Welcome to the Mystery Tales: The Other Side WalkthroughThese free TVs may be too good to be true...Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here.This document contains a complete Mystery Tales: The Other Side game walkthrough featuring annotated screenshots from actual gameplay!We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!This walkthrough was created by Anita Cule, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
Walkthrough Menu
- General Tips
- Chapter 1: Police Station
- Chapter 2: Landon's House
- Chapter 3: Cramer's House
- Chapter 4: The Quarry
- Chapter 5: The Factory
- Chapter 6: The TV Tower
General Tips
- This is the official guide for Mystery Tales: The Other Side.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- A match-3 game can be played instead of an HOP.
- Use the Map to fast travel to a location.
Chapter 1: Police Station
- Talk (A).
- Go (B).
- Open (C). Take Note, Tasks book, GLASSES CASE and UMBRELLA.
- Play HOP (D); receive OILER.
- Use OILER (E); take PUZZLE PART 1/2, ANTENNA, SCREWDRIVER and Note.
- Expand ANTENNA; take EXTENDED ANTENNA.
- Use UMBRELLA (F); use EXTENDED ANTENNA; receive SPATULA.
- Use SPATULA (G); take HOUSE KEY.
- Insert HOUSE KEY (H).
- Enter.
- Take HAIRPIN (I), NOTEBOOK and PICTURES 1/3. Read Note.
- HAIRPIN on GLASSES CASE.
- Solution: (Easy) E-D-B-A-F-C (J).
- Solution: (Hard) D-F-E-B-A-G-C-H (K).
- Read Note (L); take Special Glasses.
- Use Special Glasses (M).
- Take Casket (N). Take PICTURES 2/3 and SCREW.
- Take Map (O). Use SCREW and SCREWDRIVER. Take PINS AND THREAD and DISCHARGED NAVIGATOR.
- Add PINS AND THREADS (P).
- Solution: (Q). Take BOOK COVER AMULET.
- Move down.
- BOOK COVER AMULET on NOTEBOOK; take PUZZLE PART 2/2 and PHONE NUMBER. Read Note.
- Read (R). Add PUZZLE PART.
- Solution: (Easy) Hx6-E-C-Hx5-B-C-H-B-A-Gx6-E-F-G-D-E-H-E-F (S).
- Solution: (Hard) C-D-J-B-C-J-B-A-Ix2-C-D-Jx6-E-F-C-F-Jx2-G-H (T).
- Take NAIL FILE and PICTURES 3/3.
- Enter.
- Add PICTURES (U).
- Solution: (Easy) (V).
- Solution: (Hard) (W).
- Take WALLET and TOY MOUSE.
- Move down.
- Use TOY MOUSE (X). Take BROKEN PENCIL and HANDKERCHIEF.
- Enter.
- Use HANDKERCHIEF (Y); receive GLASS SHARD. Take ELECTRICAL TAPE.
- Use GLASS SHARD (Z); take USB CHARGER and Note.
- Use ELECTRICAL TAPE (A). Add PHONE NUMBER. Take STATION ADDRESS.
- Move down.
- USB CHARGER to DISCHARGED NAVIGATOR; receive NAVIGATOR.
- Add NAVIGATOR (B), then STATION ADDRESS.
- Solution: (Easy) (C).
- Solution: (Easy) (D).
- Solution: (Hard) (E).
- Solution: (Hard) (F).
- Solution: (Hard) (G).
- Examine (H).
- Use Special Glasses (I).
- Use NAIL FILE (J). Take SAFETY PIN.
- SAFETY PIN on WALLET. Take TWEEZERS and COINS 1/3-3/3.
- Take POLICE BANDAGE (K). Insert COINS.
- Play HOP (L); receive PENCIL SHARPENER.
- BROKEN PENCIL on PENCIL SHARPENER; receive PENCIL.
- Take BATON (M). Use PENCIL.
- Solution: (Easy) (N).
- Solution: (Hard) Ex2-Ax2-Bx2 (O).
- Take STUN GUN (P) and Note.
- Use STUN GUN (Q).
- Enter.
- Talk (R).
- Take GUN MAGAZINE (S). Use POLICE BANDAGE; take SPIGOT and LIGHTER.
- Take ROPE (T).
- Move down.
- Tie ROPE into SMALL NOOSE.
- Use SMALL NOOSE (U). Take EMPTY GLASS and CASE KEY.
- Enter Police Station.
- Add SPIGOT (V) and EMPTY GLASS. Take GLASS OF WATER.
