Walkthrough Menu
- General Tips
- Chapter 1: The Music Studio
- Chapter 2: The Amphitheater
- Chapter 3: The Restaurant
- Chapter 4: The Gardens
General Tips
- This is the official guide for Danse Macabre: Florentine Elegy.
- This guide will not show when you have to zoom into a location; the screenshots will show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. This guide will not show screenshots of the HOPs, however, it will mention when an HOP is available and the inventory item you'll collect from it.
- Use the Map to fast travel to a location.
Chapter 1: The Music Studio
- Talk to Benedetti (A).
- Take the HARPSICHORD POLE (B).
- Place the HARPSICHORD POLE (C).
- Take the PIANO LUBRICANT for a mini-game (D).
- Solution (E).
- Examine the photo; take the ORNAMENTAL KNIFE, CORKSCREW, and GIFT BOX (F).
- Open the GIFT BOX; read the note. Examine the wine; use the CORKSCREW. Receive the WINE BOTTLE.
- Use the WINE BOTTLE (G); receive the WINE GLASS.
- Give the WINE GLASS (H).
- Take the HOOK (I).
- Take the JUG OF WATER (J).
- Use the HOOK (K).
- Play the HOP; receive the LEATHER POUCH (L).
- Open the LEATHER POUCH; take the PIANO LUBRICANT and ORNAMENTAL KNIFE.
- Take the PILLOW COVER (M). Use the ORNAMENTAL KNIFE (N); take the WOODEN PLANK.
- Use the PILLOW COVER, WOODEN PLANK, and JUG OF WATER (O); examine the plank. Use the HOOK (P).
- Go right for a mini-game.
- Solution (Q): C-Bx5-A-Bx3.
- Solution (R): stop the ball inside the scroll 3x.
- Take the Map (S).
- Take the BUCKET (T).
- Walk right.
- Take the SPINNING TOP (U).
- Walk down.
- Use the SPINNING TOP; take the FLINT (V).
- Walk right.
- Open the lamp; use the FLINT (W). Receive the FLINT AND STEEL.
- Play the HOP; receive the STUDIO KEY (X).
- Examine the note; use the STUDIO KEY (Y). Open the door.
- Walk right.
- Take the STRING WINDER (Z).
- Walk right.
- Open the curtain (A).
- Place the STRING WINDER (B); take the FLOWER CIRCLE and BIRD SEEDS (C).
- Take the COMPETITION PIN (D).
- Examine the FLOWER CIRCLE; arrange the pieces (E). Receive the FLOWER TILE.
- Walk down.
- Place the FLOWER TILE for a mini-game; solution (F). Take the FAMILY CREST.
- Place the COMPETITION PIN (G); examine it. Take the PIN (H).
- Walk forward.
- Place the FAMILY CREST for a mini-game; solution (I).
- Read the notebook; take MAESTRO'S RECORDS.
- Use MAESTRO'S RECORDS for a mini-game; solution (J).
- Receive the MUSIC AWARD.
- Walk down twice.
- Use the MUSIC AWARD for a mini-game; solution (K).
- Receive the PADLOCK. Open the door; take the CHAIN and CRYPTIC INSTRUCTIONS.
- Use the PIN; receive the MAP PIECE (L).
- Walk right.
- Place the MAP PIECE; arrange the pieces (M). Open the case; take the TROMBONE REED.
- Place the TROMBONE REED (N); open the drawer. Read the note (O); take the WHISTLE.
- Walk right.
- Give the BIRD SEEDS (P); use the WHISTLE (Q). Use the CRYPTIC INSTRUCTIONS; take the CONCERTINA NOTES.
- Use the CONCERTINA NOTES for a mini-game (R).
- Solution (S).
- Read the scroll; receive the SEALED DOCUMENT.
- Walk down 3x.
- Give the SEALED DOCUMENT (T).
- Use the CHAIN and PADLOCK (U).
- Connect the chain (V).
- Walk left.
- Examine the scene.
- Walk forward.
- Read the paper (W).
- Take the SCRAPER (X).
- Take the INCOMPLETE MEDICI CREST (Y).
- Play the HOP; receive the LYRE (Z).
- Use the PIANO LUBRICANT; take the LONG CRANK (A). Open the gate.
- Walk down.
- Use the SCRAPER (B); take the MOON PHASE SYMBOL (1/2).
- Use the LONG CRANK; take the GLOVES and TURQUOISE EARRING (C).
- Walk left, then forward.
- Talk to the man (D).
- Take the BARE NET (E).
- Examine the boat. Play the HOP; receive the TOKEN SET (F).
- Take the CREST DECORATION (G); use the TURQUOISE EARRING. Take the VALVE.
- Examine the TOKEN SET 2x; take the MOON PHASE SYMBOL (2/2) and GAME TOKENS.
- Take the CREST PART (H).
