Mystery Tales: The Hangman Returns: Chapter 1: The Publishing House

This Mystery Tales: The Hangman Returns Walkthrough will help you unravel the mysterious suicides at Death Printed Ltd Publishing House.


Chapter 1: The Publishing House







  • Select Stephen twice (A).
  • Turn the key (blue); take the diary (B) and collect 3 notes and a card from it.
  • Open the kit and take the TOURNIQUET (C), open the bag and take the CLUTCH (D), and take the GLOVE COMPARTMENT HINT (E).
  • Remove the note and tape (F).
  • Remove the note (G).
  • Use the TOURNIQUET and take the KNIFE (H).
  • Use the KNIFE (I) and play the HOP (green). Play the mini-game.
  • Easy solution: (8-7)-(5-8)-(4-2)-(1-3)-(6-9).
  • Hard solution: (17-13)-(14-12)-(18-15)-(20-16)-(21-19)-(25-23)-(24-22)-(11-10).
  • Take the CASE FILE (J).






  • Place the GLOVECOMPARTMENT HINT (K). Play the mini-game.
  • Easy solution: 1-3-2-6-4-3-2-6-5-3-2-6.
  • Hard solution: 1-2-3-6-4-5-3-6-4-5-3-6-1-2-3-6-4-5-3-6-4-5-3-6.
  • Take the map, CLUTCH TOKEN, and BULLETS.
  • Take the COIN (L).
  • Place the CLUTCH TOKEN on the CLUTCH. Play the mini-game.
  • Easy solution: Ox2-Nx2-Mx2-N-Ox2-Nx2-Ox3.
  • Hard solution: Ox2-Nx2-Mx2-Nx3-Ox2-Nx2-O-Nx2.
  • Take the note and glasses.
  • Use the glasses (Q).
  • Open the CASE FILE; take the note, MANUSCRIPT 1/4, 3 files, and KEY CARD.
  • Insert the KEY CARD (P).
  • Go forward.
  • Remove the cover (R).
  • Take the note and GLOVES (S); activate the typewriter (T).
  • Take the note and use the COIN (U).
  • Use the GLOVES to collect COLORED BULB 1/2 (V).








  • Take the EVIDENCE PACK (W).
  • Use the KNIFE to open the EVIDENCE PACK; take the CASE DETAIL and UV LAMP.
  • Go back.
  • Place the CASE DETAIL (X). Play the mini-game.
  • Easy solution: Yx2-Z-Y-Zx2-Y-Zx2.
  • Hard solution: Y-Z-Yx2.
  • Take the PLIERS and GEAR 1/2.
  • Use the PLIERS and take COLORED BULB 2/2 (A).
  • Go forward.
  • Place 2 COLORED BULBS (B). Play the mini-game.
  • Easy solution (C):
  • (6-3)-(1-2)-(8-7)-(12-11)-(16-17)-(18-19)-(14-9)-(4-13)-21-(4-12)-(6-2)-(6-4)-(18-16)-(18-14)-(4-18)-(6-8).
  • Hard solution (D):
  • (6-3)-(8-7)-(14-9)-(4-13)-(12-11)-(18-19)-(16-17)-(1-15)-(20-5)-(2-1)-21-(14-4)-(12-8)-(14-12)-(6-2)-(14-6)-(16-14)-(18-16)-(18-20)-(18-10).
  • Take the note and DESK KEY.








  • Insert the DESK KEY, take GEAR 2/2, and grab the book (E).
  • Place 2 GEARS (F). Play the mini-game.
  • Solution:
  • 9-8-7-13-19-25-26-1-2-3-4-5-6-12-18-24-16-17-23-29-35-34-28-22-21-15-14.
  • Enter Marilyn's Office.
  • Use the glasses (G). Remove the knob (H). Take the THICK CLOTH (I).
  • Take the note and place the UV LAMP (J). Play the mini-game.
  • Easy solution: 1-5.
  • Hard solution: 6-14.
  • Take MANUSCRIPT 2/4 and the CASSETTE TAPE.
  • Go back.
  • Use the THICK CLOTH and take MORGAN'S DIARY (K).
  • Open MORGAN'S DIARY






  • Play the mini-game.
  • Solution: 1-(1-2)-3-(4-5)-6-(7-8)-9-(9-10)-11-(11-12)-13-(13-14)-(15-16)-17-(18-19)-20-(21-22)-(22-23)-24-25.
  • Take the CHAMELEON INLAY.
  • Insert the CHAMELEON INLAY and take the CHAMELEON FOOD (L).
  • Use the CHAMELEON FOOD and take the QUILL INLAY (M).
  • Go forward.
  • Place the QUILL INLAY and take the CORKSCREW (N).
  • Use the CORKSCREW, take the WINDOW CLEANER, EMPTY REVOLVER, and note (O).
  • Open the EMPTY REVOLVER, put the BULLETS into it, and receive the LOADED REVOLVER.
  • Go back twice.
  • Take the note, use the LOADED REVOLVER, take the OILER, newspaper, and EMPTY TAPE PLAYER (P).
  • Open the EMPTY TAPE PLAYER, put the CASSETTE TAPE into it, and receive MARILYN'S VOICE.
  • Go forward twice.


  • Use MARILYN'S VOICE and take the FLASH DRIVE (Q).
  • Insert the FLASH DRIVE (R); take the FIGURINE CLUE (S).
  • Go back twice.
  • Place the FIGURINE CLUE (purple). Play the mini-game.
  • Easy solution: T-U-V-Wx2.
  • Hard solution: Wx2-U-V-T-W.
  • Enter the Hallway.