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Take the WEIGHT (K) and SEAT LEVER (L).

Take the APPLE (M); read the note.

Go to Thicket.

Place the SEAT LEVER in the slot and move it; take the BRUSH (N).

Give the APPLE to the squirrel; take the RECORD (O).

Back out.

Use the BRUSH on the mud; take the RAKE (P).

Go forward.

Use the RAKE on the dirt; take the MEDICAL BADGE (Q).

Go to Thicket.

Place the MEDICAL BADGE on the panel; take the TWEEZERS (R).

Go to Settlement entrance.

Use the TWEEZERS on the zipper; take the RUNE STONE (S) and NAIL SCISSORS (T).

Go to Thicket.

Use the NAIL SCISSORS to get a GUITAR STRING (U).

Go to Settlement entrance.

Use the GUITAR STRING on the bars; take the PLASTER ARM (V).

Place the PLASTER ARM on the gnome; take the CHISEL (W).

Go to Thicket.



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Complete the image.

See screenshot for feather (A-D) positions before (1) and after (2).

Take the TORCH (E).

Back out.

Use the TORCH on the fire (F); receive a BURNING TORCH.

Go to Thicket.

Use the BURNING TORCH on the beast (G).

Use the VAN KEY on the van; read the note and take the VALVE (H).

Back out.

Select the handle twice. Place the VALVE and then the CODE PLATE on it to trigger a puzzle (I).

Place the disks in the slot (J) so they land on their matching symbol when lit.

Place the following disks when the timer reaches the number as follows: A-2, B-1, C-3, D-2 and E-4. It is easiest to do one at a time and wait for it to come around again.

Cross the bridge.



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Take the TREE INSIGNIA (S).

Take the MEDALLION (T).

Take the FIGURINE 2/3 (U) and FEATHER (V).

Place the MEDALLION and then the TREE INSIGNIA on the box; select the book. Take the VAN KEY (W) and BLADE (X).

Back out.

Use the BLADE on the belt; take the MACHETE (Y).

Go up.

Use the MACHETE on the thicket (Z).

Go left.

Take the CODE PLATE (A) and FIGURINE 3/3 (B).

Back out.

Place the FIGURINE on the lantern to trigger a puzzle (C).



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Take the EMERALD EYE (F), CANE (G) and SKULL MEDALLION (H).

Take DR. BORS (I) by moving him 4x.

Use the CANE to get the GAS TANK (J).

Take the PIN (K).

Take the FIGURINE 1/3 (L).

Use the PIN on the bullet; take the BULLET (M).

Place the BULLET in the musket; take the MUSKET (N).

Use the GAS TANK on the crack and the MUSKET on the tank (O).

Examine the sarcophagus to access a HOP.

Play the HOP.

You receive a CHAIN (P).

Place the CHAIN on the hook; take the GRAPPLING HOOK (Q).

Use the GRAPPLING HOOK on the opening (R).

Go up.



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Take the BICYCLE BADGE (S).

Back out twice.

Use the ROPE on the branches; take the BROOM (T).

Use the BICYCLE BADGE on the case; take the NET (U).

Go forward.

Use the NET to get the TRAIN RIVET (V).

Go forward.

Take the WELDING GLOVE (W).

Use the BROOM on the web and select the lever twice. Use the WELDING GLOVE to get the WRENCH (X).

Back out twice.

Use the WRENCH on the bolt; receive a LEVER FOR THE RAILWAY SWITCH (Y) and take the GEAR (Z).

Go forward twice.

Place the LEVER FOR THE RAILWAY SWITCH on the mechanism; pull the lever (A).

Place the GEAR on the lock; take the HAMMER (B).

Place the TRAIN RIVET in the hole; use the HAMMER on it (C).

Place the LOCKET in the slot to trigger a puzzle (D).

Find the matching pairs.

See screenshot for solution (E).



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Take the SCREWDRIVER HANDLE (G) and DIAL (H).

Place the SCREWDRIVER HANDLE on the shaft; select it twice to get a SCREWDRIVER (I).

Back out.

Use the SCREWDRIVER on the panel; take the BULB (J) and BATTERY 2/3 (K).

Go forward.

Remove the dial; place the DIAL on it. Lift the receiver and dial 911; take the BATTERY 3/3 (L).

Place the BULB in the socket (M) and the BATTERY in the compartment; flip the switch (N).

Select the trolley (O).

Take the UTILITY KNIFE (P).

Use the UTILITY KNIFE on the rope (Q); remove the cover (R).



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This is the official guide for Surface: The Pantheon Collector's Edition.

This guide will not mention each time you have to zoom into a location; the screenshots will show each zoom scene.

We will use the acronym HOP for Hidden-object puzzles. Interactive items will be color-coded and you will need to use Inventory items to complete them.

The HOP lists may be random; our lists may vary from yours.

There are 81 Flowers to find in the main and bonus chapter. Some flowers count as multiples.

Use the map (1) to fast travel to a location.

Select the note pad (2) to check your current task.

You receive a LOCKET.

Examine the booth to access a HOP.

Play the HOP.

You receive the KEY (A).

Use the KEY on the lock; turn it (B).

Go forward and receive a TICKET.

Take the CAN (C).

Take the BATTERY 1/3 (D).

Use the CAN on the oil; receive an OIL CAN (E).

Use the OIL CAN on the lock to trigger a puzzle (F).

