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Take the SHOVEL (H).

Knock on the front door (I).

Talk to Morgana and take the BAT (J).

Walk down.

Look at the crate and place the BAT in the lock (K).

Remove the crate lid and take TOM'S THINGS (L).

Walk to the right.

Give TOM'S THINGS to Morgana (M).

Talk to Morgana and look inside the box (N).

Talk to Lynn (O).

Note the unusual lock on the door (P).

Look at the box; open the lid, take SATURN, and the OFFICE DOORKNOB (Q).

Walk down twice and look at the mini-game on the door.



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Find a path from the left (A) to the right (B).

Use the amount of each color in the path as shown at the top (C).

Select the platform for a HOP.

Locate all the items on the list (D).

You will earn the PUNCH CARD #78.

Walk down twice.

Look at the lockbox, place PUNCH CARD #78 in the slot, and pull the handle (E).

Take the FLY (F).

Walk forward and right.

Look at the gate and place the FLY on the web (G).

Open the gate and walk to the right.



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Talk to Lynn (L).

Select the snow pile, and then take the VALVE from the imp (M).

Note the mini-game on the door (N).

Walk to the right.

Talk to Lynn (O).

Look at the manhole and take the GLOVE (P).

Walk down.

Look at the bench and take the EARTH (Q).

Use the GLOVE to take the BLADE (R).

Walk to the right.

Look at the gate and talk to the guard (S).

Give the BAG OF HAY to the horse and use the BLADE on the hay (T).

Take the BREAKER HANDLE and the SUN (U).

Note the platform (V).

Look at the control, use the BREAKER HANDLE on the slot, and lift the handle (W).

Select the panel for a mini-game (X).



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Take the BAG OF HAY (A).

Look at the lockbox and take the MAP (B).

The map is now located above the journal (C).

Select the wagon for a HOP (D).

Locate all the items on the list (E).

Select the 'Switch to puzzle' button to play the alternate game (F).

The instructions for the alternate game are located in the General Tips.

You will earn PUNCH CARD #80.

Look at the lockbox and place PUNCH CARD #80 in the slot (G).

Take the lever, place it on the side, and pull it down (H).

Take the PLANETS DIAGRAM and the SAW (I).

Look at the sconce and use the SAW to cut the torch; take the TORCH and the AIR MEDALLION (J).

Use the TORCH on the dark cloud (K).

Walk forward.



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Use the CHALK on the circle to activate the mini-game.

Select a piece of chalk (V) and connect the 2 colored circles.

Select one of the outer, highlighted circles and select a path of dots to the other circle.

Do this for the other 2 colors; you can use previously selected dots, but not paths.

Enter the portal (W).



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Look at the desk and take the 1/2 RUNE STENCIL (J).

Open the book, turn the page, and take the RING (K).

Look at the circle (L).

Take the note (M).

Look at the book and use the RING in the lock (N).

Open the book, turn the page, and take the 2/2 RUNE STENCIL (O).

Exit the close-up of the circle.

Place the RUNE STENCIL on the window (P).

Look at the dresser, place the MIRROR on the chest (Q), and take the COMBINATION (R).

Walk down.

Look in the armoire and use the COMBINATION on the box (S).

Press the flower tiles to match the combination (T).

Take the CHALK (U).

Walk up the stairs and look at the circle on the floor.



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You will have the option of an interactive tutorial.

Look at the dollhouse, open the lid, and take the Imp (A).

You will need to give him a name (B).

Open the drawer; take the MIRROR and the RIBBON (C).

Look at the planter and hang the RIBBON on the pole (D).

Hover your mouse over the ribbon, and then select the ribbon once you see the imp cursor (E).

You will earn the CABINET KEY.

Look at the armoire and use the CABINET KEY in the lock (F).

Look in the armoire and take the AXE (G).

Look at the door and zoom into the keyhole (H).

Zoom into the door handle and use the AXE 3 times to cut it open (I).

Walk forward, up the stairs.



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This is the official guide for Witches Legacy: Lair of the Witch Queen Collector's Edition.

Select the journal to view notes on the story (A).

Once you locate the map, you can select the tab to view it as needed (B).

Your inventory (C) is located in the lower panel. Select an item to use it.

The panel auto-hides; move your mouse down to bring it up.

You can lock the inventory panel in place with this lock (D).

Hints are unlimited, but you must wait for the skull to refill (E).

Hidden-object puzzles are referred to as HOPs in this walkthrough. Mini-games and HOPs are sometimes randomized; your solution may vary.

Items listed in green are hidden, or they require additional actions to locate. Interactive items are color-coded.

You have the option to play a memory match game instead of the HOP.

Select the green button in the upper right to switch to the puzzle (F). You can switch back to the HOP at any time (G).

Select 2 cards at a time to find matching pairs (H). Finding 2 pairs will remove an item from your list (I).




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Zoom into the back door and take the photo (M); cut through the tape with the RAZOR BLADE, open the box and take the WIRE CUTTER (N).

