Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots! Click the button to download full walkthrough.

Speak with the Brothers Grimm to get more information (A).

Examine the Bridge to start the Bricks Task (B).

Find the BRIDGE BRICKS hidden around the scene to complete the Task (1, 2, 3).

Use the BRIDGE BRICKS on the Bridge to repair it (B).

Examine the Magic Barrier to start the Anti-Magic Spell Task (C).

Items that cannot be collected yet are displayed with a Lock over them.

Collect the MENDING STONE from the ground (4).

Examine the Water to start the Magic Bowl Task (D).

Collect the BOWL, INK, and BRUSH to create the MAGIC BOWL (5, 6, 7).

The MAGIC BOWL is added to the Inventory (E).

Use the MAGIC BOWL on the Water to collect HOLY WATER (D).

Examine the Flowers behind the Brothers Grimm to start the Ritual Knife Task (F).

Collect the HILT, BLADE, and POMMEL (8, 9, 10).

The RITUAL KNIFE is added to the Inventory (E).

Use the RITUAL KNIFE to collect ENCHANTED FLOWERS (F).

The ANTI-MAGIC SPELL is added to the Inventory (E).

Use the ANTI-MAGIC SPELL on the Magic Barrier (C).

The Dispel Magic Task is activated once the Barrier disappears.

Examine the Chest under the Cart to start the Combination Task (G).

Collect 3 CODE PIECES hidden around the scene (11, 12, 13).

Cross the Bridge and enter the Town Center (C).

Collect the last CODE PIECE and the LOCKBOX COMBINATION is added to your Inventory (1).

Speak with Jack to start the Fake Key Task (A).

Collect the WIRE near the stairs (2).

Examine the Signpost (B) to collect a FORK and an X (3, 4).

Examine the Window (C) to collect a MATCH (5) and start the 80 Cents Task (D).

Examine the Clock (E) to get a 50 CENT PIECE (6)and start the Slingshot Task (F).

Collect the ROPE, RUBBER, Y, and STONE hidden around the scene (7, 8, 9, 10).

The SLINGSHOT is added to your Inventory.

Use the SLINGSHOT on the Clock (F) to start a HOP (G).

Items listed in green need to be assembled by combining other items hidden in the scene.

The CLOCK HAND is awarded and the FAKE KEY is added to your Inventory once all items are located.



These are no ordinary beans! As a recently graduated investigator from the Grimm Brothers Institute, you must use all your wits - and your magic - to survive. Ascend the beanstalk to battle the mighty rampaging giant and protect the world from destruction. Find your way through the flower world, moon world, and more with the help from the elemental guardians, protectors of their realms. Revel in both full-scene hidden object quests as well as gorgeous conventional hidden object scenes. Defeat the giant in his castle to claim your reward and save the planet!



Life imitates art with deadly results in Punished Talents: Seven Muses! Several of your close friends have been murdered in Boston recently, and the crimes are identical to ones described in books written by author Russell Pollack, your husband. Evidence found at the crime scenes only condemns Russell further, and soon he goes on the lam. It’s up to you to figure out who the real killer is before even more people– including you– end up dead. Find clues and explore the gorgeous world of 1930s Boston as you set out to save your friends and prove Russell’s innocence in this thrilling whodunit! 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:



Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots! Click the button to download full walkthrough.

Insert the 4 COINS in the slot (I); take the MILK (J).

Return to Robert's House.

Place the MILK in the saucer (K); take the WEIGHT (K1).

Return to Russell's Office.

Use the CLOCK KEY in the clock; turn the key twice and take the BALALAIKA (L).

Return to Backstage.

Place the FAN (M) and the BALALAIKA (N) on the puppets.

Take the COMEDY MASK and the Book (O).

Place the WEIGHT (P) and the LEVER (Q) on the catapult; pull the lever. Take the PRUNERS (R).

Place the COMEDY and TRAGEDY MASKS on the back door (S) to activate a puzzle.

Place the symbols in the right spots.

Solution: 2, 2, 1, and 3.

Go through the door to enter the Dressing Room.



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Put down the CUPID BLUEPRINT and CUPID CAST. Place the BAG OF PLASTER and then the PLASTER SOLVENT in the mold. Take the FORM WITH PLASTER (A).

Place the FORM WITH PLASTER in the fireplace; use the PINCERS to place it in the fire and then take the PLASTER CUPID (B).

Return to the Acting Block.

Place the PLASTER CUPID on the door (C). Go through the door.

Talk to Corey.

Take the SCRAPER (D) and the CLOCK KEY (E).

Take the COIN 4/4 (F). Use the COMB on the wig and take the HAIRPIN (G).

Walk down.

Remove the poster with the SCRAPER; take the FAN (H1).

Use the HAIRPIN on the window; take the LEVER (H2).

Walk down twice.



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Use the PINCERS on the chain (T); open the door and take the BEAR FIGURINE (T1).

DIAL 61023 (U). Take the Note and then the CUPID BLUEPRINT (V).

Return to Russell's Office.

Put down the BEAR FIGURINE and the ELEPHANT FIGURINE to activate a puzzle.

Swap the figurines as shown (W).

Take the COMB and open the book (X).

Return to the Acting Block.

Place the CLAY over the cupid (Y); take the CUPID CAST.

Return to the Shop.

Place the BOX LOCK in the slot; take the PLASTER SOLVENT (Z).

Return to the Sculptor's Studio.



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Use the THEATER SYMBOL in the slot; take the SLEDGEHAMMER and GRAMOPHONE HANDLE (I).

Return to the Cafe.

Place the GRAMOPHONE HANDLE on the gramophone (J); take the SPRING (K).

