Walkthrough Menu
- General Tips
- Chapter 1: Into the Game
- Chapter 2: The World of Floating Island
- Chapter 3: The Valley of Statues
- Chapter 4: The Twisted World
- Chapter 5: Riddles and Games
- Chapter 6: Winning the Game
General Tips
- This is the official guide for Dangerous Games: Prisoners of Destiny.
- This guide will not mention each time you have to zoom into a scene; the screenshots will show each zoom scene.
- We will use the acronym HOP for Hidden-object puzzles; interactive puzzles will be color-coded and some will be numbered. Please follow the numbers in order.
- HOPs may be random; our lists may vary from yours.
- Use the Map to travel to locations.
Chapter 1: Into the Game
- Take the picture and note (A).
- Take the HAMMER (B).
- Use the HAMMER on the chisel; take the BOOTS (C).
- Use the BOOTS on the swamp (D).
- Take the BAG OF GEL (E).
- Take the COMPASS KEY (F).
- Take the JACK HANDLE (G).
- Walk down.
- Read the paper, put the JACK HANDLE on the jack and take the JACK (H); take the SCALE SYMBOL (I).
- Put the COMPASS KEY on the toolbox (J).
- Play the HOP (K).
- You receive the WRENCH.
- Walk forward.
- Put the SCALE SYMBOL on the lock for a mini-game (L).
- Place the weights so the scales drop down to the red line; a scale with enough weight on it will light up.
- You can't place more than three weights on each scale (M).
- Take the SEWER KEY (N).
- Remove the VALVE with the WRENCH (O).
- Open the manhole with the SEWER KEY; put the VALVE on the pipes and turn it (P).
- Go right.
- Talk to Simon; take the EMPTY GEL TIMER (Q).
- Put the EMPTY GEL TIMER under the dispenser, put the BAG OF GEL in it and pull the handle; put the lid on the timer to receive the GEL TIMER (R).
- Give the GEL TIMER to Simon.
- Take the PYRAMID-KEY PART 1/3 (S).
- Inspect the globe.
- Take the Deck of Power Cards (T).
- Inspect the Deck (U).
- Select Power Card: Ice and use it on the frozen geyser (V).
- Select the charged Power Card: Ice and use it on the lava stream (W).
- Walk right.
- Take the GOLDEN APPLE 1/3 (X).
- Remove the poster and take the PICKAXE HANDLE (Y).
- Walk down.
- Put the PICKAXE HANDLE on the axe to receive a PICKAXE (Z).
- Go right.
- Use the PICKAXE on the rock and take the VOLCANIC STONE (A); put the JACK under the rock and push it over (B).
- Shape the VOLCANIC STONE on the whetstone to receive a STONE CORK (C).
- Walk forward.
- Play the HOP (D).
- You receive the OWL FIGURINE.
- Take the RUBY ORE and read the note (E).
- Walk down twice.
- Plug the geyser with the STONE CORK (F).
- Go left.
- Feed the RUBY ORE to the Golem (G); take the RUBY EYE (H).
- Take the MATCHES (I).
- Go to the Foot of the Volcano.
- Burn the thorns with your MATCHES; take the JAR (J).
- Go to the Water Garden.
- Collect the glowing fungi in the JAR to receive a GLOWING JAR (K).
- Take the DIAMOND (L).
- Go to the Top of the Volcano.
- Cut the crystal with the DIAMOND; take the STONE TOY (M).
- Walk down twice.
- Give the STONE TOY to the creature (N).
- Pick up the MAGIC ANIMAL and name him.
- Walk right.
- Send your MAGIC ANIMAL to the roof (O).
- Pick up the GOLDEN BOWL (P).
- Go to the Water Garden.
- Put the GOLDEN BOWL on the waterfall for a mini-game (Q).
- Swap the bowls until the water flows through all of them but doesn't hit the cat (R).
- Play the HOP (S).
- You receive the FOX-HEAD KEY.
- Walk down and right.
- Open the door with the FOX-HEAD KEY (T).
- Go into the hut.
- Talk to Anna; take the GOLD POWDER (U).
