Walkthrough Menu
- General Tips
- Chapter 1: Chimera Camp
- Chapter 2: Old Camp Building
- Chapter 3: Arnold
- Chapter 4: Sacred Tree
General Tips
- This is the official guide for Chimeras: Wailing Waters.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Chimera Camp
- Take SCISSORS (A) and CROSSBOW.
- Take MATCHES (B).
- Take LETTER R (C). Use SCISSORS; take CROSSBOW ARROW.
- CROSSBOW ARROW, then MATCHES on CROSSBOW (inventory); receive BURNING CROSSBOW.
- Use BURNING CROSSBOW (D).
- Take STONE (E).
- Use STONE (F); take WAKING FLOWER.
- Use WAKING FLOWER (G).
- Talk (H). Receive LETTER M and FLASHLIGHT.
- Use FLASHLIGHT (I). Play HOP; receive LETTER H.
- Talk (J).
- Take CAMP FLAG (K). Insert LETTER H, LETTER M and LETTER R. Open.
- Move forward.
- Talk (L). Receive POWER SOLUTION.
- Add CAMP FLAG (M). Take BUTTON and SHOVEL.
- Take BOOTH KEY (N). Add BUTTON. Examine; take ANCHOR TOKEN.
- Take PAINT THINNER (O). Use SHOVEL; take SAIL TOKEN.
- Add ANCHOR TOKEN (P) and SAIL TOKEN.
- Solution: (Q) A-B-C-G-F-E-D-A-E-F-G-D-F-E-A-D. Take PHONE EMBLEM and SLEDGEHAMMER TOP.
- Move down.
- Use BOOTH KEY (R).
- Play HOP (S); receive SLEDGEHAMMER BASE.
- Move forward.
- SLEDGEHAMMER TOP, then POWER SOLUTION on SLEDGEHAMMER BASE (inventory); take MAGIC SLEDGEHAMMER.
- Use MAGIC SLEDGEHAMMER (T).
- Move forward.
- Talk (U). Receive NEWSPAPER FRAGMENT 1/4.
- Take LONG BRANCH (V).
- Take NEWSPAPER FRAGMENT 2/4 (W). Use LONG BRANCH; receive HYDRA BADGE and SCREWDRIVER.
- Take BOX (X). Use PAINT THINNER; take PATTERNED TOKEN.
- Return to Camp Gates.
- Use SCREWDRIVER (Y); receive CHIMERA BADGE.
- Move forward.
- Insert PATTERNED TOKEN (Z). Take NEWSPAPER FRAGMENT 3/4 and TONGS.
- Move forward.
- Use TONGS (A); receive SUITCASE LOCK.
- Move down.
- Insert and press SUITCASE LOCK (B).
- Play HOP (C); receive COBRA BADGE.
- Move forward.
- HYDRA BADGE, CHIMERA BADGE and COBRA BADGE on BOX (inventory).
- Solution: (D). Press arrow.
- Solution: (E). Examine.
- Solution: (F) Lx2-J-M-I-H-(E-down)-A-(B-down)-C-(B-up)-Lx3-F-G-J-K-C-F-G-(J-up)-I-(J-down)-M-F-(G-left)-D-(G-down)-F-(G-up)-I-H-E-(F-left)-I-(J-up)-K-(J-left)-G-(J-down)-I-(F-right)-C-B-H-(E-down)-A-(B-down)-C-(B-up)-Lx2-A-F-I-H-E-(B-down)-C-(B-up)-Lx3-E-(F-up)-I-(F-left)-C-H-E-(B-down)-A-(B-right)-E-H-I-J-K. Take ANCIENT AMULET and NEWSPAPER FRAGMENT.
- Add NEWSPAPER FRAGMENT (G).
- Solution: (H). Take NEWSPAPER.
- Offer NEWSPAPER (I). Receive PHONE NUMBER and CAMP MAGNET.
- Add CAMP MAGNET (J). Take WIRE.
- Use WIRE (K).
- Enter Main Building.
- Take WINDING KEY (L) and THREAD.
- Insert WINDING KEY (M). Take PHONE TOKEN.
- Take KNIFE (N). Insert PHONE EMBLEM; take KNOB.
