Haunted Halls: Nightmare Dwellers Collectors Edition

Race to uncover an ancient secret in Haunted Halls: Nightmare Dwellers! The night started out like any other. A local collector was complaining about paranormal activity in her mansion, and the authorities called you to get to the bottom of things. But it turns out that the pit of bizarre activity was bottomless. Now you find yourself lost in a living nightmare brimming with strange creatures, comatose colleagues, and mysterious tentacles reaching out around every corner! Can you find the source of the happenings and destroy it before it's too late? Find out in this thrilling Hidden Object adventure game! 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:

Go into the far left door J. Exit this building and return to the picnic area in the next building. Go into the elevator. Zoom into the puzzle on the right side of the wall. Return to the basement where Tim is. Go through the right entrance. Go forward. Leave this building and enter the next one. Click on the lever on the left 3 to access a puzzle. Click on the train to move it 3. The voice overs are good and the music is fine, nothing more than that. Return to chamber 2 inside the asylum. Play the puzzle on the left. There were some dark aspects in the third game although it got less scary. The light bulb in the top left will light up green when a correct sequence has been given, and red when an incorrect sequence has been given.


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A cluster of green sparkles is an area in which a puzzle is located. Zoom into the sparkly area to access the puzzle. Go into Slingo Quest far left door dEition all the way down to reach Tim. Go into the far left door J. This solution is for the fourth round of this puzzle 4. Go to the room with the jukebox. Exit the building and head left. Click EEdition 3 times and go into the left door. Zoom into the panel on the right. The Hand Icon allows you to pick up Battle Slots items or explore certain areas. Return to the hallway upstairs. Click down, go left by the building, and head right. Go through the door to reach the second hallway. To use an inventory item, select the one you want to use, drag it to the desired location, and click it into the spot in which you want it used.

Take a closer look at the right bookcase; place the 4 BOOKS into the empty slots that match the book colors. It seems like the gameplay just gets easier and easier in the recent games, both from ERS and other developers. Go to the graveyard and enter the left door. Zoom into the ceiling to access a puzzle. A cluster of red sparkles indicates a Hidden Object Scene which will grant an inventory item upon completion. Now assemble the engine on the lift in the order shown in the screenshot. Leave the building and head right. Chapter 1 Open the trunk on the left car to trigger a Hidden Object Scene. Once a disk is set, rotate it to the correct position. Return to the hallway upstairs. Assemble the spider web according to the image in the screenshot L. Correct pieces will lock into place. When Haunted Halls used to involve the elements of fear and horror. Zoom into the far right door.

Flip the switch; this action lights up the room on the left side of the main hallway inside the asylum. Go forward and then right. Exit this room and go down to the basement where Tim is. Click on 2 pieces within the same disk to swap their positions. Zoom into the notebook. Note the image carved inside the drawer W. The light bulb in the top left will light up green when a correct sequence has been given, and red when an incorrect sequence has been given. Exit War Chariots: Royal Legion building and head left. A cluster of red sparkles indicates a Hidden Object Scene which will grant an inventory item upon completion. Correct pieces will lock into place.


Go to the right of the building. Now assemble the engine on the lift in the order shown in the screenshot. Zoom into the sparkly area to access the puzzle. Exit the elevator. Return to the operating room. Note the image carved inside the drawer W. Click on the puzzle on the left. Exit the building and head left. Flip the switch; this action lights up the room on the left side of the main hallway inside the asylum. Zoom into the poison bottle on the table; take the top off the bottle. Click down 3 times and go into the left door. Zoom into the panel on the right. Push the button to open the other door in the hallway K. Return to the hallway inside the asylum and go into the left door. Another main concern about Nightmare Dwellers is the easy, linear gameplay.

Go into the far left door and all the way down to reach Tim. To use an inventory item, select the one you want to use, drag it to the desired location, and click it into the spot in which you want it used. Go through the fence again. The sequences are random; solve 10 rounds to win the game. Click down, go left by the building, and head right. This solution is for the second round of this puzzle 2. Zoom into the puzzle on the right side of the wall. Go through the hidden entrance. Click down. Click on the Eye Icon, when it appears, to take a closer look at a section. Click on a tile you want to block; water will spray on that spot, darkening it. Return to the hallway upstairs.

10 thoughts on “Haunted Halls: Nightmare Dwellers Collectors Edition

  1. Zoom into the far right door. Turn the key twice. Click on the sparkly area to trigger a puzzle. Place the FISH in the left side of the water and the eel will disappear. Go forward.

  2. Give the man his glasses G. Right-click on a piece to rotate it while it is in the center of the puzzle. Zoom into the ceiling to access a puzzle. Go through the door. The theme of this fourth game is much much lighter than the previous installments, in fact, all the spooky and dark elements are all gone.

  3. When you click on Tim again, a puzzle 2 will appear; leave it be for now. Leave this building and enter the next one. Click on the puzzle on the left.

  4. Make a left, turn left by the building, and head right. Use the arrows to move the eyes all the way to the bottom. Return to the basement where Tim is.

  5. Go through the door F. Move the main stamp to the exit on the right. Turn the key twice. Inventory Items can be used more than once and will remain in your inventory until they are no longer of use. The theme of this fourth game is much much lighter than the previous installments, in fact, all the spooky and dark elements are all gone.

  6. Place the 6 EYES, starting with the gray eye, as shown on the screenshot. Click on the lift in the lower right. Leave this building and enter the next one. Haunted Halls 4 has well-crafted but simple Hidden Object scenes and the puzzles are not very exciting, most of them are easy and some are not really fun to play.

  7. Click down and go forward to reach the graveyard. Zoom into the hive and take the KEY P. Go through the right entrance. Return to the stamp room in the second hallway of the main building. Place the FISH in the left side of the water and the eel will disappear.

  8. Go into the far left door J. Zoom into the far right door. This solution is for the first round of this puzzle 1.

  9. Zoom into the sparkly area to access the puzzle. When Haunted Halls used to involve the elements of fear and horror. Make a left, turn left by the building, and head right. Return to the main building. Go into the first hallway.

  10. Right-click on a piece to rotate it while it is in the center of the puzzle. Zoom into the left lamp on the ground. Zoom into the back door to trigger a puzzle C. The light bulb in the top left will light up green when a correct sequence has been given, and red when an incorrect sequence has been given.

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