- Use the Power Card: Ice on the fire (V); take the FROZEN FIRE (W).
- Take the SICKLE and VIOLET LENS (X), put the OWL FIGURINE on the branch, take the ARCH CONTROLLER, give the RUBY EYE to the owl and take the CHERRY (Y).
- Walk down twice.
- Put the FROZEN FIRE in the bowl (Z); take the PYRAMID-KEY PART 2/3 (A).
- Go left.
- Cut the flower with the SICKLE; take the RED FLOWER (B).
- Go to Anna's Hut.
- Put the GOLD POWDER, RED FLOWER and CHERRY on the table; put all items in the mortar, use the pestle, pour the solution into the vial and take the PLANT REPELLANT (C).
- Go to the Water Garden.
- Use the PLANT REPELLANT on the vines (D).
- Walk forward.
- Freeze the bugs with the Power Card: Ice (E).
- Open the bag, take the GOLDEN APPLE 2/3 and read the note (F).
- Get your MAGIC ANIMAL to dig through the dirt; you receive a GOLDEN SYMBOL (G).
- Go to Anna's Hut.
- Open the chest with the GOLDEN SYMBOL (H); take the JADE FROG, note and picture (I).
- Walk down twice.
- Open the globe with the JADE FROG and examine it for a mini-game (J).
- Use the arrow keys to move the frog over the lily pads to remove them (K).
- The frog can jump over water, but not backtrack.
- Take the PYRAMID-KEY PART 3/3 (L).
- Go to the Red Fields.
- Put the PYRAMID-KEY PARTS on the altar (M).
- Play the HOP (N).
- You receive GOLDEN APPLE 3/3.
- Put the GOLDEN APPLES on the box; take the TELEPORTATION CARD, note and PLATE WITH RUNES (O).
- Go to the Top of the Volcano.
- Put the PLATE WITH RUNES on the arch and take the ARCH (P).
- Take the broken pieces off the altar, put the ARCH on it and light it with the GLOWING JAR (Q).
- Put the ARCH CONTROLLER on the altar for a mini-game.
- Move the ball to the red dots by moving the ball on the joystick in the right directions; L = left, R = right, U = up, D = down.
- Solution 1: L, U, R, D, L, U.
- Solution 2: L, U, R, D, R, U, L, D, L, U, R, D, L.
- Solution 3: D, L, U, R, U, L, U, R, D, L, U, L.
- Talk to Anna; take the VIAL OF FIRE (R).
- Put the VIOLET LENS on the TELESCOPE and pick it up(S).
- Send your MAGIC ANIMAL across the bridge (T).
- Play the HOP (U).
- You receive a RING.
- Attach the RING to the broken bridge (V).
- Read the note and take the BLADES (W); put the TELEPORTATION CARD on the crystal and activate it with the VIAL OF FIRE (X).
Chapter 2: The World of Floating Islands
- Talk to the Stone Giant; take the RED CRYSTAL (Y).
- Take the NORTH WIND AMULET and Power Card: Air (Z).
- Walk right.
- Take the RED PEARL and HARPY FEATHER 1/2; use your MAGIC ANIMAL to take the HAMMER (A).
- Remove some leaves from the willow (B).
- Play the HOP (C).
- You receive the EMPTY BELLOWS.
- Walk down.
- Take the ash with the EMPTY BELLOWS and receive a BELLOWS WITH ASH (D).
- Give the HAMMER to the Stone Giant and take the MAGIC SEED (E).
- Plant the MAGIC SEED in the soil for a mini-game (F).
- Select the vines to make them grow across the gap; if a vine grows too fast you will need to start again (G).
- Solution: Ax5, Bx5, cx6, aX6, Bx3, Cx3, Ax3, Bx1.
- Cross the vine bridge.
- Talk to the Harpy (H).
- Take the HARPY AMULET (I).
- Cut the cushion with the BLADES; take the SOUTH WIND AMULET and HARPY FEATHER 2/2 (J).
- Open the chest with the HARPY AMULET (K).
- Play the HOP (L).