- Combine the INCOMPLETE MEDICI CREST, CREST DECORATION, and CREST PART; take the SCROLL.
- Walk down.
- Place the MOON PHASE SYMBOL (2/2) for a mini-game; solution (I).
- Take the PLANET.
- Place the LYRE, PLANET, and SCROLL; take the GOLD FLORINS (1/4)-(3/4) (J).
- Walk down.
- Examine the fountain; use the VALVE (K). Take the GOLD FLORINS (4/4).
- Walk left, then forward.
- Use the GAME TOKENS and GOLD FLORINS (4/4) for a mini-game (L).
- Solution (M).
- Go left.
Chapter 2: The Amphitheater
- Take the METALLIC HOOP (N).
- Combine the METALLIC HOOP and BARE NET; take the NET.
- Take the FISH EMBLEM (O).
- Place the FISH EMBLEM (P). Play the HOP; receive the TELESCOPIC GAFF.
- Use the TELESCOPIC GAFF; take the note (Q).
- Walk left.
- Take the LINEN COVER (R).
- Take the POTTERY TOOL (S).
- Take the SALAMI (T). Remove the moss (U); use the NET. Receive the DIETY FIGURINE.
- Walk down.
- Give the SALAMI. Examine the umbrella; take the UMBRELLA WIRE (V).
- Walk left.
- Read the note; use the POTTERY TOOL and UMBRELLA WIRE (W). Take the MUSE FIGURINE and notes.
- Place the DIETY FIGURINE and MUSE FIGURINE for a mini-game (X).
- Solution (Y).
- Walk forward.
- Examine the scene.
- Take the WATER JUGS (1/2) (Z).
- Walk left.
- Use the GLOVES; take the INCOMPLETE GLOBE (A).
- Use the BUCKET; examine it. Take the BRACELET JEWEL and BROKEN WATER JUG (B).
- Take the GLUE (C).
- Walk down twice.
- Place the BROKEN WATER JUG; place the pieces. Use the GLUE; take the WATER JUGS (2/2) (D).
- Walk forward.
- Place the WATER JUGS (2/2); arrange them (E).
- Walk right.
- Take the TROUSERS (F).
- Examine the TROUSERS; read the letter. Take the BELT.
- Take the MECHANISM PARTS (1/3) (G).
- Take the BRUSH (H). Place the BRACELET JEWEL (I); receive the TOWEL.
- Walk down.
- Place the BELT; pull the lever (J).
- Play the HOP; receive the DOOR KNOCKER (K).
- Walk left.
- Place the DOOR KNOCKER; arrange the knockers (L).
- Walk left.
- Take the DRAPE and TUNING FORK (M).
- Examine the LINEN COVER 2x; place the TOWEL and DRAPE. Receive the LINEN ROPE.
- Take the HEXAGONAL TILES (1/2) (N).
- Walk down twice.
- Use the LINEN ROPE for a mini-game. Solution (O): line up the circles.
- Take the HEXAGONAL TILES (2/2) (P).
- Walk right.
- Place the HEXAGONAL TILES (2/2) for a mini-game (Q).
- Solution (R).
- Take the DESK KEY.
- Go to the Venue Museum.
- Use the DESK KEY; take the CENTERPIECE DECORATION (S).
- Walk down.
- Place the CENTERPIECE DECORATION for a mini-game; solution (T).
- Take the AFRICA SILHOUETTE.
- Combine the INCOMPLETE GLOBE and AFRICA SILHOUETTE; take the WOODEN GLOBE.
- Walk left.
- Place the WOODEN GLOBE. Read the note; take the GALLERY TOKEN (U).
- Walk down twice.
- Place the GALLERY TOKEN (V); take the note and HARP LATCH.
- Walk left.
- Place the HARP LATCH (W).
- Play the HOP; receive the COMPETITION PROGRAM (X).
- Open the COMPETITION PROGRAM; take the COMPOSITIONS LIST and SCROLL EMBLEM.
- Walk left.
- Place the SCROLL EMBLEM (Y); take the SPECIAL INVITATION and BOTTLE OPENER (Z).
- Go to the Roman Bath.
- Use the BOTTLE OPENER; take the CHESS KNIGHT (A).
- Go to the Venue Museum.
- Place the CHESS KNIGHT for a mini-game (B).
- Solution (C).
- Place the COMPOSITIONS LIST for a mini-game.
- Solution (D).
- Move the papers; take the BOX HANDLE.
- Examine the scene.
- Walk down twice.
- Place the BOX HANDLE. Examine the cylinder; take the PIANO TUNER (E).
- Walk left twice.
- Use the PIANO TUNER; take the LOCK COMBINATION (F).
- Walk down 3x.
- Use the PIANO TUNER; take the MAINTENANCE PLAQUE (G).
- Place the LOCK COMBINATION for a mini-game; solution (H).