- Insert KNOB (O). Take RADIO and CLEANING SOLUTION.
- Examine RADIO (inventory). Use KNIFE; take PHONE WIRE.
- Remove (P). Add PHONE WIRE and PHONE NUMBER; insert PHONE TOKEN. Take RUNE and WOODS SPIRIT FIGURINE.
- Insert WOODS SPIRIT FIGURINE (Q). Take MONSTER KEYCHAIN.
- Move down.
- Insert MONSTER KEYCHAIN (R).
- Solution: (S) F-G-H-I-J-K-B-A-C-B-D-C-E-D.
- Enter Sports Grounds.
- Pour CLEANING SOLUTION (T). Take PEN and WARDROBE HANDLE.
- Return to Main Building.
- Insert WARDROBE HANDLE (U). Play HOP; receive RUNE.
- Return to Sports Grounds.
- Take NOTEBOOK (V).
- RUNES on NOTEBOOK (inventory); press button; turn pages; take POISONOUS POWDER.
- Use POISONOUS POWDER (W).
- Talk (X). Receive MAGNIFIER BASE and CHISEL.
- Use CHISEL (Y); take RACKET AMULET.
- Insert RACKET AMULET (Z). Take MAGIC SHARD.
- MAGIC SHARD on MAGNIFIER BASE (inventory); take MAGIC MAGNIFIER.
- Use MAGIC MAGNIFIER (A).
- Solution: (B) Ax4.
- Solution: (C).
- Solution: (D) Ax3-Bx3-Cx11.
- Solution: (E) Ax9-E.
- Solution: (F) Ax9-Bx4-Cx2.
Chapter 2: Old Camp Building
- Use FLASHLIGHT (G). Take GOLEM FIGURINE and TORN ROPES.
- Place GOLEM FIGURINE (H); take COUNSELOR'S WHISTLE.
- Move down.
- Use COUNSELOR'S WHISTLE (I); receive NEEDLE.
- Move forward.
- Assemble TORN ROPES (inventory); add THREAD and NEEDLE; take ROPE LADDER.
- Add ROPE LADDER (J).
- Take RUSTY AXE (K).
- Move down.
- Use RUSTY AXE (L); receive AXE.
- Move forward.
- Use AXE (M); take FILE and CHIMERA STATUETTE.
- Place CHIMERA STATUETTE (N).
- Play HOP (O); receive OLD KEY.
- Insert and turn OLD KEY (P).
- Talk (Q).
- Use FILE (R). Take AWL and OINTMENT RECIPE.
- Take CLAY LADLE (S).
- Take UNDERGROUND FLOWERS (T). Use CLAY LADLE; receive LADLE WITH WATER.
- Take JACK (U). Use AWL; receive STONE SPIDER.
- Add STONE SPIDER (V).
- Solution: (W) C-F-C-J-F-A-Ox2-M-O-Mx2-J-M-F-Cx2-A-E-B-E-B-Ex3-L-K-N-Lx2-Ox3. Take MAGICAL POWDER and SHARP TOOL.
- Use SHARP TOOL (X); receive PINK LEAVES.
- LADLE WITH WATER, UNDERGROUND FLOWERS, MAGICAL POWDER and PINK LEAVES on OINTMENT RECIPE (inventory); take WOUND OINTMENT.
- Use SHARP TOOL (Y); then WOUND OINTMENT.
- Talk (Z). Receive BROKEN AMULET and MAGICAL ROPE.
- Place MAGICAL ROPE (A).
- Examine (B).
- Solution: (C).
- Talk (D).
- Enter Old Building.
- Take SILVER BUTTON (E). Use JACK; take BUREAU HANDLE.
- Take OLD MAN'S DIARY (F). Add BUREAU HANDLE; take GOLDEN BUTTON.
- Take GRIPSACK (G).
- WIRE from GRIPSACK (inventory). Add SILVER BUTTON and GOLDEN BUTTON. Play HOP; receive HAMMER.
- Use HAMMER (H); take CANE.
- Use CANE (I).
- Go to Building Second Floor.
- Take MASK 1/3 (J) and ISLAND DRAWING.
- Take PEG (K).
- Take MUSIC NOTE (L). Insert PEG; take POWER CRYSTAL.
- Move down.