- You receive a CRYSTAL BALL.
- Walk down and right.
- Use the BELLOWS WITH ASH on the carnivorous plant (M); take the BLUE CRYSTAL (N).
- Put the CRYSTAL BALL on the statue for a mini-game.
- Find the tokens showing the two creatures that make up the hybrid creatures in the middle (O).
- Take the TOOTH (P).
- Walk down.
- Put the DIAMOND, RED CRYSTAL and BLUE CRYSTAL on the fire and light it with the MATCHES (Q); take the DRYING CRYSTAL (R).
- Go right.
- Throw the DRYING CRYSTAL down the well (S).
- Take the IVY FLOWER (T).
- Walk down and left.
- Put the HARPY FEATHERS, TOOTH and IVY Flower in the cauldron; fill the bottle and take the ANTIDOTE FOR BEN (U).
- Go down and right.
- Give Ben the ANTIDOTE FOR BEN; talk to Ben and take the STONE SYMBOL (V).
- Go down and left.
- Put the STONE SYMBOL on the tablet for two mini-games.
- First, push the stones in the correct order until they all stay down (W).
- Use the arrows to move the beetle to the top of the field (X).
- The rows of runes will move each time you move the beetle; the beetle may only land on the white runes and not on the red ones.
- Solution: L, R, U, L, L, U, U, R, R, U, L, U, U, U.
- Take the STICK (Y).
- Take the PEARL KNIFE (Z).
- Have your MAGIC ANIMAL collect the EAST WIND AMULET (A).
- Walk down twice.
- Remove the rock with the STICK and take the KEY (B); put the STICK on the fork and take the PITCHFORK (C).
- Go to Windmill Island.
- Use the PITCHFORK on the hay and take the WEST WIND AMULET (D); use the PITCHFORK again and take the DUMMY (E).
- Put the DUMMY on the frame and put his pants, shirt, hat, vest and belt on (F).
- Take the BROKEN WINDMILL BLADE (G).
- Open the door with the KEY (H).
- Play the HOP (I).
- You receive the TARP.
- Walk down.
- Put the NORTH WIND AMULET, SOUTH WIND AMULET, EAST WIND AMULET and WEST WIND AMULET on the totem; charge the Power Card: Air (J).
- Walk down.
- Put the BROKEN WINDMILL BLADE on the anvil and cover it with the TARP; take the WINDMILL BLADE (K).
- Go to Windmill Island.
- Put the WINDMILL BLADE on the mill (L); use the Power Card: Air.
- Talk to the Mermaid and take the BROKEN TIARA (M).
- Open the clam with the PEARL KNIFE; take the GREEN PEARL (N).
- Have your MAGIC ANIMAL retrieve the BLUE PEARL from the water (O).
- Read the note and take the TELESCOPE part 3/7 (P).
- Walk down three times.
- Put the BROKEN TIARA, RED PEARL, GREEN PEARL and BLUE PEARL on the anvil for a mini-game (Q).
- Reassemble the tiara by attaching the pieces to piece 1 in the correct order.
- Take the TIARA (R).
- Return to the Mermaid's Island.
- Give the TIARA to the Mermaid; take the MERMAID TEAR (S).
- Drop the MERMAID TEAR into the basin; touch the card (T).
Chapter 3: The Valley of Statues
- Take the Power Card: Revive (U).
- Walk forward twice.
- Take the GUILLOTINE LEVER (V).
- Take BOOK 1/3 (W).
- Burn off the cobwebs with the MATCHES (X).
- Play the HOP (Y).
- You receive the PUPPET.
- Walk down.
- Use the Power Card: Air on the hollow tree (Z); take TELESCOPE part 4/7 and GOLD BAG 1/2 (A).
- Put the GUILLOTINE LEVER on the guillotine and pull it; take the AXE BLADE (B).
- Walk down.
- Hang the PUPPET from the statue; take the ROSE SYMBOL (C).
- Put the AXE BLADE on the axe (D).
- Walk forward.
- Put the ROSE SYMBOL on the cart for a mini-game.
- Swap the discs to create a continuous maze (E).