- Try to open (W). Use BATON. Take FIRST AID KIT. Insert CASE KEY; take UNLOADED GUN, STETHOSCOPE PART and MEDICINAL EMBLEM PART 1 /2.
- Use TWEEZERS (X); receive MEDICINAL EMBLEM PART 2/2.
- MEDICINAL EMBLEM PART on FIRST AID KIT.
- Solution: (Easy) (G-F)-(H-E)-(E-F)-(B-D)-(D-C)-(C-A)-(A-B)-(B-C)-I (Y).
- Solution: (Hard) (J-L)-(L-N)-(I-J)-(J-L)-(M-O)-(K-M)-(O-P)-(M-O)-(L-N)-(J-L)-(I-J)-(I-K)-(K-M)-(I-K)-(K-M)-(I-J)-(J-L)-(M-O)-(N-P)-(O-P)-(N-P)-(O-M)-(D-F)-(B-D)-(F-H)-(D-F)-(F-H)-(G-H)-(F-H)-(B-D)-(D-F)-(A-B)-(A-C)-(C-E)-(A-C)-(D-F)-(B-D)-(A-C)-(A-B)-(B-D)-(A-B)-(A-C)-(C-E)-(D-F)-(A-B)-Q (Z).
- Take SEDATIVE (A).
- SEDATIVE in GLASS OF WATER; receive LIQUID SEDATIVE.
- Offer LIQUID SEDATIVE (B).
- Take ACCESS CODE (C).
- Add ACCESS CODE (D).
- Solution: (Easy) (E).
- Solution: (Hard) B-A-C to match screenshot E (F).
- Move forward.
- Examine (G); open; take BULLET. Use LIGHTER; open; take HAMSTER FOOD and BROKEN STETHOSCOPE.
- GUN MAGAZINE and BULLET on UNLOADED GUN; receive LOADED GUN.
- Use LOADED GUN (H).
- Play HOP (I); receive JONATHAN'S BRACELET.
- Take DEAD BATTERY (J). Add JONATHAN'S BRACELET; read Note. Take POLICE BADGE 1/3 and STETHOSCOPE HEADPHONES.
- Move down.
- Add HAMSTER FOOD (K), then DEAD BATTERY. Take CHARGED BATTERY.
- STETHOSCOPE PART and STETHOSCOPE HEADPHONES on BROKEN STETHOSCOPE; receive STETHOSCOPE.
- Use STETHOSCOPE (L).
- Solution: (Easy) Cx3-Bx2-Ax3; (Hard) Ax2-Cx3 (M).
- Take KEYCHAIN, HEX KEY and HANDLE (N).
- Move forward.
- Insert DEAD BATTERY (O). Take POLICE BADGE 2/3.
- Remove (P). Add HANDLE. Find items; take SHERIFF STAR.
- Go to Outside the Police Station.
- Insert SHERIFF STAR (Q). Take NEWSPAPER and POLICE BADGE 3/3.
- Insert POLICE BADGE (R). Take JUMPER CABLES, FLASHLIGHT and FLASH DRIVE.
- Return to Archive.
- Insert FLASH DRIVE (S).
- Solution: (Easy) B-A-B-A-B (T).
- Solution: (Hard) Ax2-B-A-B-A-B-A-Bx3 (U).
- Press Print (V). Take COMBINATION.
- Add COMBINATION (W).
- Solution: (Easy) (T-U)-(L-T)-(S-R)-(K-S)-(J-K)-(P-O)-(I-P)-(G-C)-(D-I)-(B-G)-(C-B)-(A-C)-(B-A)-(G-B)-(I-D)-(P-I)-(T-L)-(U-T)-(Q-U)-(L-Q)-(O-P)-(K-O) (X).
- Solution: (Hard) (G-I)-(H-G)-(C-A)-(V-C)-(D-H)-(B-V)-(A-B)-(C-A)-(O-K)-(N-O)-(J-S)-(M-J)-(S-M)-(O-N)-(K-O)-(I-K)-(H-D)-(G-H)-(V-I)-(H-G)-(L-Q)-(P-H)-(O-P)-(K-O)-(I-L)-(J-I)-(F-K)-(I-V)-(K-F)-(L-J)-(O-I)-(N-O)-(J-S)-(F-K)-(G-F)-(H-G)-(P-H)-(O-P)-(K-N)-(F-O)-(G-K)-(H-G)-(D-H)-(V-C)-(H-D)-(G-H)-(K-F)-(I-G) (Y).
