Waterwheel (4)

  1. Top left gut­ter
  2. Above water­wheel crotch of wood
  3. Water­wheel under rope
  4. Gut­ter, right edge (need lad­der)

Barn (4)

  1. Left of buck­et
  2. Left of scythe (zoom in)
  3. Under top rafter, mid
  4. Hole in wall, right

Nightmare: Up a Tree

Housefront (4)

  1. Above mid­dle win­dow
  2. Cir­cle win­dow
  3. Crack on dri­ve­way
  4. Win­dow frame (zoom in)

Tree (4)

  1. Tree trunk
  2. Road drain
  3. Fence left of mail­box
  4. Cir­cle win­dow of house

Bedroom (4)

  1. Stereo speak­er
  2. Book­shelf
  3. Top edge of edge
  4. Bas­ket on desk

Nightmare: On the Edge

Bedroom (4)

  1. Above door
  2. Ceil­ing Light
  3. Lamp
  4. Arm of sofa (zoom in)

Bathroom (3)

  1. Above mir­ror
  2. Edge of sink
  3. Sink over­flow (zoom in)

Outside (2)

  1. Side of build­ing
  2. Edge of ledge

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Extra Gameplay

  • Talk to Lau­ra

Extra: Dream World 1

  • Look at the boat, take the Oar­lock
  • Go to the stair­case, take the Mir­ror, Fun­nel, and Vine
  • Go to the junk­yard, and con­tin­ue for­ward
  • Look at the hole, use the Oar­lock and Vine, go down
  • Take the Stone from the mid­dle cocoon thing
  • Take the Han­dle from the right­most cocoon thing
  • Go back to the junk­yard and use the Han­dle on the refrig­er­a­tor
  • Go in

Extra Nightmare: Frozen

  • Go to the cab­in
  • Look at the win­dow, use Stone, take Key
  • Back up, then go towards the vehi­cle
  • Take Ket­tle from wheel treads and Mir­ror Shard from side­view mir­ror
  • Use Key in door

Hidden Object: Snow Vehicle

  • Take the Hook over to the tow­er, and use it to pull down the lad­der
  • Go up, take the Crow­bar
  • GO back­wards to the junk­yard and use the Crow­bar on the box to the left
  • Take the Rag and Jar­rycan[sic] (They mean jer­rycan), then use the Mir­ror Shard on the Mir­ror
  • Use the Rag on the bro­ken win­dow at the cab­in, then back­track again to the stair­case with the flow­ers
  • Use the Glass Knife on the left flower
  • Take the 3 Mir­rors to the spi­der’s nest, and put each one in a cocoon hold­er

Spider Mirror Puzzle

Turn the mir­rors to bounce the light at the spi­der

  • Use the Glass Knife on the cocoon where the big spi­der was
  • Take the Torch back to the door­way, use it on the cable fire, then use it on the hole in the spi­der’s den with the red eyes
  • Take the Hose
  • Go back to the red vehi­cle, look at the fuel tank, then use the Jer­rycan and Hose
  • Go to the gen­er­a­tor, use the Fun­nel and Gaso­line
  • Look at the snow in the cor­ner of the cab­in, take the Stove Han­dle, then use the Ket­tle
  • Oh look, the door is open now! Go inside
  • Look at the table in the back, take the Pli­ers, then use the Stove Han­dle and Ket­tle of Snow
  • Remove the cloth, take the Starter, then use it on the gen­er­a­tor
  • Turn the knob of the hot plate, take the Boil­ing Ket­tle up the tow­er, then pour it onto the icy anten­na (I’m not actu­al­ly sure if you can use the hot plate before turn­ing on the gen­er­a­tor)
  • Use the Pli­ers on the cord
  • Go back down, talk to the crit­ter
  • Go inside and talk to Tim…? I think he… smashed the crea­ture?
  • Look at the con­sole, remem­ber the num­bers, then go the red vehi­cle and look at the back pan­el

Vehicle Lock Code

Input the num­bers seen ear­li­er to unlock the hatch

Solu­tion: 30, 31, 22

  • Take the Sleep­ing Dart way back to the boat, and use it
  • Take the Tran­quil­iz­er (Blow­gun) back to the cab­in and shoot Tim
  • Search his pock­et for Sal Ammo­ni­ac and use it on the crea­ture

GAME DONE!