- Once the maze is complete, move the rose through the maze to the other side.
- Take the YARN BALL (F).
- Walk forward.
- Give the YARN BALL to the cat; take the GOLD BAG 2/2 (G).
- Walk down twice.
- Give the GOLD BAGS to the hog statue; take the LANTERN (H).
- Walk forward.
- Scare off the owl with the LANTERN (I); collect the HOE with your MAGIC ANIMAL (J).
- Walk forward.
- Use the HOE on the soil and take the PUMPKIN (K).
- Walk down twice.
- Put the PUMPKIN on the statue and take the GRAPE SYMBOL (L).
- Walk forward.
- Open the chest with the GRAPE SYMBOL; take the GROWTH POTION (M).
- Walk down.
- Use the GROWTH POTION on the sapling (N); charge the Power Card: Revive (O).
- Use the Power Card: Revive on the statue of Louise for a mini-game (P).
- Repeat the sequences (Q).
- Sequence one: 1, 3, 6.
- Sequence two: 2, 4, 7, 5.
- Sequence three: 1, 3, 4, 7, 2.
- Sequence four: 7, 4, 2, 1, 5, 2.
- Sequence five: 5, 3, 2, 1, 5, 7, 1.
- Talk to Louise and take the TELEPORTATION CARD (R).
- Walk forward twice.
- Put the TELEPORTATION CARD on the altar (S).
Chapter 4: The Twisted World
- Talk to Anna and take TELESCOPE part 5/7 (T).
- Take the Power Card: Truth (U).
- Play the jigsaw (V).
- Select a piece to move it into the frame; correctly placed pieces will lock into place.
- You can rotate pieces by selecting them again when they're inside the frame.
- Play the HOP (W).
- You receive a WRENCH.
- Use the WRENCH on the tap and open the tap (X); use Power Card: Air on the water.
- Use the Power Card: Ice on the mirror (Y).
- Go left.
- Move the three moving staircases (Z).
- Take the STAR (A).
- Take the VASE WITH FLOWERS (B).
- Walk down.
- Put the VASE WITH FLOWERS under the tap; revive the flowers with the Power Card: Revive (C) and take TELESCOPE part 6/7 (D).
- Put the STAR on the center mirror and charge the Power Card: Truth (E).
- Walk forward.
- Use the charged Power Card: Truth on the mist (F).
- Move the bottom staircase (G).
- Walk forward.
- Remove the bolt with the WRENCH and take the LEVER 1/2 (H).
- Take the GLUE and BRICK (I).
- Take the SCREWDRIVER (J).
- Walk down.
- Put the BRICK in the wall and take BOOK 2/3; remove LEVER 2/2 with the SCREWDRIVER (K).
- Walk down.
- Use the GLUE on the book and move the pages into place; take the BOOK 3/3 (L).
- Walk left and forward.
- Put the BOOKS on the shelf and take TELESCOPE part 7/7 (M).
- Place the LEVERS in the slots (N).
- Use the levers to move the telescope to the center.
- Solution: 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 2.
- Put the TELESCOPE parts on the telescope for a mini-game (O).
- Create three hybrid creatures by selecting and rotating the lenses.
- Take the TELEPORTATION CARD (P).
- Walk down twice.
- Talk to Anna and give her the TELEPORTATION CARD; take the TWISTED-WORLD CARD (Q).
- Walk right and forward.
- Put the TWISTED-WORLD CARD on the table.
Chapter 5: Riddles and Games
- Talk to the Sphinx and take the BIG KEY (R).
- Take the Power Card: Unlock (S).
- Take the BALL PART 1/2 (T).
- Open the small door with the BIG KEY (U); send your MAGIC ANIMAL through the door (V).
- Play the HOP (W).
- You receive the FLINT.
- Give the FLINT to the Sphinx and take the FIRE SYMBOL (X).
- Open the door with the FIRE SYMBOL and go right (Y).
- Take the YIN-YANG (Z).
- Take the SPOKE (A).
- Walk down.
- Put the YIN-YANG above the door (B); take the BALL PART 2/2 (C).