- Open (Z). Take LANDON'S ADDRESS; read Note.
- Go to Outside the Police Station.
- Offer LANDON'S ADDRESS (A).
Chapter 2: Landon's House
- Use HEX KEY (B); take MAGNET.
- Use JUMPER CABLES (C). Take NAIL and BROKEN WIRE CUTTER.
- Add NEWSPAPER (D), then NAIL. Insert Key in keyhole.
- Enter.
- Pull (E).
- Add KEYCHAIN (F); take SCREW and BATTERIES.
- Take BROKEN TAPE PLAYER (G).
- BATTERIES in FLASHLIGHT.
- Take BELT (H) and album. Turn pages; take CHEST EMBLEM 1/2. Use FLASHLIGHT; take GLOVE.
- Use MAGNET (I). Take WAXED JAR and KNIFE.
- Move down.
- Use GLOVE (J); take PLASTIC BAG, CHEST EMBLEM 2/2 and WIRE CUTTER PART.
- SCREW and WIRE CUTTER PART on BROKEN WIRE CUTTER; receive NIPPERS.
- Use KNIFE (K); take STATUE'S EYES 1/2. Use NIPPERS; receive SPEAKER.
- Enter Landon's House.
- Add CHEST EMBLEM (L).
- Solution: (Easy) (F-C)-(L-H)-(E-J)-(D-E)-(G-M)-(K-B)-(C-D)-(A-G)-(D-C) (M).
- Solution: (Hard) (F-C)-(L-M)-(E-J)-(A-E)-(K-H)-(C-A)-(D-C)-(H-B)-(C-D)-(A-C)-(M-H)-(G-F)-(J-M)-(E-L)-(F-K)-(C-A)-(D-G)-(L-C)-(G-E)-(C-G)-(A-C)-(M-J) (N).
- Play HOP (O); receive CASSETTE.
- SPEAKER to BROKEN TAPE PLAYER. Open; add CASSETTE. Receive PLAYER WITH CASSETTE.
- Use PLAYER WITH CASSETTE (P).
- Enter Laboratory.
- Use Special Glasses (Q).
- Take NITROGEN (R). Add PLASTIC BAG, then BELT. Open, add WAXED JAR. Take JAR and STATUE'S EYES 2/2.
- Open (S). Take HAMMER.
- Use NITROGEN (T), then HAMMER. Find bottles; take RUST CLEANER.
- Go to Outside Landon's House.
- Add STATUE'S EYES (U); take BRUSH, HOSE and BONE.
- Enter.
- Use RUST CLEANER (V); open; take FIRE ALARM CODE.
- Offer BONE (W); take PUPPY.
- Move down.
- Use PUPPY (X); take COIN and PASSWORD.
- Return to Laboratory.
- Add FIRE ALARM CODE (Y).
- Solution: (Easy) (H-G-D)-(B-F)-(A-C)-(F-E)-(P-I)-(E-F)-(T-R-J-K-G-H)-(O-T-R-J-K)-(Q-T-O) (Z).
- Solution: (Hard) (I-E-C)-(B-G)-(V-E)-(C-D)-(A-C)-(J-N-P-K-M)-(S-V)-(V-Q)-(E-I)-(M-K-T)-(R-S)-(T-K-M)- (S-O-P-K)-(M-L)-(G-F)-(K-T-R-J)-(F-G) (A).
- Open PASSWORD; receive KEYWORDS.
- Use BRUSH (B). Take CORKSCREW and LOCKPICK. Press Button. Take laptop. Read Note. Open. Press. Add KEYWORDS.
- Solution: (C).
- Solution: (D).
- Solution: (E). Receive CRAMER'S ADDRESS.
- Return to Outside Landon's House.
- Offer CRAMER'S ADDRESS (F).
Chapter 3: Cramer's House
- Use CORKSCREW (G). Add HOSE and JAR. Take FUEL.
- Pour FUEL (H). Pull. Take DOOR KNOCKER and KNIFE.
- Add DOOR KNOCKER (I).
- Enter.
- Talk (J).
- Take CLOSED MED KIT (K).
- Use Special Glasses (L).
- Read Note (M). Take CORKSCREW. Use KNIFE; take COTTON; read Note.
- Use COIN (N); read Note; take LATCH.
- Use LOCKPICK (O). Take SPONGE.
- Move down.
- Insert LATCH (P).
- Play HOP (Q); receive GLOVE.
- Use GLOVE (R); take CADUCEUS EMBLEM.