Extra: Beholder Locations

Extra: Dream World

Water’s Edge (4)

  1. Mid­dle sta­lac­tite
  2. Left bot­tom rock
  3. Floor of boat
  4. Right edge next to grass, between boat and pedestal

Staircase (3)

  1. Stair­case, left
  2. Right flower, bot­tom
  3. Lotus seed pod, left

Junkyard (3)

  1. Wood­en box with stuffed ani­mal
  2. Rock under lol­lipop
  3. Pink cat umbrel­la

Ritual Room Door (3)

  1. Left wall
  2. Bot­tom left met­al
  3. Bot­tom left remains of door

Antenna Tower (2)

  1. Pole, left
  2. Rail­ing, mid

Extra Nightmare: Frozen

Fun fact: this scenery is the same as in the pri­or game

Entrance (1)

  1. Edge of snow bank

Cabin Exterior (3)

  1. Roof light
  2. Inside gen­er­a­tor (zoom in)
  3. Top of tow­er

Snow Vehicle (3)

  1. Wheels, right-mid
  2. Wheels, front
  3. Right of fuel tank (zoom in)

Cabin Interior (3)

  1. Rafter, left
  2. Rafter, right
  3. Desk

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Greed 2: Forbidden Experiments Written Walkthrough Guide (Nintendo Switch)

writ­ten 1/17/26, updat­ed 1/17/26

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Read Greed 1

Read Greed 3

  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: Bun­dled Price; MSRP: $15.99
  • Rat­ed: T (Vio­lence)
  • Genre: Adven­ture
  • Date Released: April 4, 2024

Played the 1st and 3rd game in the series. This one is total­ly dif­fer­ent sto­ry-wise from the oth­er two. It was orig­i­nal­ly released Jan­u­ary 20, 2019 by Urchin Games

Game Start

Watch the intro cin­e­mat­ics

Tutorial: Bedroom

  • Click on the phone
  • Take the Hik­er’s Staff
  • Inspect the refrig­er­a­tor, use the Hik­er’s Staff in between the fridge and the shelf
  • Take the Box Cut­ter and Bulb, then use the Bulb on the floor lamp
  • Click on the junk pile

Hidden Object: Bedroom

On my 2nd playthrough, the game glitched out at this part mul­ti­ple times, and I did­n’t get a key to open the draw­er. Had to restart the whole con­sole. All 3 games have glitched out such that the game breaks!!

  • Use the Key on the draw­er under the TV, then use the Box Cut­ter on the box
  • Read the let­ter (The fun­ny thing is that she received this super impor­tant pack­age a while ago, and just put it in the draw­er with­out both­er­ing to open it)
  • Watch the cutscene

Part 1: Arrival

  • Go into the guard­house, take the Glove and Flash­light
  • Look at the wall behind the plane, use the Glove on the bro­ken glass, then take the Hose, Wrench, and Valve
  • Use the Hose and Wrench on the fire hydrant
  • Go into the Court­yard
  • Look at the bot­tom of the stairs, take the Nail Puller and Fuse
  • Take the Hack­saw from the device next to the stairs, go back, and use it on the bars where you got the hose from
  • Use the Iron Rod on the door of the plane, then the Flash­light

Hidden Puzzle: Plane

The game glitched out AGAIN after this puz­zle! I won­der if me press­ing “B” instead of the “back” icon is mess­ing things up!!

  • Get Screw­driv­er, Fuse, and Mag­net
  • Inside the guard­house, use the Mag­net on the glass con­tain­er, take the Fuse
  • Go to the Court­yard, use the Screw­driv­er then Fuse x3 on the red fuse­box

Fusebox Puzzle

Put the fus­es in the cor­rect order

Answer: Blue, Green, Pink, Yel­low

  • Take Oil and Valve
  • Use the Valve x2 on the device next to the stairs

Valve Puzzle

Spin the valves until the dials all read 0

This is the exact same puz­zle as in the first game, except with upgrad­ed graph­ics

  • Go into the Main Hall
  • Look at the door to the right, take the Wire Cut­ters, then use it on the ceil­ing with the spark­ing wire

Hidden Object: Main Hall

  • Get Gear, Swiss Army Knife, and Tape
  • Look at the door to the right, and use the Swiss Army Knife for a Gear
  • Look to the left of the room, take the Key, use the Gear x2 and Oil
  • Go into the Base­ment
  • Take the Tongs and Stretch Lad­der
  • Go back to the Court­yard, use the Stretch Lad­der against the shed, take the Duster and Dial
  • Back in the Base­ment, look at the brick wall, use the Duster and Tongs, take the Han­dle
  • Use the Han­dle on the ran­dom stor­age con­tain­er
  • Look at the locked box
  • Use the Dials x2

