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Read the note and take the BRAIN DEVICE (A).

The BRAIN DEVICE and MAP are now on your menu bar (B).

Move the painting and select the area behind it (C).

Play the HOP (D).

You earn the CLOCK HANDS.

Take the TOWEL and read the schedule (E).

Open the window and use the TOWEL on the roses (F).



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Play the HOP (L).

You earn the PAPER KEY.

Use the PAPER KEY in the lock (M).

Open the drawer; take the HOOK (N).

Use the HOOK on the ladder to earn the CHEESE (O).

Give the CHEESE to the rat (P).

Attach the hose to the spigot (Q).

Take the hose (R).



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Move the pieces to restore the sign (G).

You cannot place a piece on top of another.

Go up the ladder (H).

Use the WENCH to remove the broken piece of metal (I)

Note the rat in the sewer (J).

Select the bulletin kiosk (K).



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You have the option of a brief tutorial.

Open the bag and take the LOCKPICK (A).

Use the LOCKPICK on the lock (B).

Select the open chest (C).

Play the HOP (D).

You earn the WRENCH.

Use the WRENCH on the panel (E).

Select the mini-game (F).



Follow our crystal clear instructions and helpful tricks to get you through the rough spots! Solve those tricky puzzles. Figure out where you’re supposed to go next. Get tips and hints from our handy Strategy Guide! Written by our Casual Game Experts, each Strategy Guide comes with large, detailed screenshots, and fantastic descriptions.



All they wanted was a cure, but what they got was terror! Return once again as a detective for the Agency of Anomalies. This time you're called to a health spa in the Alps, where an evil professor has something terrible in mind for his unwitting patients.



The charming world of Asia is awaiting its hero, and it is time to prove again that you are truly a master of riddles! More than 10 hours of gameplay and 144 unique riddles await you in Asian Riddles 2! Let the unique painting style, relaxing melodies and 12 different meditation halls take you away to an exotic land as you solve the riddles of the great Asian wise men once again!



You are awakened by a strange premonition concerning your uncle. Your intuition tells you something is wrong, and the project you were collaborating on may have put his life in danger. You will use the portal you built together to enter a new and mythical world, and along the way, you'll discover the secrets and powers of the Philosopher's Stone! Explore magical realms on your journey to save him. Overcome obstacles created at every turn by a strange and magical creature. Who is he? What is his agenda? Perhaps not everything is as it seems. This is a special Collector's Edition release full of exclusive extras you won’t find in the standard version. As a bonus, Collector's Edition purchases count toward three stamps on your Monthly Game Club Punch Card! The Collector’s Edition includes:



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- Take the FLINT AND TINDER (V).

- Take PORTAL COMBINATION 1/5 (W).

- Take the SHARP CRYSTAL (X).

- Take the KNIFE (Y) and ROPE (Z).

- Move forward.

- Take the BUCKET (A) and SEED 1/3 (B).

- Remove two leaves; take the GARDEN SHEARS (C) and the CRANK (purple).

- Turn right.

- Take the SHOVEL (D).

- Cut the weeds with the GARDEN SHEARS (E).

- Play the HOP.

- You receive the MUSIC BOX PART (F).



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- Take the CROWBAR (I).

- Open the drawer; take the RECORD (J).

- Put down the RECORD (K); take PORTAL COMBINATION 2/3 (L).

- Walk down.

- Remove the grating with the CROWBAR (M); take the CRANK (N).

- Move forward.

- Insert the CRANK into the slot (O), him the CRANK and move the needle (P); take PUZZLE PIECE 2/2 (Q).

- Tap the artifact (R).

- Open the box; put down the 2 PUZZLE PIECES (S).

- Play the mini-game.

- Solution: (T).

- Take PORTAL COMBINATION 3/3 (U).



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Take PORTAL COMBINATION 1/3 (A).

Remove the poster (green); take the MAILBOX CLUE (purple).

Put down the MAILBOX CLUE (B); enter the correct code (C) and take the KEY (D).

Insert the KEY into the lock (E); turn the key.

Move forward.

Take the note (F).

Open the book; take PUZZLE PIECE 1/2 (G).

Play the HOP.

You receive the artifact (H).



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Place a fuse in the tester to see its value (G).

Determine where it belongs in the sequences (green).

For example, the first column is 6×2=12, 12×2=24, and 24×2=48.

Placing 3 fuses incorrectly will give you 3 strikes and the mini-game will reset (H).

Take the SAW (I).

Return to the Barn.

Use the SAW to make the WOODEN DESIGN (J).

Return to the Cavern.

Place the WOODEN DESIGN in the statue’s hand (K).

Walk forward to the Icy Path.

Place the CLOTH on the hooks (L).

Use the LOADED REVOLVER on the balloon (M).

Look at the cloth; take the GEM (N).

Walk down twice.



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Take the SCREWDRIVER (A).

Take the SPEAR (B).

Walk down.

Use the SCREWDRIVER to remove the screws and then take the DOOR (C).

Use the SPEAR to take the CLOTH (D).

Re-enter the Cavern.

Place the DOOR over the pit (E).

Place the HANDLE on the cover and open it (F).



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Hang the SNOW in the fireplace (T).

Place the WOOD in the fireplace (U).

Use the OIL LAMP followed by the FLINT AND STEEL on the wood.

Use the OVEN MITT to take the HOT WATER (V).

Walk to the Town Square.

Use the HOT WATER on the ice (W).

You will go automatically to a mini-game.

Move the balls to the correct color quadrant by rotating the rings and moving the balls.

Select: N, O, P, Q, T, P, O, N, E, D, C, B, A, Tx3, B, C, D, E, M, L, K, J, Tx2, K, Tx2, O, N, E, F, G, H, I, Tx3, H, G, F, Rx3, E, D, C, B, T, O, N, E, D, C, B, Tx3, L, Rx3, M, R, C, Rx3, D, R, and E.

Enter the Cavern.



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Play the HOP to earn the SOLVENT (O).

Return to the Barn.

Use the BOLT CUTTERS on the chains (P).

Open the gate and take the WOOD (Q).

Travel to Emma’s House.

Use the SOLVENT to clean the mirror (R).

Use the MAGIC BRUSH on the mirror (S).


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