Light up all the lights.

Select the following: C, D, A and B.



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Examine the counter; take the WRENCH (M).

Examine the window and use the WRENCH to get the BOLT 2/5 (N).

Examine the cabinet to access a HOP (O).

Play the HOP.

Open the cabinet (P) to get a piece marked in green. Close the cabinet to get a piece in red.

You will receive the BARBER’S EMBLEM.

Back out.

Examine the panel and use the WRENCH to get the BOLT 3/5 (Q).

Go left.

Examine the map; use the WRENCH to get the BOLT 4/5 (R).

Examine the chest and place the BARBER’S EMBLEM on it; open the lid and take the GLIDER WING RACK (S).

Examine the floor panel and use the WRENCH to get the BOLT 5/5 (T).

Go to the Balcony.



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Examine the panel and open it; take the SCREWDRIVER (F).

Go left.

Examine the controls; use the SCREWDRIVER on the panel and remove it (G).

Place the 3 GEARS on it to trigger a puzzle.

Place the GEARS so they are all turning.

See screenshot for solution (H).

Pull the lever when complete.

Exit through the left window after the cutscene.

Use Matthew on the rope; take the ROPE (I).

Attach the ROPE on the cleat (J).

Use Matthew on the rope (K).

Take the TEXTILE (L).

Go forward.



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Use the CARGO NET on the Myriapod (W).

Use Matthew on the teetering crate (X).

Examine the Myriapod; take the GEAR 2/3 (Y).

Examine the rear door and place the CRANK HANDLE on the stem (Z).

Select the handle to go forward.

Examine the map; take the COMPASS (A).

Examine the chest; take the BOLT 1/5 (B).

Back out.

Examine the Myriapod and use the COMPASS on the head. Take the CAMERA SHUTTER (C) and GEAR 3/3 (D).

Go forward.

Remove the cloth and exit out the window (E).



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Board the Zeppelin (P).

Use Matthew on the Myriapod (Q).

Examine the CROWBAR (R) and take it.

Examine the diagram and take the GEAR 1/3 (S).

Examine the door; take the CRANK HANDLE (T).

Use the CROWBAR on the large crate and examine it to trigger a puzzle (U).

Move the items to unhook the net.

See screenshot for solution (V).

Take the unhooked CARGO NET.



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Examine the window and give the LIQUOR LICENSE to the soldier; take the INN SUPPLIES (K).

Go to the Gearwheel Inn.

Give the INN SUPPLIES to the barmaid (L).

Examine the right side of the bar to trigger a puzzle (M).

Make the drink per the directions.

To solve the puzzle, select the following: C-E, E-D, B-E, E-F, E-D, (F will empty automatically), A-F, F-E, A-F, F-E and F-D.

If you need to empty a vial you can use the drain (G).

Open the mixer compartment (D); take the ‘STEAM HORSE’ DRINK.

Give the ‘STEAM HORSE’ DRINK to the soldier; take the HELMET (N).

Go upstairs and enter Room 2.

Place the MILITARY JACKET, SOLDIER’S TROUSERS and HELMET on the dummy; select the uniform (O).

Go to the Zeppelin Landing.



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Take the IRON ROD (C).

Examine the brambles to access a HOP (D).

Play the HOP.

Find and use the items in the order marked.

You will receive the WIRE CUTTERS (E).

Back out.

Examine the shovel head and place the IRON ROD on it; take the SNOW SHOVEL (F).

Open the panel and pull the lever (G).

Go forward.

Use the SNOW SHOVEL on the shack and zoom into the door. Use the MECHANICAL LOCK PICK on it and remove the lock (H).

Examine the opened shack; take the LIQUOR LICENSE (I).

Use the WIRE CUTTERS on the wire and remove it. Open the lid; take the SOLDIER’S TROUSERS (J).

Back out and go up the right.



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Swap any two tiles to complete the pictures.

See screenshot for solution (U).

Open the suitcase.

Examine the suitcase and read the four notes.

Place the DEAD POWER CUBE in the charger and turn the handle; take the CHARGED POWER CUBE (V).

Back out and enter Inks Room.

Examine Matthew and place the CHARGED POWER CUBE on him (W).

Take Matthew (X). He will now be added to your toolbar and you can use him to reach items out of your reach.

Use Matthew to get the MECHANICAL LOCK PICK (Y).

Jump out the window to Main Street.

Use Matthew on the jacket (Z).

Return to Inks Room.

Use Matthew on the Myriapod (A).

Zoom into the hole in the wall; take the MILITARY JACKET (B).

Go to the gate.



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Speak to the barmaid (N) and soldier (O).

Go upstairs.

Examine the dollhouse and place the DOLLHOUSE WINDOW, DOLLHOUSE ROSETTE and DOLLHOUSE DOOR on it. Select the dollhouse to trigger a puzzle (P).

Retrieve the items pictured in the upper middle to help the dolls.

To solve the puzzle, select the items in the numbered order and place it on its matching colored location.

Take the KEY TO ROOM 2 (Q).

Go left into Inks Room.

Examine the bed and place CROW HEAD and CROW WING on Matthew. Select Matthew twice; take the DEAD POWER CUBE (R).

Back out.

Examine the door plate and place the DOORKNOB on it; use the KEY TO ROOM 2 in the keyhole. Select the key or knob (S).

Go right into Room 2.

Examine the suitcase to trigger a puzzle (T).


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