Locked Box Puzzle

Use the code clue from the box to solve the puz­zle

Answer: 1473, solve in this order: 3rd, 4th, 1st, then 2nd

  • Take But­ton and Lighter
  • Take the Explo­sive from in front of the ugly old man
  • Use the Explo­sive and Lighter on the brick wall (How did no one hear/feel this?)
  • Go to the Oper­at­ing Room
  • Use the Tape on the wires
  • Take the Ham­mer, use it on the glass bot­tle for a But­ton and Torn Man­u­al
  • Click on the junk pile

Hidden Object: Operating Room

  • Get But­ton and Scis­sors
  • Use the Scis­sors on the leather straps of the oper­at­ing chair
  • Take the Weight from the work­table
  • Go all the way back to the guard­house, use the But­tons x3 on the con­sole

Guardhouse Symbol Puzzle

Press the tiles until the sym­bol is com­plete

  • Go out and click on the plane

Hidden Object: Plane #2

  • Get Mem­o­ry Stick and Bug Sprayer
  • Use the Mem­o­ry Stick in the guard­house
  • Use the Bug Sprayer on the scor­pi­on on the roof of the shed in the Court­yard, take Beaker and Salt
  • Use the Mem­o­ry Stick and Code on the Main Hall big door con­sole

Big Door Lock Puzzle

Use the code clue to open the door

Answer: V, IX, III, IV, I (5, 9, 3, 4, 1)

  • Go to the Plat­form
  • Click on the ele­va­tor
  • Look at the far con­sole in the back, take the Blow­torch and Weight
  • Take the Key and Weight from the yel­low tank
  • Use the Weight x3 on the scales to the right

Weight Scale Puzzle

Bal­ance the scale using the weights

  • Use the Blow­torch to free the ugly old man, take the Water
  • Back in the Oper­at­ing Room (come to think of it… how would the peo­ple there access this room? There’s no door?), look at the work­table, and use the Torn Man­u­al, Beaker, Water, Glue, Salt, and Lighter, in order
  • Click on the junk pile (you must click on the ele­va­tor for this to light up)

Hidden Puzzle: Operating Room #2

  • Get Fin­ger­print Paper and Lock Key
  • Take the Fin­ger­print Pow­der back to the Plat­form and use it, then the Fin­ger­print Paper
  • Use the Fin­ger­print Paper on the ele­va­tor

Part 2: Descend

So… you got tazed? And she just left you there? So that you can wake up again and do things again? Did­n’t lock you up or try to kill you? Not a very smart girl…

  • Go back and click on the spark­lies

Hidden Object: Main Hall #2

  • Get Crow­bar and Key
  • Back in the Plat­form area, use the Key x3 on the east door

Platform Door Puzzle

Fig­ure out the but­ton order

Solu­tion: 1, 4, 4, 3, 2, 2

  • Go into the Stor­age Area, talk to the cow­ard­ly, ugly old man
  • Take the Fin­ger­print Paper from the dol­ly
  • Use the Key on the lock­ers, take the Jack Han­dle, Grap­pling Hook, and Cono­la[sic] (I think they mean can­nu­la. The pic­ture is of a but­ter­fly nee­dle)
  • Go back and use the Fin­ger­print on the ele­va­tor (some ran­dom fin­ger­print paper just lying about??)
  • Use the ele­va­tor to get to the Cor­ri­dor Base­ment (They mean Base­ment Cor­ri­dor), talk to your sis­ter (who’s just stand­ing there ran­dom­ly now… wait­ing for you?)
  • Use the Crow­bar on the black shelf, take the Drip and Anten­na
  • Take the ele­va­tor back to the Stor­age Area, use the Anten­na on the yel­low thing neat the dol­ly, push the but­ton

Hidden Puzzle: Storage Area

  • Take Shov­el and Hydraulic Jack
  • Use Hydraulic Jack and Jack Han­dle on the door in the back
  • Go out into the Back­yard
  • Take the Axe from the ground near the arch, then use the Grap­pling Hook on the cliff above it, and take the Gut­ter Lid
  • Use the Shov­el on the X on the ground