- Place ISLAND DRAWING (M); use PEN. Take DIARY COMBINATION.
- Move up.
- NEWSPAPER PHOTO and MUSIC NOTE from OLD MAN'S DIARY (inventory); add ANCIENT AMULET, then DIARY COMBINATION (N). Play HOP; receive WISDOM CRYSTAL.
- Add MUSIC NOTES (O); take DEER FIGURINE.
- Move down.
- Place DEER FIGURINE (P). Take CORKSCREW and DOLL.
- Use CORKSCREW (Q); take MASK 2/3 and RUBBER GLOVE.
- Move up.
- Place DOLL (R); take MAGICAL WATER.
- Pour MAGICAL WATER (S); pull; take SEEDS.
- Offer SEEDS (T); take MASK 3/3.
- Add MASK (U). Play HOP; receive IGNITION KEY.
- WISDOM CRYSTAL and POWER CRYSTAL on BROKEN AMULET (inventory); take MAGICAL AMULET.
- Insert MAGICAL AMULET (V).
- Examine (W).
- Solution: (X).
- Solution: (Y).
- Solution: (Z).
- Solution: (A).
- Solution: (B).
- Go to Lake Shore.
- Examine (C).
- Take BANDAGE (D), IODINE and SMALL NET.
- Take RULER (E). Use RUBBER GLOVE; receive ELECTRIC SOLUTION.
- Move down.
- Use RULER (F); take SCRAPER, ENGINE and NET PART.
- Go to Lake Shore.
- NET PART, then ELECTRIC SOLUTION on SMALL NET (inventory); take ELECTRIC NET.
- Throw ELECTRIC NET (G).
- Take ANCIENT FOLDER (H). Use SCRAPER; receive SWITCH.
- Insert and pull SWITCH (I).
- Play HOP (J); receive AMULET SKULL.
- AMULET SKULL on ANCIENT FOLDER (inventory); press. Read note; take WRENCH.
- Use WRENCH (K); take STEERING WHEEL.
- Open (L). Add ENGINE. Add STEERING WHEEL. Insert and turn ENGINE KEY.
Chapter 3: Arnold
- Knock (M).
- Use WIRE (N); take TWEEZERS.
- Use TWEEZERS (O). Take ARNOLD'S BAG and LADLE.
- Use TWEEZERS (P); receive BELL.
- Hang and ring BELL (Q).
- Talk (R).
- Show NEWSPAPER PHOTO (S). Play HOP; receive TREE LOCKET.
- Enter Arnold's House.
- Try to take (T); use LADLE. Take FISH.
- Take HEN HOUSE EMBLEM (U).
- Move down.
- Add FISH (V).
- Solution: (W).
- Solution: (X). Take HEN HOUSE EMBLEM.
- Insert HEN HOUSE EMBLEMS (Y). Take INSECT REPELLENT and DRAWING 1/4.
- Use INSECT REPELLENT (Z). Take SCARAB.
- Enter Arnold's House.
- SCARAB on ARNOLD'S BAG (inventory); take BOOKMARK.
- Insert TREE LOCKET (A); take AMULET MOON and DRAWING 2/4. Add BOOKMARK. Select books in order shown. Take INK DEVELOPER.
- Insert AMULET MOON (B); take DRAWING 3/4.
- Use INK DEVELOPER (C); take DRAWING 4/4.
- Add DRAWING (D).
- Solution: (E).
- Solution: (F). Take DAGGER.
- Examine (G). Play HOP; receive DREAMCATCHER.
- Take ATTIC KEY (H).
- Use ATTIC KEY (I).
- Enter Attic.
- Use DAGGER (J); take AMULET BUTTERFLY.
- AMULET BUTTERFLY on ARNOLD'S BAG (inventory); take KNITTING NEEDLES.
- Take DRY NAPKIN (K). Use KNITTING NEEDLES; take BICYCLE KEY.
- Insert and turn BICYCLE KEY (L); take METALLIC HANDLE and PICTURE PART 1/4.
- Move down.
- Insert METALLIC HANDLE (M); open; take SPECIAL BOX and AMMONIA.
- AMMONIA on DRY NAPKIN (inventory); take AMMONIA NAPKIN.