- CADUCEUS EMBLEM on CLOSED MED KIT; take LIGHTER. Add COTTON; take AMMONIA.
- Use LIGHTER (S); take EMPTY WATERING CAN.
- Enter.
- Use AMMONIA (T).
- Take DOOR TOKEN (U).
- Add DOOR TOKEN (V).
- Solution: (Easy) (A-J)-(F-A)-(J-F)-(D-G)-(E-J)-(C-E)-(B-L)-(G-C)-(J-B)-(L-D) (W).
- Solution: (Hard) (B-K)-(D-G)-(K-D)-(C-B)-(G-C)-(E-L)-(B-E)-(L-B)-(A-I)-(F-A)-(I-F) (X).
- Enter Cramer's Office.
- Take PLUNGER (Y). Use CORKSCREW; take FRAME DECORATION.
- Insert FRAME DECORATION (Z). Take DETERGENT and CHISEL.
- Use DETERGENT (A), then SPONGE. Press B-A-C-D. Read Note. Take HAMMER and BROKEN COMPASS.
- Use PLUNGER (B); examine. Take CASE ARROW.
- Move down.
- Insert CASE ARROW (C).
- Solution: (Easy) Cx2-Dx4-B-D-C-A-C-D-B-Ax3-Cx3-Ax2-Bx3-Dx6-Ax6-C-D-B-D-Cx2-B-Ax2-Cx2-Dx6-C-D-B-C-Dx2-Ax4-B-A-C-D-Cx2-Ax3-Bx4-Dx2-B-D-C-A-C-Dx4-B-D-C-A-C-D-B-Ax4-Cx2-A-Bx2-D-Bx2-Ax2-C-D-B-D-C-A-C-Dx4-C-D-B-A-B-D (D).
- Solution: (Hard) Cx2-Dx4-Bx2-A-C-D-C-Ax3-B-Ax2-C-Dx8-B-D-C-A-C-D-B-Ax3-Cx2-Bx2-Ax2-Cx3-Dx6-C-D-B-Dx7-Bx2-D-A-Cx2-Dx2-Bx2-A-B-Dx5-C-Ax2-Bx2-A-Cx2-D-Cx2-Ax3-Bx3-Dx2-B-D-C-A-C-Dx5-Ax4-Cx2-A-Bx2-D-Bx2-Ax2-C-D-B-D-C-A-C-Dx4-B-D-C-A-C-D-B-Ax5-B-Ax4-C-D-B-Dx3-Cx3-Ax2-Bx2-A-B-Dx3-B-D-C-A-C-Dx4-C-D-B-A-B-D (E).
- Read Note (F); take BOW EMBLEM.
- Move down.
- Use CHISEL (G), then HAMMER. Take COMPASS PART. Add EMPTY WATERING CAN; take FULL WATERING CAN.
- Touch (H). Use FULL WATERING CAN; take NUT and CLOCK HANDS 1/2.
- Return to Cramer's Office.
- Insert BOW EMBLEM (I); take PENCIL.
- COMPASS PART and PENCIL on BROKEN COMPASS; receive COMPASS.
- Add COMPASS (J). Receive CRYSTALS COORDINATES. Take CLOCK HANDS 2/2.
- Move down.
- Remove (K). Add CLOCK HANDS; take FILE and MINER EMBLEM.
- Add MINER EMBLEM (L); take FILM REEL.
- Enter Cramer's Office.
- Add FILM REEL (M) and NUT. Take METAL PLATE and TRUNK KEY.
- Read Note (N). Insert TRUNK KEY.
- Play HOP (O); receive QUARRY LOCATION.
- Return to Outside Cramer's House.
Chapter 4: The Quarry
- Use Special Glasses (P).
- Take EXTENSION CORD (Q).
- Take MAGNET (R). Add EXTENSION CORD; take STAKE and CLOTH.
- Use FILE (S); take ROPE LADDER.
- Remove (T). Add STAKE and ROPE LADDER. Take AXE and INSECTICIDE RECIPE.
- Use AXE (U).
- Enter.
- Use METAL PLATE (V); take MOSS.
- Take ACID (W). Use CLOTH; take MINER'S EMBLEM.
- Add MINER'S EMBLEM (X).
- Solution: (Easy) C-D-B-A-D-C-A-B-A-B-D-B-D-B-C-D-B-C-B-A-C-A-C-D-B-A-C-D-B-A-B-D-B-D-B-A-C-D-B-A-C-A-C-A-C-D-B-A-D-C-A-C-D-A-B-D-A-C-D-B-A-B-D-B-D-C (Y).