- Go right.
- Put the BALL PARTS on the table; open the ball, put the other two balls inside, close it and take the BALL (D).
- Put the BALL on the infinity symbol (E).
- Take the note, CHESS PIECE 1/3 and the GLOBE (F).
- Walk down.
- Give the GLOBE to the Sphinx and take the MOON SYMBOL (G).
- Put the MOON SYMBOL on the left door for a mini-game (H).
- Move the four moon tiles into the empty slots (I).
- Use the white moon tile to push the gold moon tiles around.
- Go left.
- Take the BOOMERANG (J).
- Take the CLOUD SYMBOL and open the box with the SPOKE (K); take the MAGIC POWDER (L).
- Take the CLOVER SYMBOL (M).
- Walk down.
- Give the CLOUD SYMBOL to the Sphinx; take the SUN SYMBOL (N).
- Open the compartment with the SUN SYMBOL (O); take the SCRAPER and MOSAIC PART 1/2 (P).
- Go right.
- Throw the BOOMERANG at the key and pick up the KEY (Q).
- Put the CLOVER SYMBOL on the Leprechaun's hat; take CHESS PIECE 2/3 (R).
- Go down and left.
- Use the Power Card: Truth on the window (S); remove some MOSS with your SCRAPER (T).
- Open the chest with the KEY (U).
- Play the HOP (V).
- You receive the SPRAY BOTTLE.
- Put the MOSS and MAGIC POWDER in the tea pot (W); put the SPRAY BOTTLE down, fill it with the tea, close it and pick up the MAGIC STEAM SPRAY (X).
- Walk down and right.
- Use the MAGIC STEAM SPRAY on the bottle (Y); charge the Power Card: Unlock (Z).
- Walk down.
- Use the Power Card to unlock the center door (A).
- Touch the card (B).
- Talk to Anna and take the DOOR RING (C).
- Take the CANDLE (D).
- Take the DIE 1/2 (E).
- Put the DOOR RING on the door and have your MAGIC ANIMAL open the latch (F).
- Walk forward.
- Take the CROCODILE EYE (G).
- Take the Power Card: Release (H).
- Play the HOP (I).
- You receive MOSAIC PART 2/2.
- Walk down.
- Put the MOSAIC PARTS on the floor; take the JAILER'S KEY and BRUSH (J).
- Give the CROCODILE EYE to the crocodile; take the BLACK JOKER (K).
- Freeze the shield with the Power Card: Ice; put the BRUSH and CANDLE on it, brush the shield and take the MIRROR SHIELD (L).
- Walk forward.
- Use the MIRROR SHIELD on the dragon (M).
- Pick up CHESS PIECE 3/3 (N).
- Put the CHESS PIECES on the chess board for a mini-game.
- Place all the chess pieces on the board until all squares are lit up (O).
- Take the RED JOKER (P).
- Put the RED JOKER and BLACK JOKER on the boxes and take the DIE 2/2 (Q); open the shackles with the JAILER'S KEY and charge the Power Card: Release (R).
- Take the note and put the DICE on the box (S); use the Power Card: Release and touch the card (T).
Chapter 6: Winning the Game
- Play the HOP (U).
- You receive the CORKSCREW.
- Open the cabinet with the CORKSCREW (V); take the WINE BOTTLE (W).
- Open the door with the WINE BOTTLE (X).
- Walk forward.
- Talk to Anna; take the SALAMANDER 1/4 (Y).
- Take the KNIFE HANDLE (Z).
- Walk down.
- Take the SALAMANDER 2/4 (A).
- Go left.
- Put the KNIFE HANDLE on the knife; take the BLUNT KNIFE (B).
- Go to Simon's Club.
- Use the BLUNT KNIFE on the whetstone to receive the SHARP KNIFE (C).
- Walk forward.
- Cut the rope with the SHARP KNIFE (D).
- Talk to Ben and take the FACTORY KEY 1/2 (E).
- Go to the Avenue.
- Cut the vines with the SHARP KNIFE; take the FACTORY KEY 2/2 (F).
