Nightmare Adventures: The Witchs Prison

Help Kiera Vale discover her ancestor’s history as she explores Blackwater Asylum in Nightmare Adventures: The Witch’s Prison! After receiving a mysterious letter from Alton Quinn, Kiera sets off to find out about her birth parents. Finding Blackwater Asylum to be in a state of disarray, Kiera begins exploring the grounds looking for information about her family, and Alton’s mysterious secret. Help her discover the truth in this Hidden Object Puzzle Adventure game!

The last coin S must belong to Margaret, so place it on her name. The atmosphere is spooky throughout, nothing to play with children. The object of this mini-game is to change the symbols and colors to match the four photos. Exit the close-up and look at the right candle sconce. Look at the note on the wall your camera will automatically take a photo I. Press the green button to start the generator Y. Your camera will take a photo of the arrows in the center. Click on Vale. Exit to the hall and back out to the front of the building. I more than reccomend this game to a puzzle player who wants a challenge and a cool storyline. Chapter 4: Asylum Examine each of the lamp posts. Check the password clue in your Photos. The object is to connect the pairs of colored tokens with the pipes. Zoom in on the basement door.

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Using the photo clues, note that the first symbol is the Sun, and the last is Jupiter. Scroll to the last page. It has a pretty high level of challenge so it might not be some gamers thing. Move the books to form a phrase. Turn on the four center lights. Enter the right door. Look at the mini-game on the purple door V. You may Laruaville 8 move a stone to a symbol that is red. Look at the skull over the left door. Take the red rose from the painting of the little girl. Look at the left door and see the room is flooded with green gas H. Do the same with the other empty jar. Take the crowbar resting atop the generator. Press the suns down and the moons up in this puzzle.

Return to the bedroom. Open the locker door and take the Y-shaped pipe inside. Zoom in on the stone table near the fence. Click to enter the passageway. Read the journal pages on the floor to learn what happened in the chapel. Enter the doorway and look at the mini-game on the right door. Rotate the middle ring so that the white circle aligns with the yellow angel. The doors are locked H. Turn on the gas valve. One belongs with the yellow angel, and one with the green angel. Good story, good puzzles that weren't that hard but not too easy either. Exit the close-up of the sink and look at the mini-game on the floor. The laboratory is now safe to enter. Click on two tiles to swap positions. Select Laboratory and beside Ventilation, click the On button.

Count how many of each letter, then press the letters from those that appear the least often to those that appear the most often. Zoom in on the computer monitor. Zoom in on the puzzle in front of the fountain. Do the same with the other empty jar. Take the empty eye-dropper and get a sample of blood from the letters. Look at the mini-game to the left of the doors. Look at the mini-game on the left wall. Click the next ring three times and the third ring from the center Iron Sea: Frontier Defenders. One belongs with the yellow angel, and one with the green angel. Your camera will take a photo of the symbol Y. Look at the eight photos of the paintings. Go left, up the steps, and right to the mausoleum.


Take the wooden coin that slides out from the side. Look at the mini-game over the bowl. Look at the cage mini-game. I usually play on "hardcore" and without a choice the mini games were extremely challenging. The objective is to press down all the buttons in a specific order. Exit the close-up and look at the mini-game that was behind the bookshelves. Look at the skull over the left door. Take the L-shaped pipe from the shelf. Figure out which coin belongs where by finding words that rhyme with the numbers one, two, three and four. Look at the lighted computer monitor. Zoom in on the gas burner on the table. Note the sink F.

Click Return at the bottom to go back to the menu. Once you have the phrase, the door will unlock. Enter the center door O. Do the same with the other empty jar. Exit to the hall and look at the left door. Open the top filing cabinet drawer and read the note O. Scroll to the last page. Zoom in on the door of the shed on the left. Look at the note on the wall your camera will automatically take a photo I. Go right to return to the center graveyard. Zoom in on the computer monitor. Pick up the pins that fall out of its mouth. Go right to the entrance hall.

6 thoughts on “Nightmare Adventures: The Witchs Prison

  1. Read the journal pages on the floor to learn what happened in the chapel. Take the eyeball that pops out. Pick up the pins that fall out of its mouth. Open them by pressing the floral buttons below them. Check the note on the lightbox on the wall.

  2. Click on each column to move the letters down. Look at the photo for a clue on the code D. Look at the mini-game. Pick up a T-shaped pipe from the ground, and an elbow pipe from the wall on the left. Slide the symbols around so that the sun is on the 6, the moons are on the even numbers, and the stars are on the odd numbers.

  3. Pick up the goo-filled mold. Zoom in on the hand scanner on the fence. Didn't want it to end!!!

  4. Click the numbers until it displays the year of the burning , according to the book in the entrance hall. The story is very good and is on par with big budget games. Look out the window to see the A. Look at the back panel to learn you need a tool to open it I. Zoom in on the bolted panel on the rear wall of the hallway.

  5. Take the water bottle perched on top of it. Look at the lighted computer monitor. Then take the path to the right side. Zoom in on the puzzle on the safe above the locker. Have one of each of the four animals in every column, row, and stringed set to complete this mini-game.

  6. Fill in the four blanks with the missing planetary symbols according to their order in the solar system Sun — Mercury — Venus — Earth — Mars — Jupiter. Zoom in on the birdbath. Then, click the purple buttons to make the finger point to that word.

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