A mysterious figure in red… Something’s driven everyone away from Linden Shades. No one’s been back since that time of terror when the kids drew startling images of blood-red ghosts, and the police were no help. Your editor’s sure there’s a story hidden in the Shades. Can you get the truth, off the record? 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.

Look at the desk and place the 2 OLD PHOTOS in the frames (T).

Drag the 3 frames to the outlines on the wall (U).

Look at the wall safe for a mini-game (V).

Complete the picture shown in the sketch (A).

Select a color button at the top (B), then select the squares you want to color. There are 3 pictures to complete (1-3).

Take the FILM REEL (C).

Place the FILM REEL on the projector (D).

Pull down the screen (E).

Walk down and select the basket at the bottom of the stairs for a HOP.



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Look at the desk and use the PLASTIC SCISSORS to cut the lie (L). Open the roll-top; take the Tape 03, 1 /2 COINS, and the clue (M).

Open the drawer and take the I /2 'OLD PHOTO (N).

Open the chest for a HOP (O).

Locate all the items on the list (P).

You will earn the BUTTERFLY WING.

Walk down.

Look at the door and place the BUTTERFLY WING on the emblem (Q). Enter the Principal's Study (R).

Open the cabinet to the right of the clock for a HOP.

Locate all the items on the list (S).

You will earn the 2/2 OLD PHOTO.



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Move the table under the chandelier (A).

Look at the stairs; take the CUP and place the RUG 011 the steps (B).

Select the basket for a HOP (C).

Locate all the items on the list (D).

You will earn the RAG.

Look the chair and place the RAG on the seat (E).

Take the MOIST RAG and the UMBRELLA (F).

Look at the panel and pull the right fuse (G).

Look at the chandelier and use the MOIST RAG to take the LIGHT BULB (H). Enter the Bedroom (I).

Look at the lamp and place the LIGHT BULB inside (J).

Lookat the bed; move the animaj^and take the PLASTIC SCISSORS (K).



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Move the key pieces to the matching bottom area (V).

Pieces will continue in a direction until they hit an obstacle.

Select a piece, and then choose aii arrow to mow in that direction. Move the pieces along the indicated patlis in numerical order (I -7). Walk forward to the Living Room.



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Place the CHAIN on the front of the tractor (J). Take the end of the chain to attach it to the locker (K). Look at the side of the tractor, open the cover, and use the DUCT TAPE on the wires (L). Look at the controls and press the red button (M). Look at the controls again and take the Tape 02 (N). Take the OIL CANISTER (O). Pull down the tarp and select the area behind it for a HOP (P). Locate all the items on the list (Q). You will earn the REACHER HOOK. Walk down and go the Farmhouse Entrance. Look near the wheel; use the OIljCANISTER to fill up, and then take the OIL CAN(R). Look at the mail slot; use the OIL CAN on the screws, followed by the SCREWDRIVER (S). £ Use the REACHER HOOK to pull it close, and then take the FRONT DOOR KEY (T). Look at the door and use the FRONT DOOR KEY in the lock; turn it and open the cover for a mini-game (U).



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Take the 2/2 LADDER CROSSBARS (A).

Look in the shed; take the CHAIN, HAMMER, and Tape 01 (B).

Look at the tree and place the 2 LADDER CROSSBARS on the trunk (C).

Use the 4 NAILS and the HAMMER on the crossbars (D).

Look at the birdhouse and take the HAT (E).

Place the SCARECROW HEAD, GLOVES, and then the HAT on the scarecrow (F).

Look at the birdhouse again; take the BARN LOCK PIECE and the SCREWDRIVER HEAD (G).

Look in the shed and place the SCREWDRIVER HEAD on the shaft to make the SCREWDRIVER (H).

Walk down and look at the barn door for a mini-game.

Place the BARN LOCK PIECE in the right circle to activate the mini-game (I).

Find the 7 differences (color-codfcd).

You can select the differences on either circle.



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Talk to Bob (K).

Take the SCARECROW HEAD (L).

Note the mini-game on the barn door(M).

Note the path to the Farmhouse Garden (N) and the Farmhouse Entrance (O). Select the well fora HOP (P).

Locate all the items on the list (Q).

You will earn the DUCT TAPE.

Walk to the Farmhouse Entrance.

Look at the flowers; take the RUGj and the 1 /2 LADDER CROSSBARS (R). Look near the wheel and take the CHISEL (S).

Walk down twice.

Look at the mailbox and use the CHISEL 011 the lid (T).

Take the drawing and the GLOYTjES (U).

Walk forward twice to the Farmliouse Garden.



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You will have the option of an interactive tutorial.

Take the APPLE (A).

Throw the APPLE at the lantern (B).

Collect the 5 LOCK PIECES (green).

