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Use the PLANKS (X), the NAILS (K) and the HAMMER (V) to fix the ladder.

Take the CHEST PIECE (Y).

Go to Simon’s room.

Insert the CHEST PIECES (Y and Q) in the chest.

The tiles in each column should match the tile at the top of the column.

To move a tile, Press on it when it’s next to an empty slot.



Set in the Wild West, FESTER MUDD: CURSE OF THE GOLD is a three-part comic saga of exploration, reunion, and redemption…and a love letter to the classic adventure games of the 90s! Roused from a life of sloth to reunite with his long-lost brother in search of unimaginable riches, reluctant hero Fester Mudd somehow manages to be intrepid but cowardly, ambitious yet lazy, dimwitted but brilliant. In Episode 1, Fester hits the trail to join his brother, Bud, in the downtrodden town of Loamsmouth. But when Bud is found to have mysteriously vanished, Fester realizes that the journey will be far longer and more treacherous than he bargained for…and he must enlist the aid of an experienced gunslinger to help him make his way through Indian territory to track down both his missing brother and the gold that awaits them both!But gunslingers don’t come cheap…and Fester must find a way to convince him to join him on the perilous quest. This Episode sees Fester exploring Loamsmouth and surrounding territories. Along the way, he’ll meet and deal with an assortment of Old West roughnecks, flim-flammers, and other larger-than-life characters…and give adventure game fans a huge blast from the past!



Return to the House of 1,000 Doors to save mankind from annihilation! Giant snakes have burst out of the Earth and are wreaking destruction across every continent. Your mission: travel back in time to four different epochs to gather the elements needed to activate a machine that can destroy the ancient beasts!



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

Zoom into the table, insert the PORTRAIT into the niche (A), and open the box; read the scroll (green), take the WHALE FIGURINE (B), and the WAVE (dark blue).

Zoom into the chair; take the YELLOW STONE (C).

Go to the Fishing Village.

Zoom into the cage; insert the YELLOW STONE into the niche (D).

Play the mini-game.

To solve this puzzle (E), select the buttons in the numerical order (1-7).



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Zoom into the panel; connect the RECORD to it (R) and insert the GOLD COIN into the slot (S).

Play the mini-game.

To solve this puzzle (T), set the cannon and the board pieces correctly so that the cannonball reaches the hole (U).

Pull the lever (V) when the board setup is correct to shoot the cannonball into the hole.

Take the YELLOW MEDALLION (W).

Zoom into the left door; insert the PURPLE MEDALLION (X) and the YELLOW MEDALLION (Y) into the slots.

Play the mini-game.

To solve this puzzle (Z), move the ball into the hole (purple).

Push the arrow buttons (light blue) to move around the ball.

Move the ball in the following directions: down x2, left x4, up x2, right x2, down x2, right x7, up x2, left x2, down, left, down, right, down x2, right, down x3, right, down, and left x2.

Up, left x3, up, left x2, down, left x2, up x2, right, up, right x5, down x3, left, down, left, down, and left x3.

Enter Dolores' House.



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Take the plaque (A) and the propeller (B). Connect the propeller to the submarine (C) and take the compass (D).

Insert the compass into the device (E). Press the button (green) and insert the plaque into the niche (yellow).

Take the battery from inside the globe (F). Insert the battery into the detonator (G) and take the detonator.

Insert the detonator into the bomb (purple) and take the bomb.

Break the safe with the bomb (H) and take the crown from inside the safe (I). Put the crown onto the statue (J) and take the crowbar (K).

Break the column with the crowbar (light blue) and take the ladle (L).

You will receive the LADLE.

Go to the Fisherman's House.

Zoom into the oven and insert the 2 NEWSPAPERS and the LADLE into it (M); put the GOLD CUFFLINKS into the ladle and take the MELTED GOLD (N).

Go to the Sea Museum.

Zoom into the device, pour the MELTED GOLD into it (O), and turn the handle (P); take the GOLD COIN (Q).

Go to the City Embankment.



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Zoom into the museum door; put down the MERMAID (R).

Play the mini-game.

To solve this puzzle (S), set the shell chips into the corresponding columns with the joystick (white).

Rotate the joystick with the button (T).

Move the joystick left and right with the button (U).

Pick up shell chips with the button (V).

Enter the museum.

Zoom into the device; take the WRENCH (W).

Zoom into the showcase, put down the JACK, connect the JACK HANDLE to it, and turn the handle (X); apply the GLUE to the record, put the record together, and take the RECORD (Y).

Open the trapdoor (Z).

Play the HOP.



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Zoom into the boarded window; remove the boards with the MACE (I).

Play the HOP.

Put the scoop (J) into the sand (K) to acquire the scoop with sand. Pour the scoop with sand into the bottle (L).

Cut the seam (N) with the scissors (M) and take the magic wand (yellow).

Hit the top hat with the magic wand (light blue).

Pour the paint (O) into the other paints (dark blue) and take the brush (purple).

Dip the brush into the paints to acquire the brush with paint. Paint the coin with the brush with paint (P) and take the gold coin.