Zoom into the emergency box and remove the PIECE OF WIRE with the WIRE CUTTER (O); open the box and take the CAN OPENER (P).

Go left into the Portside Passageway.

Zoom into the panel and remove it with the CAN OPENER; take KEY 1/2.

Walk down.

Zoom into the door to the Petty Officer’s Office and pick the lock with the PIECE OF WIRE (R).

Go through the door.

Zoom into the net and cut it with the RAZOR BLADE; take KEY 2/2.

Zoom into the key panel and put the KEYS on it to trigger a mini-game.

Move the rows and columns of keys to organize them by color.

From the default position, one solution is:

Row W: 1 left, Column 01: 1 up, Column 02: 2 up, Column 03: 1 down.

Row V: 1 left, Column 04: 1 up, Column 02: 1 down, Row W: 1 left, and Column 02: 1 up.

You will receive a KEY.

Zoom into the desk for a HOP (X).



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Zoom into the bucket and take the LEVER (H).

Go to the medicine cabinet for a mini-game.

Use the clues on the wall to figure out in which order to push the buttons (I).

Zoom into the cabinet for a HOP.

Open the cabinet; one of the anchors will be behind the cabinet door.

Put the pistol in the holster (orange).

Put the bullets in the cartridge belt (green).

Combine the two parts of the cookie (blue).

You will receive a RAZOR BLADE (J).

Walk down and go left into the Passageway.

Use the FLASHLIGHT on the scene to find the power box (K).

Open the power box and zoom into it for a mini-game.

Put the LEVER in the slot (L).

Rotate the connectors until all lights are powered, then pull the lever to switch on the light.



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Zoom into the bench; use the GLOVE to take the SCOOP NET (B).

Zoom into the fountain; use the SCOOP NET to get the STATUE BUTTON (C).

Zoom into the statue base and put the HOUR HAND and MINUTE HAND on it; set the time to 3:00 (D).

Put the STATUE TILE on the statue to trigger a mini-game.

Slide the tiles into the correct rows as in the screenshot (E); the starting position is random so a step-by-step solution can’t be given.

Take the PAMPHLET and the GLUE (F).

Give the PAMPHLET to Steven.

Zoom into the bunk and take the note and the FLASHLIGHT (G).

Walk forward into the Head.



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Find 15 matching pairs of items (Y and Z); some pairs are identical, some are just similar.

You will receive a SUITCASE and a VASE.

Go to the Garden Gate.

Zoom into the gate and open it with the GARDEN GATE KEY (A).

Walk forward to the Garden.



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Zoom into the rose bushes for a mini-game.

Remove all the dead branches with the GARDEN CLIPPERS (S) until you can pick up the DOLL’S HEAD (T).

Go to the Porch behind the Piano Room.

Zoom into the table and attach the DOLL’S HEAD, DOLL’S LEG and DOLL’S ARM to the doll; pick up the DOLL (U).

Give the DOLL to Stephanie.

Take the SHEET MUSIC PIECE (V).

Walk down.

Zoom into the piano and put the SHEET MUSIC PIECE on the reader for a mini-game.

Repeat the notes the piano plays (W).

Take the SHEET MUSIC (X).

Give the SHEET MUSIC to Steven.

Take the GARDEN GATE KEY (Y).

Walk down.



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Zoom into the plant under the stairs; light the scene with the LIT CANDLE and take the STOOL LEG (L).

Go back to the kitchen.

Zoom into the broken stool (M); attach the STOOL LEG to the stool and pick up the STOOL.

Put the STOOL down under the left cupboard and take the DOLL’S LEG (N).

Walk down three times to the Front Yard.

Zoom into the wall, remove the brick with the SCREWDRIVER and take the DOLL’S ARM (O).

Zoom into the flower bed, put the VALVE on the hose (P) and turn the valve; take the CLIPPER HALF (Q).

Zoom into the steps and move the beach ball; put the CLIPPER HALF on the clippers, join them with the SCREW, tighten the screw with the SCREWDRIVER and pick up the GARDEN CLIPPERS (R).



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Assemble the balloon (blue, B).

Move the knight’s shield for the dart (C).

The peacock feather is in the left drawer (D).

The billiard ball is in the second drawer from the top (E).

The MOSAIC PIECE is in the bottom drawer (F).

Walk down twice to the Hallway.

Zoom into the cabinet and put the MOSAIC PIECE on it to trigger a mini-game.

Find pairs of similar (but not identical) images; if the images don’t match, the two tiles you selected will swap around.

Once you’ve found all the pairs, move the tiles around to make a cohesive image (G).

Take the note and the KEY.

Zoom into the door and open it with the KEY (H).

Go through the door to the Kitchen.

Light the candle with the MATCHES and take the LIT CANDLE (I).

Zoom into the blackboard and open the letter with the LETTER OPENER (J); take the photo, the note and the SCREW (K).

Walk down.


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