Select the wagon for a HOP (C).

Locate all the items on the list(D).

You will earn the PINCERS.

Look at the gate and take the mini-game clue (E).

Use the PINCERS to take the 4 NAILS and remove the sign (F).

Place the 5 LOCK PIECES in thejcircle for a mini-game (G).

Use the buttons to turn all the pieces blue (H).

Press the Sun (I) to turn the whe61 I space clockwise; press the Moon (J) to turn the wheel 2 spaces counterclockwise?

Press: J, I, J, J, J, I, J, and I.

Walk forward to the Farm Pathway.



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Select the typewriter to view the diary, objective, and evidence (A).

Select a sticky note to switcli between the sections (B).

When viewing evidence you have collected, select a tape, and then press 'play1 (C). Your inventory (D) is located in the lower panel; select an item to use it.

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

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

Select the paper to view the map (F).

Hints are unlimited, but you must wait for the inkwell to refill (G).

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 red are hidden, or they require additional actions to locate.

Your current location is circled (H).

An exclamation point indicates the location lias an active objective (I).

Gears indicate that there are still'tasks to complete at that location (J).

Hover your mouse over a location to see the name (K) and view a picture (L). Trawl to a location by selecting ft on the map.

As you visit locations, the map will fill in.

Select the ’X to return to the game (M).



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Zoom into silverware on table and collect ORNATE KEY (U).

Zoom into bookcase and collect MUSIC BOOK (V).

Use PITCHER OF WATER to put out fire (W).

Play the HOP in the fireplace to receive SUN SYMBOL.

Go back 3 times to return to Hallway 3.

Go forward to Hallway 4.

Zoom into door and use ORNATE KEY (X) to open it.

Go left into Library.



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Zoom into the gold clock and use the CLOCK HANDS (M) to activate the Clock Puzzle.

Rotate face segments until they align and the hands are pointing to noon. Rotate rings into position from outside in followed by the minute hand then the hour hand.

Zoom into the clock and collect the KEYSTONE (N).

Back out of the Stairs into the Entrance Hall.

Take the right archway to Hallway 3.

Zoom into the domed device and insert the square DEVICE KEY (O) into the pedestal.

Go left and enter the Dining Room.

Zoom into the table and collect the SILVER FORK (P).

Zoom into the stags head; use the SILVER FORK to collect the SMALL BRASS DISK (Q).

Go through the door into the Drawing Room.

Zoom into sleeping prince; insert REDMOND CREST (R) into his ring and collect MAGIC ORB (S) from sword pommel.

Zoom into table, open tankard and collect GLASS BUTTERFLY (T).

Go forward towards fire place.



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Play the HOP in the open wardrobe to receive the CLOCK HAND and the EMERALD GEM.

Zoom into the mirror; insert the EMERALD GEM (F) into the empty setting and collect the SMALL BRASS KEY (G) after dialogue completes.

Zoom into the princess and collect the HAIRPIN (H).

Zoom into the dresser and collect the GOLD HEART (I).

Zoom into the window and collect the EMPTY PITCHER (J).

Return to the Bathroom.

Zoom into the sunken bath; use the EMPTY PITCHER on the water and collect the PITCHER OF WATER (K).

Return to Alexander’s Room.

Zoom into the clock; use the HAIRPIN to open the clock face and collect the CLOCK HAND (L).

Return to the Stairs.



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Zoom into the pool and collect the WIRE HOOK (A).

Zoom into the window next to the coach and collect the CAN OF OIL (B).

Zoom into the Stable door (C) to active the Stable Puzzle. Rotate each horses head in turn 1,2,3,4,5,6,7 to align them.

Play the HOP behind the stable door to collect the PICKAXE and the VALVE WHEEL.

Return to the Bathroom.

Zoom into the bath and use the WIRE HOOK to retrieve the DOOR KEY (D) from the plughole.

Back out of the Bathroom.

Zoom into the door on the left of the Hallway; use the DOOR KEY (E) to open it.

Go left through the open door and enter the Vanity Room.



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Zoom into the wardrobe; open the door, place the SILVER SHOE next in the wardrobe and collect the UNICORN HORN (W).

Zoom into the Queen on the bed and collect the GOLDEN SCARAB (X).

Zoom into the mirror and insert the GLOWING GEM into the setting (Y).

Play the HOP that now appears below the bed to receive a KEYSTONE.

Return to the Entrance Hall.

Zoom in on the doorway and insert the 3 KEYSTONES into the correct slots (Z) to active the Door Puzzle.

Rotate the disks on the door lock until they all align correctly. Rotate the centre piece into position first then ring 1, ring 2, ring 3, ring 4, ring 5.

Go forward through the open doorway to the Courtyard, then head left to the Stables and Coach House.


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