Hidden Object: Backyard

  • Get Flash­light and Boomerang
  • Go back to Stor­age Area, use the Boomerang on the ceil­ing near the red cable, take the Flare Gun, then use it on the bats under the arch out­side
  • Go to the Swamp
  • Use the Gut­ter Lid on the smoky thing in the back of the room, take the Weld­ing Machine
  • Take the RPG Ammo from the bust­ed car
  • Use the Flash­light on the dark back sec­tion

Hidden Puzzle: Swamp

  • Get Bat­ter­ies and Crys­tal
  • Go back a room, use the RPG Ammo on the RPG on the ground near the arch, then click on the spark­lies

Hidden Object: Backyard #2

  • Get Syringe and LED
  • Go way back to the Oper­at­ing Room, and use the Bat­ter­ies on the Suc­tion Pump on the oper­at­ing chair
  • Go back down the ele­va­tor, use the Suc­tion Pump on the green liq­uid on the ground, and take the Drag­on Emblem
  • Go back up the ele­va­tor, use the Weld­ing Machine on the far back con­sole, then pull the lever (Not only did you not real­ly need the han­dle repaired to pull the lever, but the walk­way does­n’t make sense how it came out)
  • Use the RPG on the tur­ret robot
  • Use the Axe and Crys­tal on the door to the left
  • Go in
  • Look at the wood­en door in the back, use the Leather Strap

Hidden Object: Statue

  • Get Con­crete Break­er and Stone Ring
  • Go back to the Stor­age Area

Hidden Object: Storage Area #2

  • Get Sponge and Pick­axe
  • Go to the Swamp, use the Con­crete Break­er on the pile near the car, take the Drag­on Shield
  • Back in the Stat­ue area, use the Pick­axe on the sta­lac­tite
  • Use the Sponge, then Stone Ring x2 on the rock

Rock Ring Puzzle

Spin the rings to com­plete the image

  • Take the Drag­on Emblem then use all 3 on the big stone bowl
  • Use the Syringe on the water
  • Go back to the Base­ment, and press the but­ton on the inter­com next to the room
  • Go into the Bed­room, use the Can­nu­la on the girl, then the Drip and Syringe on the IV stand
  • Take the Cab­i­net Han­dle from the head of the bed, and use it on the wall

Hidden Object: Bedroom

  • Get Screw­driv­er, LED, and Box Cut­ter
  • Use the Box Cut­ter on the pan­el under the bed, take the Spring, then use it on the con­sole hatch
  • Take the Access Card and LED
  • Go back to the Cor­ri­dor with the tur­ret, and use the Access Card on the big doors
  • Go into the Nuclear Reac­tor
  • Take the Ice Pick from near the chain­saw
  • Go back to the Stat­ue room

Hidden Object: Statue #2

  • Get Scis­sors and Emp­ty Oil Can
  • Back in the Nuclear Reac­tor, use the Scis­sors and Ice Pick on the tarp and fridge
  • Use the Screw­driv­er and LED x4 on the con­sole pan­el

LED Light Puzzle

Move the lights around until no col­or is next to each oth­er

Part 3: Let’s Get ‘Em (END)

  • Go back to the Swamp

Hidden Object: Swamp #2

  • Get Syphon Pipe and Chis­el
  • Use Chis­el, Emp­ty Oil Can, and Syphon Pipe on the bust­ed car fuel tank
  • Go down the ele­va­tor to the Bed­room

Hidden Object: Bedroom #2

  • Get Iron Cut­ter and Hel­met
  • Click on the door that used to have the lasers

Laser Door Puzzle

Using the clue from the Cor­ri­dor with the tur­ret, solve the puz­zle

  • Head into the Con­trol Room
  • Take the Pull Cord from the device with blue lights
  • Go back to the Main Hall, use the Iron Cut­ter on the ceil­ing for a Lug Wrench
  • Go back to the Swamp, use the Lug Wrench on the bust­ed car’s Tire
  • Way back in the Nuclear Reac­tor, use the Fuel and Pull Cord on the Chain­saw (How do you just… con­nect a pull cord with­out tak­ing things apart??)
  • Go back to the Con­trol Room, and use the Tire on the fan in the back to get the Knob
  • Use the Hel­met on the green-lit win­dow on the left side (How does that even work???), take the Knob
  • Use Knob x2 on the main con­sole

Knob Puzzle

Spin the dials until you solve the puz­zle

This is how I did it:

  • Ready…? Use the Chain­saw on the now de-pow­ered device in the mid­dle of the room

GAME OVER

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