
- Enter the living room and take the LAVENDER lying on the floor.
- Take BRANDON as well and go to his room.

- Hang the LAVENDER from the chandelier to protect the boy, then place BRANDON in bed.
- Take the HORSE lying on the bed next to BRANDON (Great, reduced to stealing toys from sick children – what has the world come to?)

- Make your way to the kitchen and place the HORSE on the door lock to the left, then exit out through the door to the rear yard.

- Examine the pipe with the red fitting and take the ZIPPER PULL.
- Glance over at the PICNIC table to initiate a HOS.

- Take all the items circled in red.
- Multi-move items include placing a nut inside a nutcracker to crack it open, getting the binoculars from inside the case, and using the oiler to loosen the nut from the bolt.
- Take the TOTEM when the HOS is completed.

- Go to the playground in the background, zoom in on the hobby horse, place the ZIPPER PULL on the saddlebag, and take the GLASS found inside.

- Return to Brandon’s room.
- Place the TOTEM up on the left, and take the DOVE found on the shelf unit to the right of the window.

- Zoom in on the mailbox outside and insert the DOVE in place to open it.
- Read the two letters – seems like Gray can’t spell ‘ancient’ – and retrieve the FISH inside.

- Go back to the swamp, watch the resulting scene play out, then head to the waterfall where you’ll find a broken gauge.
- Clean away the shattered glass and install the GLASS from inventory in its place.
- Once repaired, place the SENSOR in inventory.
- Finally, use the CUP on the nearby lily to get a FLOWER.
- Add the GLASS BALL to inventory as well.

- Insert the SENSOR into the pipe fitting and turn the valve on to make the bird bath work.
- When the bird come calling, the MAGNET will retrieve the FISH hanging from its neck.

- Return to the shelter.
- Open the hatch in the center of the floor using the two FISH in inventory.

- Make your way down, watch the resulting scene, then open the case you’ll find sitting next to the candelabra to the left.
- Place the CYLINDER in inventory.

- Return to the playground and place the CYLINDER on Pinocchio to initiate a puzzle.

- The aim is to set Pinocchio’s nose to just the right length – my, what a fibber he’s been!
- The solution is fairly simple – click on B once, then C once, and B twice.
- Take the HANDLE found inside his mouth.

- Move to the workshop and use the HANDLE to open the door.
- Take the PLIERS inside the toolbox.

- Go to the shelter’s basement, note the wiring, and use the PLIERS to untwist it.
- Take the WIRE and the SPONGE.

- Return to the workshop, twist the rope ends, use the WIRE to fasten the end, finishing off by using the PLIERS to tighten it up.
- Once finished, take the ROPE.

- Go up to the tree-house, click on the curtains on the boarded up window to knot them, then attach the ROPE from inventory, which will automatically tie the other end to a weight sitting on a nearby railing.
- Push the weight off, and the window will be torn open and allow you access to the interior.
- Watch the scene play out.
- Fix the car with the SCREWDRIVER and take the FUSE.
- Glance at the note from Brandon’s father, and pick up the KEY next to it.
- Click on the couch to initiate a HOS.

- Pick up the objects circled in red.
- Multi-move items include a pair of scissors hidden inside a pouch, and getting a gumball by placing a coin in the slot and turning the handle.
- On completion, you’ll obtain another TOTEM.

- Return to Brandon’s room and place the latest TOTEM up in the right corner to initiate a light show.
- Pick up the MEDALLION leaning against the model airplane on the floor.

- Exit the room to the second floor landing and examine the globe sitting on the table by the chair.
- Use the SPONGE to get some OIL from the canister.

- Go downstairs to the kitchen.
- Use the KEY to open the electrical box and remove the TOGGLE.

- Go to the waterfall, open the electrical box, and insert the TOGGLE and the FUSE in place.
- When done, flick the switch and take the SPRING.

- Go to the playground and insert the SPRING in the pinball machine’s ball launcher.
- Pull on the handle and take the BALL.

- Go to the shelter basement, zoom in on the foosball table, and insert the ball to initiate a puzzle.



- The aim, as is usual with foosball, is to try and score. In order to accomplish the task, the players have to be set up in a certain pattern, starting from the back and moving on forward.
- You click on a player, are given the option (not all the time) to move it, and are then given arrow options regarding which direction the ball will be kicked – note that the entire play has to be mapped out before you can kick the ball via the Start button.
- You then just sit back to watch and see if it will make it all the way into the goal.
- Look at the three screenshots to get the layout for the three scoring sequences.
- It’s basically pretty simple, just a case of lining up players that either have a direct line of sight to the next player, or direct to the goal.
- When complete, take the next MEDALLION.

- Go the entry hall of the house, and place the two MEDALLIONS from inventory on the doll. OIL latch with the SPONGE, open it, and take the DIAMOND inside.

- Enter the fireplace room, zoom in on the door to the left, and use the DIAMOND to cut the glass.

- Open and go through the door down to the basement.
- Take a close look at the washing machine.
- Put the BALL from inventory in place to open the box.
- Put the POWDER, FERTILIZER and HOOK in inventory.
- Click on the old rocking chair to initiate the next HOS.

- Click on the object circled in red.
- Multi-move items include combining the two heart segments, obtaining the mask from the box, getting the B and the pallet from inside the suitcase, and using the scissors to cut the rose free.
- The prize on completion is yet another TOTEM.

- Go to Brandon’s room and put the TOTEM on the floor in the middle of the room for another light show – take the METAL ROSE.

- Go to the kitchen and use the HOOK to open the drawer.
- Take the CITRIC ACID inside.

- Return to the swamp house exterior, put the FERTILIZER on the flowers, and retrieve the FIGURE.

- Enter into the living room and put the FIGURE on the upper right door of the cabinet.
- Take the ALCOHOL you’ll find inside.

- Go back to the workshop, put the METAL FLOWER on the mixer, and toss in the POWDER, FLOWER, CITRIC ACID and the ALCOHOL to trigger the next puzzle.

- To complete the circuit, take the following path across via the arrows – Up, right, down, left, down, left, down, right x 4.
- Take the COGWHEEL that drops out.
- Turn the blender on and take the resulting SOLVENT.

- Go the shelter, place the COGWHEEL on the jack that’s hiding in the shadows under the table, then take the JACK.

- Return to the workshop and use the JACK on the cage.
- Take the PITCHFORK.

- Time for a little farm labor.
- Return to the forest thicket, roll up your sleeves, and use the PITCHFORK on the tree lying on the ground.
- When the raccoon puts in an appearance, use FLUFFY the cat of 101 uses to chase the critter away.
- Look inside the hollowed out log to initiate the next HOS.

- Click on the items circled in red.
- Multi-move objects include using the knife on the blunt pencil and striking a match on the side of the matchbox.
- Take the TURTLE BUTTON offered up at the end.

- Return to the tree house and put the TURTLE BUTTON on the wrapped picture to initiate the next puzzle.


- The aim is to move adjoining squares to correct the picture – see the screenshot for the solution.
- You have the option of a daytime scene or a nighttime version.
- When done, use the SOLVENT, then the QUILL, and you’ll be transported to the next stage of your journey.