- Solution: (Hard) A-D-C-A-C-D-B-A-B-D-B-D-C-D-B-A-B-D-B-A-B-C-A-C-D-B-A-B-D-B-D-B-C (Z).
- Take INSECTICIDE POWDER (A); read Note; take DETONATOR HANDLE.
- Add DETONATOR HANDLE (B).
- Solution: (Easy and Hard) (C).
- Solution: (Easy and Hard) (D).
- Move forward.
- Use MAGNET (E); take WRENCH.
- Take SAW (F). Use ACID; take JACK.
- Use SAW (G); take WHEEL.
- Take BOTTLE OF WATER (H).
- Move down.
- Add WHEEL (I); replace bolt; use WRENCH. Pull. Take BROKEN SLINGSHOT and LEVERS 1/3.
- Move down.
- MOSS, BOTTLE OF WATER and INSECTICIDE POWDER on INSECTICIDE RECIPE; receive INSECTICIDE.
- Use INSECTICIDE (J); take PLIERS and SLING.
- Use JACK (K).
- Solution: Bx2-C-B-A (L).
- Take RAZOR (M).
- Use PLIERS (N); take LEVERS 2/3 and PAPER.
- Enter.
- Use RAZOR (O).
- Play HOP (P); receive DEMONIC AMULET.
- Insert DEMONIC AMULET (Q). Take LEVERS 3/3 and STONE.
- Move forward.
- SLING and STONE on BROKEN SLINGSHOT; receive SLINGSHOT.
- Use SLINGSHOT (R).
- Solution: (Easy and Hard) (S).
- Take SHOVEL (T) and WIRE.
- Add LEVERS (U); take PLIERS and CROWBAR.
- Use CROWBAR (V); take DUCT TAPE. Use SHOVEL; take DRILL BATTERY and BROKEN FLASK.
- Remove (W). Add WIRE, then DUCT TAPE.
- Move forward.
- Take INCOMPLETE DRILL (X). Read Note. Use PLIERS; take VALVE HANDLE.
- Remove (Y); add PAPER.
- Solution: (Easy and Hard) Solution is random but starts as shown in screenshot (Z).
- Take ENTRANCE CODE (A).
- Add ENTRANCE CODE (B).
- Move forward.
Chapter 5: The Factory
- Take CABLE (C).
- Add CABLE (D). Take PUZZLE PART.
- Add PUZZLE PART (E).
- Solution: (Easy) A-B-C-D-E (F).
- Solution: (Hard) A-B-C-D-E-F-G-H (G).
- Take DRILL BIT (H) and COGWHEELS 1/4.
- DRILL BATTERY and DRILL BIT on INCOMPLETE DRILL; receive DRILL.
- Use DRILL (I); take COGWHEELS 2/4 and SCREW.
- Return to Mine Elevator.
- Add VALVE HANDLE (J).
- Play HOP (K); receive FIREFIGHTER'S EMBLEM.
- Insert FIREFIGHTER'S EMBLEM (L); take DEVIL'S HORN.
- Move down.
- Attach DEVIL'S HORN (M); take COGWHEELS 3/4 and ROD.
- Return to Store Room.
- Take COGWHEELS 4/4 (N).
- Add COGWHEELS (O); take BROKEN GLASS CUTTER and CORD.
- Add CORD (P).
- Solution: (Easy and Hard) Sliders to match screenshot, Ax4 (Q); Sliders to match screenshot, B (R).
- Take TRAIN KEY (S).
- Move forward.
- Insert TRAIN KEY (T); pull.
- Take GLASS CUTTER BLADE (U).
- GLASS CUTTER BLADE and SCREW on BROKEN GLASS CUTTER; receive GLASS CUTTER.
- Use GLASS CUTTER (V); take SAFE NUMBER 1/3, WALNUT and MACHINE BUTTON.
- Insert ASSEMBLY LINE BUTTON (W). Take SAFE NUMBER 2/3-3/3. Take CHEST EMBLEMS 1/3. Place BROKEN FLASK; take FLASK.
- Add SAFE NUMBER (X).
- Solution: (Easy) A-C-Ax2-B-Ax4-C-B-Ax3-C-Ax2-B-Ax5-B-C-Ax2-C-Ax4-B-Ax3-C-Ax6; (Hard) A-C-Ax2-B-Ax4-C-Ax3-C-Ax4-B-Ax3-C-Ax3-B-A-C-Ax4-B-Ax6-B-Ax5-B-Ax7-C-Ax5 (Y).
