Nightmare Adventures: The Turning Thorn

Two weeks after the events of Nightmare Adventures: The Witch's Prison, Kiera Vale finds herself drawn back into a web of occult sciences, mysterious dark entities, and government secrets -- woven by the agency known as A.R.C.A.N.E.. Kiera is happy to receive the call, but soon after her arrival finds that things are not at all how she remembers them to be. What are these agents hiding, and why didn't they tell her the whole story? What is the true nature of the Blackwater "Witch"? Why is Dr. Thorn's young daughter locked up in a containment cell? From the top secret labs in the depths of A.R.C.A.N.E.'s headquarters to the distant spires of alien worlds, Ms. Vale will seek answers, solve cryptic puzzles, banish evil otherdimensional creatures, and perhaps even make a new friend over a game of Piggy Princess along the way, in Nightmare Adventures: The Turning Thorn.

Phillips C. Chapter Six: Containment Go through the open door and into the interrogation room. Examine the sand box and collect a coin with a rabbit on it. The box here starts another puzzle. The grate holds another puzzle. Move the tiles to complete the picture E. Examine the screen again and use the weird thing I ordered from Spend in the center. Remove the broken board and replace it with a circuit board. Note the left statue Q. Walk down twice. Warm it up by pressing the cook button, then open it and use a stylish oven mitt to take the second some kind of amulet stone. You need to place the coins as follows: Monkey in the lower left.


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Look at the intercom and push the button Q. Phillips is Nighrmare, talk to him to get the code. Select OK on the notification R. Go back Tuning into the tree house. Now peek inside the bathroom and collect a heavy wrench. You will encounter puzzles and Hidden Object Scenes. Slide B up. Read the notebook before leaving the room. Selecting a letter will close the surrounding letters. You will find help for solving puzzles, but if you ever get stuck you can always Skip a puzzle. Venice Slots the sand box and collect a coin with a rabbit on it. The Island: Castaway 2 is the last puzzle of this chapter. Use Dr. Then go into the living room. Warm it up by pressing the cook button, then open it and use a stylish oven mitt to take the Thkrn some kind of amulet stone.

The red and black dials need to be clicked to 30, 25, 90, 50, and Now take a closer look at the statue on the right. Examine the body bag, open it via the zipper, and take a small hammer. Use your photo clue to move the stars on the keypad so they match. There is a green glass eye to collect in the closed gate. Push the V button so the blood drop is under the center eye H , next push the III button to move the skull under the center eye I. Place the following into his left hand: A green box and a red box. All too soon you hidden object game fun is over because an important e-mail has come in. Slide Q down. Refer to your photos for the telephone number O. Use the left and right buttons to turn all the lights green. Walk down, then go right to the kitchen. Refer to the 3 photos for clues B.

Look at the desk and read the letter S. Note the control box mini-game on the wall B. Collect a few 9mm bullets then backtrack four screens to where you started. Look at your photos for a clue B. Walk left to the security office. This creates a bucket on a rope. In the wall of skulls you can find a red glass eye. Look Virtual Villagers: The Tree of Life the photo clue with the strange phrase R. To complete it, press the following buttons: Click the second button from the bottom on the right five times. Walk forward to containment one. Now, if you dare, go inside the office! Slide I right. Here you can examine the phone and listen to the voice mail. Examine the controls to start another puzzle.


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Nightmare Adventures 2: The Turning Thorn - Ep8 - w/Wardfire

I did play the first episode of this game, Nightmare Adventures, The Witch's Prison, yet you don't necessarily have to play it in order to pick up on this, the second in the series. This will give you a cold but functional cup of tea that you can give to Gomez. Read the letter on the computer before collecting a roll of clear tape and Dr. Look at the cabinet for a mini-game R. Here, examine the keypad on the far right. Talk to her! Touch the spell on the bulletin board. Note the statue on the left B. After talking to Jillian, enter the elevator. Climb inside and go across the lake. Remove the broken board and replace it with a circuit board. Use the left and right buttons to turn all the lights green. Rabbit in the lower right.

Examine the sand box. Now go ahead and press the intercom button. Press the buttons B to make all the pieces green C. Examine the case. Go back to the living room and examine the chair. Slide C left. Go back into the security office. Collect a coin with a pig on it from the shelf and take a look at the list on the wall before you talk to her. Press the red button N. Back out and collect a purple book from the statue on the right. There is also a letter to read with a drawing to look at. Use a folding chair under the control box. Add two red buttons, a ball of gray yarn and a scrap of cloth… from something the went upstairs to the doll.

10 thoughts on “Nightmare Adventures: The Turning Thorn

  1. Change the stars to match the calendar U. Talk to Dr. Look at the notebook R. Date published: As she helps the scientists continue their research, she again finds there's a dark and terrible secret behind it all.

  2. A green arrow indicates that the digit in that position will increase, while the red arrow indicates a decrease. Look at Dr. Move the tiles to complete the picture E. Take a look at her and collect an empty tape recorder from her hand. There is a leaking barrel in the back.

  3. Next, light up the squares so the number of lights matches each row and column X. You can use these car keys to open the trunk of the car on the left. Press the shapes based on how many sides a figure has and the color.

  4. Collect an empty bucket from the floor on the left, then look closer at the statue holding up his arms. Head back to the living room. Collect a scrap of cloth… from something that went upstairs. Press the left button. Now go ahead and use it on the bushes to catch them on fire and clear them.

  5. Talk to the witch F. Look at the microwave and open the door M. Talk to the witch thoroughly B.

  6. Look at the right statue for a mini-game C. Alternatively, you will be given information at top of screen about object or area. Walk forward into the center door. Walk forward to the rear gate. Look at your photo clues P.

  7. Examine the coffee cup and collect a small plastic butterfly. Walk down, enter the Magick laboratory, then enter Dr. In the pile on the left you can collect an old sword before examining the wall.

  8. Use some kind of knob or dial in the 1 slot. Climb out the elevator doors R. Zoom into the left door to see the witch N. Use a gemstone of some kind in the center to start another puzzle. The game seemed to show a development that suggested a radical advancement in the industry as a whole.

  9. Climb out the elevator doors R. Use a lit candle here to light it, then collect a red book. Note the mini-game on the biology lab door H.

  10. Phillips to get the code C. Look at the safe for a mini-game D. Now examine the keypad and add all the keys you just collected to it. They are: Ralph, Circe, Balin, and Lapin. Look at the mini-game on the containment door.

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