- Open the gate with the FACTORY KEYS (G).
- Go right.
- Play the HOP (H).
- You receive a CASH-REGISTER LEVER.
- Take the PRUNER and BANK NOTE 1/2 (I).
- Go to the Club.
- Put the CASH-REGISTER LEVER on the register and turn it; take the BANKNOTE 2/2 (J).
- Put the BANKNOTES in the jukebox for a mini-game.
- Move the stack of discs to the turntable on the right; you can only move one disc at a time and you can only stack smaller discs on top of larger ones.
- Use the green button to pick up and drop discs and the arrows to move the discs left and right (K).
- Solution: A-C, A-B, C-B, A-C, B-A, B-C, A-C, A-B, C-B, C-A, B-A, C-B, A-C, A-B, C-B (L).
- A-C, B-A, B-C, A-C, B-A, C-B, C-A, B-A, B-C, A-C, A-B, C-B, A-C, B-A, B-C, A-C (M).
- A-B, C-B, C-A, B-A, C-B, A-C, A-B, C-B, C-A, B-A, B-C, A-C, B-A, C-B, C-A, B-A, C-B (N).
- A-C, A-B, C-B, A-C, B-A, B-C, A-C, A-B, C-B, C-A, B-A, C-B, A-C, A-B, C-B (O).
- A-C, B-A, B-C, A-C, B-A, C-B, C-A, B-A, B-C, A-C, A-B, C-B, A-C, B-A, B-C, A-C (P).
- B-A, C-B, C-A, B-A, C-B, A-C, A-B, C-B, C-A, B-A, B-C, A-C, B-A, C-B, C-A, B-A, B-C (Q).
- A-C, A-B, C-B, A-C, B-A, B-C, A-C, A-B, C-B, C-A, B-A, C-B, A-C, A-B, C-B, A-C (R).
- B-A, B-C, A-C, B-A, C-B, C-A, B-A, B-C, A-C, A-B, C-B, A-C, B-A, B-C, A-C (S).
- Take the SALAMANDER 3/4 (T).
- Go to the Avenue.
- Cut the flax with the PRUNER and receive a BUNDLE OF FLAX; take the STONE HAT (U).
- Go right.
- Put STONE HAT on the bust; take the POKER CHIP 1/2 (V).
- Put the BUNDLE OF FLAX on the loom; take the ROPE COIL (W).
- Walk down twice.
- Use the ROPE COIL on the Club sign and send YOUR MAGIC ANIMAL to retrieve it; pull down the sign (X).
- Take the CROWBAR (Y).
- Go left and right.
- Remove the MARBLE SLAB with the CROWBAR (Z).
- Walk down twice.
- Give the MARBLE SLAB to the Golem (A).
- Pick up SALAMANDER 4/4 (B).
- Go left.
- Open the door with the SALAMANDERS (C).
- Go left.
- Talk to Simon.
- Take the PLUNGER HANDLE (D).
- Go to the Cellar.
- Put the PLUNGER HANDLE on the plunger; take the PLUNGER (E).
- Go to the Factory.
- Unblock the barrel with the PLUNGER; take the POKER CHIP 2/2 (F).
- Go down and left.
- Open the cabinet with the POKER CHIPS; take the EMPTY CARD CASE (G).
- Collect CARD 1/6 with the CARD CASE (H).
- Walk down.
- Collect CARD 2/6 with the CARD CASE (I).
- Go right.
- Collect CARD 3/6 with the CARD CASE (J).
- Walk down twice.
- Collect CARD 4/6 with the CARD CASE (K).
- Go right.
- Collect CARD 5/6 with the CARD CASE (L).
- Go forward.
- Collect CARD 6/6 with the CARD CASE (M).
- Go to Simon's House.
- Put the CARD CASE on the table for a mini-game (N).
- Place your cards on the table in turn.
- If the number on your card is higher than that on the opponent's card next to it (O), you will capture their card (P).
- The person with the most cards at the end of the game wins.
- Congratulations, you have completed Dangerous Games: Prisoners of Destiny.
Created at: 2014-01-31