Return to the Music Block.

Use the CHISEL on the plaster and the SLEDGEHAMMER on the chisel. Place the SPRING in the mechanism (L) and go through the door.

Use the SLEDGEHAMMER on the sculptor (M). Talk to him and take the BOX LOCK (N).

Take the CLAY (O), PINCERS (P) and the Note (Q).

Touch the book to activate a puzzle (R).

Fold the paper in the right order (1-8). Nine shows the final image.

Take the COIN 3/4 (S).

Return to the Boulevard.



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Put down the OPERATING CROSS, STRINGS and the PUPPET BODY.

Add the strings (F) to the cross and touch the machine (F1). Repeat these steps 3 more times. Take the PUPPET.

Place the ZEBRA FIGURINE in the slot to activate a HOP (F2).

Play the HOP.

You receive the CHISEL (G).

Walk down.

Place the 3 PUPPETS on the stage to activate a puzzle.

Round One: 3, 2, 6.

Round Two: 1, 2, 6, 5, 4, 5.

Round Three: 3, 4, 5, 7.

Take the THEATER SYMBOL (H).

Return to the Shop.



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Use the BROOM on the debris; take the ZEBRA FIGURINE (X).

Place the GUITAR PEG on the guitar; turn the peg twice and take the STRINGS (Y).

Use the SCREWDRIVER on the screws and take the SKULL (Z).

Return to the Acting Block.

Place the SKULL in the hand (A) and the VALVE in the slot (B). Turn the valve.

Open the puzzle (C).

Place the weights on the right hooks (D).

Open the grate; take the PUPPET BODY (E).

Enter the Shop.



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Place the SHEET MUSIC PART over the other one to activate a puzzle.

Select the keys from 1-12. Take the KEYBOARD (H).

Walk down.

Place the BOW and the KEYBOARD on the gate; go through the gate (I).

Look at the window; take the PUPPET (J).

Take the OPERATING CROSS (K).

Head to the Acting Block (L).

Take the MATCHES (M) and TRAGEDY MASK (N).

Enter the Shop (O).

Take the SCREWDRIVER (P), GUITAR PEG (Q), and BROOM (R).

Untie the rope (S); take the BAG OF PLASTER (T).

Move the ladder twice (U); use the MATCHES on the lantern (V); take the PUPPET and the VALVE (W).

Walk down twice.



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Play the HOP.

You receive the SYRINGE (A).

Walk down twice.

Use the CLEANING SOLUTION in the bowl, then place the DIRTY BANDAGE in it to get the BANDAGE (B).

Return to Robert's House.

Remove the lid and dip the SYRINGE in the bottle to get the SYRINGE WITH MORPHINE (C).

Use the SYRINGE WITH MORPHINE on Robert's arm and then place the BANDAGE on it (D).

Give Robert the MANUSCRIPT and take the EVIDENCE-BOARD KEY (E).

Use the EVIDENCE-BOARD KEY on the lock; take the Note (F).

Take the SHEET MUSIC PART from Robert (G).

Return to the Cafe.



Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots! Click the button to download full walkthrough.

Take the PIG SNOUT (L). Use some GLUE on the base (M), then place the statue on it (N) and take the ELEPHANT FIGURINE.

Enter the Cafe (O).

Talk to Robert; take the DECODER (P).

Open the latches; take the CLEANING SOLUTION and BOW (Q).

Return to Russell's Office. Remove the picture and place the DECODER on the paper (R).

Turn the dial (S) to 9614 (in either direction) and stop after each one.

Take the Note and the MANUSCRIPT (T). Place the PIG SNOUT on the pig (U); take the COIN 2/4 (V).

Return to the Boulevard and go through the left door (V1).

Talk to Robert (W).

Take the DIRTY BANDAGE (X). Open the drawer; take the HAMMER (Y).

Grab the MAGNIFYING GLASS (Z).

Return to the Cafe. Break the glass with the HAMMER and open the door to activate a HOP (Z1).



Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots! Click the button to download full walkthrough.

Open the door to talk to the officers (A).

Pull the handle (B) to activate a HOP.

Play the HOP.

You receive the WARDROBE HANDLE (C).

Place the WARDROBE HANDLE on the wardrobe and pull it; take the FERRET TOY and COIN 1/4 (D).

Give the FERRET TOY to the ferret; take the OFFICE KEY (E).

Use the OFFICE KEY in the lock (F); turn the key and go through the door.

Touch anywhere on the scene.

Take the 2 Notes (G and H).

Take the EARPIECE (I) and GLUE (J).

Place the EARPIECE on the phone and then answer it (K).

Walk down and go out the door.



Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots! Click the button to download full walkthrough.

Play the HOP.

Select the tab for part 2 (O).

Select the tab for part 3 (P).

You receive a SEED.

Back out 3x.



Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots! Click the button to download full walkthrough.

Select the doorway twice (A).

Take the STICK (B).

Take the 3 POUCHES (C).

Select the drawing to get a CAVE DRAWING (D).

Use the DAGGER to get TWINE (E).

Back out twice.

Place the STICK and TWINE on the TWINE on the spearhead; receive a SPEAR (F).

Take the RAKE PARTS 2/2 (G).

Take the BROKEN PLAQUE (H).

Go forward twice.

Use the SPEAR on the boulder (I).

Go forward.

Speak to the kobold (J); give the 2 RAKE PARTS to him and receive a RAKE.

Take the MINING HAT (K) and select the drawing twice to receive POLLEN AND RESIN (L).

Select the drawing twice to receive a BEANSTALK (M).

Use the DAGGER on the rope to trigger a HOP (N).


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