- Use AMMONIA NAPKIN (N).
- Talk (O).
- Add IODINE (P) and BANDAGE.
- Talk (Q). Receive ARNOLD'S LOCKET and PICTURE PART 2/4.
- Go up.
- Insert ARNOLD'S LOCKET (R). Take JACK and LOCK BUTTON.
- Insert LOCK BUTTON (S); take PICTURE PART 3/4.
- Move down.
- Use JACK (T). Play HOP; receive PLIERS.
- Move up.
- Use PLIERS (U). Lift; receive LIGHTER.
- Use LIGHTER (V); take PICTURE PART 4/4.
- Move down.
- Add PICTURE PART (W).
- Solution: (X). Take MAP.
- Move down.
- Use MAP (Y).
Chapter 4: Sacred Tree
- Take BOAT HOOK (Z) and TROWEL.
- Take LIVING TREE FIGURINE (A). Use TROWEL; take ARROW. Use DAGGER; take BELLS.
- Insert LIVING TREE FIGURINE (B); take BOX BADGE.
- BOX BADGE on SPECIAL BOX (inventory); take MAGICAL THREAD and CLIPPERS.
- Use CLIPPERS (C); receive MASK PART.
- Insert ARROW (D) and MASK PART.
- Solution: (E) Bx6; A-Bx4; B-Ax8. Take HALF OF A HINT and FOREST CHARM.
- FOREST CHARM, MAGICAL THREAD and BELLS on DREAMCATCHER (inventory).
- Use DREAMCATCHER (F).
- Move forward.
- Take AMULET TOOL (G) and GOLDEN HANDLE.
- Insert AMULET TOOL (H); take GLUE, LEVER and PENCIL.
- Use PENCIL (I); take OIL BOTTLE.
- Insert GOLDEN HANDLE (J); take LOCK PART and HALF OF A HINT.
- GLUE on HALF OF A HINTS (inventory); attach; take HINT.
- Insert LOCK PART (K); add HINT.
- Solution: (L) A-G-C-Ix2.
- Play HOP (M); receive PICKAXE.
- Use PICKAXE (N); take IGNITION KEY.
- Use PICKAXE (O); take STATUE PART and PEDAL.
- Move down.
- Insert LEVER (P), PEDAL, insert and turn IGNITION KEY.
- Go to Sacred Grove.
- Talk (Q). Receive RITUAL BOOK.
- Add STATUE PART (R); take DRUGSTORE BADGE.
- Take LONG PLANK (S).
- Use BOAT HOOK (T); receive SIGNET RING.
- Return to Forest's Edge.
- Insert SIGNET RING (U); play HOP; receive DRUGSTORE BADGE.
- Insert DRUGSTORE BADGES (V); open.
- Solution: (W). Take INSECT REPELLENT.
- Return to Sacred Grove.
- Use INSECT REPELLENT (X); take FANCY CORKSCREW.
- FANCY CORKSCREW on OIL BOTTLE (inventory); take OIL.
- Use OIL (Y); open.
- Move forward.
- Place LONG PLANK (Z).
- Take ENCHANTED SCROLL (A). Use BOAT HOOK; take EMPTY JAR.
- Place ENCHANTED SCROLL (B); take STONE FLOWER.
- Move down.
- Insert STONE FLOWER (C); take PHOENIX'S TEARS and LID.
- Place EMPTY JAR (D) and LID. Move jar; take JAR OF FIREFLIES.
- Move forward.
- Place JAR OF FIREFLIES (E). Take TOTEM RING and SACRED STATUETTE.
- Place SACRED STATUETTE (F); take LEAVES.
- Move down.
- Insert TOTEM RING (G).
- Play HOP (H); receive SACRED HIEROGLYPH.
- Move forward.
- Insert SACRED HIEROGLYPH (I). Lift; take BERRIES and MOON DUST.
- Offer BERRIES (J); take SPELL PART.
- Move down.
- Open RITUAL BOOK (inventory); add SPELL PART. Add PHOENIX'S TEARS, LEAVES and MOON DUST. Take HEALING ELIXIR.
- Examine (K).
- Pour HEALING ELIXIR (L).
- Congratulations! You've completed Chimeras: Wailing Waters.
Created at: 2019-07-05