- Take FLASH DRIVE (Z).
- Return to Store Room.
- Insert FLASH DRIVE (A); take STONE AMULET, BICHROMATE and CHEST EMBLEMS 2/3.
- Move forward.
- Insert STONE AMULET (B); take KNIFE.
- Move forward.
- Use KNIFE (C); take VALVE and BULLET.
- Add VALVE (D); take BRUSH, HEX WRENCH and CHEST EMBLEMS 3/3; insert ROD. Take SOLVENT RECIPE. Add WALNUT; turn rod; take NUT.
- Move down.
- Add CHEST EMBLEMS (E).
- Play HOP (F). Solution (Easy and Hard). Receive PHOSPHORIC ACID.
- Move down.
- Offer NUT (G). Take BOWL OF WATER.
- Move forward.
- BOWL OF WATER, BICHROMATE, PHOSPHORIC ACID and FLASK on SOLVENT RECIPE; receive SOLVENT.
- Pour SOLVENT (H); open; take UNLOADED GUN and SHARP TOOTH.
- Move forward.
- BULLET in UNLOADED GUN; receive LOADED GUN.
- Use LOADED GUN (I).
- Enter Secret Room.
- Use Special Glasses (J).
- Use BRUSH (K); take SKULL EMBLEM and BRUSH.
- Take GARGOYLE (L). Insert SKULL EMBLEM.
- Solution: (Easy) D-F-A-E-C-D-A-E-C-Fx2; (Hard) C-E-D-C-E-D (M).
- Take CRYSTALS (N). Break away.
- Add GARGOYLE (O). Take PALETTE. Use HEX WRENCH; take CHESS PIECE.
- Add CRYSTALS (P); take CORK and CODE 1/2.
- Move down.
- Add CHESS PIECE (Q). Take HOSE and CODE 2/2.
- Enter Secret Room.
- Add CODE (R).
- Solution: (Easy) Ax2-B-Dx2-E-I-G-H-F-G-H (S).
- Solution: (Hard) Ax2-Cx2-D-E-F-H-J-G-J-K (T).
- Enter Hallway.
- Use SHARP TOOTH (U); take MALLET, SOCKET WRENCH and ROPE.
- Insert CORK (V). Take RED PAINT.
- RED PAINT and BRUSH on PALETTE; receive PALETTE AND BRUSH.
- Use PALETTE AND BRUSH (W). Take CHISEL, BROKEN WELDER and SMALL HOOK.
- Move down.
- Use CHISEL (X), then MALLET. Take TENTACLE PART and GAS TANK.
- Enter Hallway.
- HOSE and GAS TANK on BROKEN WELDER; receive WELDER.
- Use WELDER (Y).
- Enter News Studio.
- Take TENTACLE PART (Z) and HACKSAW.
- Use ROPE (A); take TENTACLE PART and GEMSTONES 1/3.
- Use HACKSAW (B); take LEVER.
- Use SOCKET WRENCH (C); remove.
- Play HOP (D); receive MICROPHONE RING.
- Insert MICROPHONE RING (E); take RUBBER SCRAPER. Use SMALL HOOK; take HEART AMULET.
- Move down.
- TENTACLE PARTS on TENTACLE PART; receive TENTACLE EMBLEM.
- Insert TENTACLE EMBLEM (F). Take HAIR PIN and GEMSTONES 2/3.
- Insert LEVER (G); take TOKEN.
- Move down.
- Move items (H). Insert HEART AMULET; take GEMSTONES 3/3 and BROKEN TOKENS EMBLEM.
- Insert GEMSTONES (I); take JUMPER CABLE and TOKEN.
- Return to News Studio.
- Use RUBBER SCRAPER (J); take TOKEN. Use HAIRPIN; take HANDKERCHIEF.
- TOKENS on BROKEN TOKENS EMBLEM; receive TOKENS EMBLEM.
- Insert TOKENS EMBLEM (K).
- Solution: (Easy) E-G-F-Ax2-G-E-F-C-E-D-G-B-F-A-G-E-F-C-E-B-F-D-G-A-G-E-F-C-E-B-F-D-G-Ax2-F-E-G (L).
- Solution: (Hard) F-C-E-A-Cx2-E-F-A-G-E-A-G-A-B-A-F-Ax2-D-G-F-A-Dx2-G-Cx3-E-A-Bx2-F-G-A-F-Cx4-E-A-E-Cx2-A-E-Dx3-G-A-D-G-A-Bx4-F-E-A-G-A-F (M).