Give the gold coin to the bird (Q).

Take the gold cufflinks (green).

You will receive the GOLD CUFFLINKS.



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

Take the bell, connect it to the bull, and take the bull with bell (Y).

Take the iron, connect it to the hook (Z), and take the bobber (A).

You will receive the JACK.

Zoom into the bed; read the note (B); you will receive the 2/2 NEWSPAPER.

Zoom into the porthole; take the 2/2 BOLT (C).

Zoom into the ship and cut the rope with the KNIFE (purple); take the MERMAID (D).

Walk down.

Zoom into the boat; take the GLUE (E) and the WHEEL (F).

Walk down twice.

Zoom into the statue; insert the 2 PEARLS into the slots (G).

Take the MACE (H).

Move forward.



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Talk to the woman (R).

Zoom into the window; take the PURPLE MEDALLION (S).

Zoom into the newspaper (T) to acquire the 1/2 NEWSPAPER.

Move forward.

Zoom into the box; take the JACK HANDLE (U).

Zoom into the bulletin board; take a look at the two posters (green) and take the 1/2 BOLT (V).

Move left, down the docks.

Take the KNIFE (W).

Zoom into the shells and open the three shells; take the 2/2 PEARL (X).

Turn left.

Play the HOP.



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Zoom into the crate and put down the STONE and the STICK (F); take the LADDER (G).

Move forward.

Put down the LADDER (H).

Zoom into the toolbox; take the UNCHARGED BATTERY (I).

Zoom into the machine, connect the SHAFT to it (J), and insert the UNCHARGED BATTERY into the niche (K); pull the handle (L) and take the CHARGED BATTERY.

Move forward.

Zoom into the device; connect the CHARGED BATTERY (M), the CLAMP (N), and the CONTROL PANEL (O) to the device.

Play the mini-game.

To solve this puzzle (P), insert the correct pieces into the empty slots (purple) to connect plus- and minus-signs correctly.

Push the start-button (Q) to complete the mini-game.

Move forward.



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Call the dolphin with the DOLPHIN WHISTLE (R).

Zoom into the book; take the book (S) and the SHARP SHELL (T).

Talk to the fisherman (U) and take the HEART (V).

Move forward.

Zoom into the crates and take the 1/3 PEARL (W); insert the HEART into the niche (purple), open the book twice, take the map (X), and the CLAMP (Y).

Move forward.

Take the STONE (Z).

Cut the rope with the SHARP SHELL (A) and open the door (green).

Zoom into the cabin; take the STICK (B) and the SHAFT (C).

Call the dolphin with the DOLPHIN WHISTLE (D).

Zoom into the dolphin; take the CONTROL PANEL (E).

Walk down twice.



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

This is the official guide for Fierce Tales: Marcus' Memory Collector's Edition.

Access the map (A) to quick-jump to any available location.

Select the notes (B) to review what you have revealed so far.

From the menu (C) you can leave the game, adjust the difficulty, and adjust the game's settings.

Collected items will be stored in the inventory (D).

Press the hint button (1) whenever you need help.

Hidden Object-Puzzles will be referred to as HOP throughout this guide. Puzzles may be random; our solutions may vary from yours.

There are three grades of difficulty you can choose from in the beginning: casual, advanced, and hardcore mode.

Take the PORTRAIT (E).

Take the SHOVEL WITH SHELLS (G).

Zoom into the rock; hit the SHOVEL WITH SHELLS against the rock (F) to acquire the SHOVEL.

Remove the sand pile with the SHOVEL (purple).

Play the HOP.

Take the knife (H).

Cut the string with the knife (I) and take the string.

Take the empty watering can (J). Put the empty watering can into the water (K) to acquire the full watering can.

Connect the string to the hook (L) and take the empty fishhook.

Pour the full watering can over the soil (M). Catch the worm with the empty fishhook (green) and take the hook with worm.

Place the hook with worm into the water (yellow) to acquire the fish. Give the fish to the seagull (N).

Take the closed clam (O). Give the closed clam to the crab (P) and take the whistle (Q).

You will receive the DOLPHIN WHISTLE.




Solve the mystery of a seaside town and uncover your lost memories in Fierce Tales: Marcus' Memory! After waking up on a deserted beach with no memory of who you are, you set out to find the one person who can help you. But when you arrive at the nearest seaside town, you learn that memory loss isn't your only problem. The village is buzzing with reports of terrifying"sea people," and uncovering the truth behind these strange creatures might just be the key to recovering your own lost memories. Hold your breath and dive into this thrilling Hidden Object Adventure game! 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:



Frank Winters discovered an archaeological dig in a mysterious village called Corpatros—and immediately afterwards he vanished, never to return home. His daughter Alice, who was just a young girl when her father disappeared, is now a grown woman on the hunt for answers. When Alice receives a mysterious letter on the 20th anniversary of her father's disappearance, she decides to travel to Corpatros to find out the truth. Though Corpatros appears vacant and deserted at the time of her arrival, she soon advances through the village and discovers a whole new world, and her hopes linger on one question: Could her father still be alive in such a strange place?


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