- Take CAN OPENER (N) and MICROPHONE.
- Insert MICROPHONE (O); take CAMERA PIECE.
- Examine (P); place CAMERA PIECE. Take BATTERY.
- Insert BATTERY (Q); examine. Open; take TWEEZERS and CARD.
- Move down.
- Insert CARD (R).
- Solution: (Easy) Ax2-Bx4-Cx6-Ex4-Hx6-L-S-L-U-N-Dx2-U-Kx6-T-R-O-M-Cx6-Q-T-R-O-M-P-M-O-R-T-Q-Ex4-O-R-T-Jx4-Fx2 (S).
- Solution: (Hard) Ax2-Bx4-CX6-Ex4-L-S-O-R-T-Q-L-P-M-O-R-T-Q-Ex4-O-M-P-U-Kx6-R-N-Dx2-T-R-O-M-P-O-R-T-O-Bx6-Jx4-Cx6-Fx2 (T).
- Take PUNCH CARD (U).
- Read note (V); remove. Insert PUNCH CARD.
- Receive ACCESS CARD.
- Use ACCESS CARD (W).
- Talk (X).
- Take CASE BUTTON (Y).
- Use Special Glasses (Z).
- Use HANDKERCHIEF (A); take REGULATORS 1/2. Add JUMPER CABLE; take BRUSH and REGULATORS 2/2.
- Take CRYSTAL RING (B). Use TWEEZERS; take TRANSISTOR. Use CAN OPENER; take ANTENNA.
- Insert TRANSISTOR (C); play HOP; receive MAGNETIC DEVICE.
- Insert CASE BUTTON (D); take BROKEN RADIO SET. Try to take; use MAGNETIC DEVICE; take HAIRPIN.
- Use HAIRPIN (E).
- Take MICROCIRCUIT (F).
- Lift (G); insert MICROCIRCUIT. Take LOCKPICK, SPONGE and SPEAKER.
- REGULATORS, ANTENNA and SPEAKER on BROKEN RADIO SET.
- Solution: (Easy) Ax3-Bx2-Ex3-C-Fx3-Dx2 (H).
- Solution: (Hard) Ax3-D-Cx2-Ex2 (I).
Chapter 6: The TV Tower
- Use Special Glasses (J).
- Take COINS 1/2 (K).
- Take STICK (L). Use CRYSTAL RING; take ZIP TIE.
- Use STICK (M); take AXE and SCARF.
- Use SCARF (N), then ZIP TIE.
- Move forward.
- Take CODE 1/3 (O). Use AXE; take NOZZLE.
- Take COINS 2/2 (P). Use BRUSH; take DUCT TAPE. Add SPONGE; receive SPONGE WITH VINEGAR.
- Insert COINS (Q).
- Solution: (Easy and Hard) 1: D-C-A-Cx2 (R); 2: D-C-D-B-Ax2-C-Dx2-C-A-C (S); 3: A-C-D-B-D-C-Ax2-B-Dx2-B-A-Cx3 (T).
- Solution: (Hard) 4: D-B-A-C-D-Cx2-A-C (U); 5: C-A-Bx4-D-C-A-Cx3-D-C (V).
- Take LATCH (W) and CODE 2/3.
- Use SPONGE WITH VINEGAR (X); take JACKSCREW and CODE 3/3.
- Move down.
- Add CODE (Y).
- Solution: (Easy) Gx3-Hx3-Ex2-Fx3-Ax2-Cx2-Fx3 (Z).
- Solution: (Hard) Bx3-Ex3-Fx3-Ax3-Dx3-Fx3-Ex2-Hx3-Ax2-Cx2-Fx3-Ax2-Gx3-Ax2-G-Cx2-Gx3-Cx2 (A).
- Play HOP (B); receive SMELLING SALTS.
- Use SMELLING SALTS (C). Take CAR TOKEN.
- Try lock (D), then use LOCKPICK. Take BROKEN FLAMETHROWER. Insert CAR TOKEN; take GAS TANK and BROKEN STONE.
- Move forward.
- NOZZLE and GAS TANK on BROKEN FLAMETHROWER; receive FLAMETHROWER.
- Use FLAMETHROWER (E).
- Enter.
- Use Special Glasses (F).
- Take BROKEN LADDER (G).
- Add LATCH (H); take METAL HOOK.
- Take GLUE (I).
- Use DUCT TAPE (J); receive FINGERPRINT.
- Place FINGERPRINT (K); take VALVE.
- Use JACKSCREW (L); take STONE PLATE PART.
- Move down.
- Lift (M). Add VALVE; take CLAWED FORK and GLOVE.
- Move down.
- Use METAL HOOK (N); receive KEYS.
- Return to TV Tower.
- Use KEYS (O).
- Solution: B-Ex3-Cx3-G; A-E-Cx3-J; A-F-C-I; A-C-E-H (P).
- Take CHEST AMULET (Q).
- Move down.
- Add CHEST AMULET (R); take DOG TOY.
- Move down.
- Offer DOG TOY (S); take STONE PART. Use GLOVE; take NUMBER BUTTONS 1/2.
- STONE PLATE PART, STONE PART, then GLUE on BROKEN STONE; receive STONE.
- Add STONE (T); take HAND DRILL, NUMBER BUTTONS 2/2 and METAL STEPS.
- Return to TV Tower.
- Add NUMBER BUTTONS (U).
- Solution: (Easy) B-A-C-B-C-Bx2-Cx3-Bx2-C-B-C-Bx2-Cx2-B-C-D. (Hard) B-D-Ax2-D-C-B-Cx2-D-C-Dx2-C-B-Cx2 (V).
- Enter Storage.
- Use HAND DRILL (W); take FILE.
- Use CLAWED FORK (X); take BOLTS 1/2-2/2 and WALLET.
- Move down.
- Expand BROKEN LADDER; add METAL STEPS and BOLTS; receive LADDER.
- Use LADDER (Y).
- Take DYNAMITE CAP (Z) and SAFE HANDLE.
- Add SAFE HANDLE (A); take CUP WITH SULFUR, HEX WRENCH and DYNAMITE STICK.
- Move down.
- Use FILE (B).
- Play HOP (C); receive BELL EMBLEM.
- Insert BELL EMBLEM (D); take COOLING SPRAY.
- Return to Storage.
- Use HEX WRENCH (E); take CHAIN and GUNPOWDER.
- Add CHAIN (F).
- Solution: (Easy) G-I-J-H-A-I-F-D-C-E-P-F-F-D-I-A-A-G-L-B-Q-I-I-G-B-L (G).
- Solution: (Hard) A-I-F-D-I-A-B-D-P-F-A-K-Q-I-L-N-O-E-H-J-K-I-E-C-N-D-D-B-B-L (H).
- Take BACKPACK (I).
- Move down.
- Open BACKPACK; take ROD, EMPTY FLASK and BRICK.
- Insert BRICK (J); take FLINT AND STEEL, ADJUSTABLE WRENCH and BURNER.
- Open WALLET; read Note; use COOLING SPRAY; take WICK.
- DYNAMITE CAP, WICK, GUNPOWDER and ROD on DYNAMITE STICK; receive DYNAMITE.
- Add DYNAMITE (K), then FLINT AND STEEL. Receive AMP METER.
- Enter Storage.
- Use AMP METER (L).
- Find symbols (M).
- Enter Generator Room.
- EMPTY FLASK, then CUP WITH SULFUR on BURNER; receive ACID.
- Pour ACID (N); take PRUNERS HANDLE.
- Take PRUNERS (O) and DOORS AMULETS 1/2.
- Use ADJUSTABLE WRENCH (P); take KEY.
- Return to TV Tower.
- Insert KEY (Q); take DOORS AMULETS 2/2 and CHEESE.
- Enter Storage.
- Give CHEESE (R); take CLOTH.
- Use CLOTH (S); take STONE.
- Enter Generator Room.
- PRUNERS HANDLE on PRUNERS; use STONE; receive PRUNERS.
- Use PRUNERS (T); take WIRE.
- Insert DOORS AMULETS (U).
- Play HOP (V); receive ELECTRIC CURRENT SCHEME.
- Add ELECTRIC CURRENT SCHEME (W).
- Find wires (X).
- Take TRANSFORMER (Y).
- Add WIRE (Z); remove transformer; add TRANSFORMER. Pull. Take ELECTRO WEAPON.
- Move down.
- Use ELECTRO WEAPON (A). Solution.
- Solution: (Easy and Hard) A-B-C-D-E-F-G-H-I; then select any two to randomly shuffle symbols; find all pairs (B).
- Congratulations! You've completed Mystery Tales: The Other Side.
Created at: 2018-04-15