- Play the HOP; receive the FIREWORKS (I).
- Walk forward.
- Use the FIREWORKS and FLINT AND STEEL (J).
- Walk forward.
- Place the MAINTENANCE PLAQUE (K); take the MECHANISM PARTS (2/3).
- Use the BRUSH (L); take the FIRE TONGS.
- Walk down, then right.
- Use the FIRE TONGS 2x; receive the MECHANISM PARTS (3/3) (M).
- Walk down, then forward.
- Place the MECHANISM PARTS (3/3) for a mini-game (N).
- Solution (O).
- Walk forward.
Chapter 3: The Restaurant
- Use the SPECIAL INVITATION (P).
- Give the SPECIAL INVITATION (Q).
- Take the MAGNET (R).
- Walk forward.
- Take the WINE STOPPER and DAMAGED CORK (S).
- Use the DAMAGED CORK. Play the HOP; receive the CORK (T).
- Walk down.
- Use the WINE STOPPER (U); take the BOTTLE BRUSH.
- Walk forward.
- Use the BOTTLE BRUSH (V).
- Walk forward.
- Move the pillow; take the GOLDEN INITIALS (W).
- Take the CHAMPAGNE OPENER (X).
- Walk down twice.
- Place the GOLDEN INTIALS; take the BAGATELLE LAUNCHER (Y).
- Use the CHAMPAGNE OPENER; take the DICE (1/2) (Z).
- Walk forward.
- Use the BAGATELLE LAUNCHER; pull it (A). Take the DICE (2/2) (B).
- Walk forward.
- Place the DICE (2/2) for a mini-game; solution (C). Open the box; take the KEY.
- Use the KEY. Examine the cards; use the CORK (D). Examine the cards 2x; receive the WINE-CELLAR CARD.
- Use the WINE-CELLAR CARD for a mini-game (E).
- Solution (F).
- Take the MAP OF FLORENCE.
- Use the MAP OF FLORENCE (G).
- Walk forward.
- Use the TUNING FORK; remove the glass (H).
- Examine the ship; take the WOODEN HAMMER (I).
- Take the CHIMES (1/2) (J).
- Walk forward.
- Take the LUGGAGE TROLLEY (K).
- Play the HOP; receive the GEOMETRIC PLATES (1/2) (L). Take the BASKET.
- Take the FILE (M).
- Walk right.
- Examine the box; use the FILE (N). Take the BOOT JACK.
- Use the MAGNET (O); receive the METAL BOOKMARK.
- Walk down twice.
- Use the LUGGAGE TROLLEY. Play the HOP; receive the CLOCK WINDER (P).
- Use the BASKET; receive the COAL (Q).
- Walk forward.
- Use the CLOCK WINDER (R); turn it 2x. Open the clock; take the WEIGHT (S). Receive the CLOCK HAND.
- Walk right.
- Use the CLOCK HAND; take the CHIMES (2/2) (T).
- Walk down twice.
- Place the WEIGHT (U); take the GEOMETRIC PLATES (2/2).
- Walk forward.
- Place the GEOMETRIC PLATES (2/2) for a mini-game (V).
- Solution (W).
- Walk left.
- Place the CHIMES (2/2); arrange the chimes (X). Pull the chain (Y); take the CYPHERED ORDER and INK (Z).
- Use the METAL BOOKMARK; take the METAL SYMBOLS (A).
- Walk down, then right.
- Place the METAL SYMBOLS (B); examine them. Take the MARBLES.
- Walk down twice.
- Place the MARBLES for a mini-game. Solution (C): A-B-A.
- Take the ANGULAR RULER.
- Walk forward, then left.
- Use the ANGULAR RULER (D).
- Play the HOP; receive the QUILL (E).
- Place the INK and QUILL; press the button (F). Take the FAUCET DRAWING (G).
- Walk down.
- Place the FAUCET DRAWING; arrange the faucets (H).
- Walk forward.
- Take the PLANKS (1/3) (I).
- Take the FRUIT PICKER (J).
- Walk forward.
- Take the PLANKS (2/3)-(3/3) (K).
- Use the CYPHERED ORDER (L); examine it. Examine the typewriter; receive the ORDER NOTE.
- Place the ORDER NOTE for a mini-game (M).
- Solution (N).
- Take the SHIPMENT ID.
- Take the WOOD GLUE (O).
- Walk down.
- Place the BOOT JACK (P); examine it. Use the PLANKS (3/3) (Q); examine each plank. Take the SIZED PLANKS.
- Place the SIZED PLANKS (R); take the INCOMPLETE BARREL.
- Use the COAL; place the INCOMPLETE BARREL. Use the WOOD GLUE 3x; use the WOODEN HAMMER. Take the BARREL (S).
- Walk forward.
- Place the BARREL; use the WOOD GLUE and SHIPMENT ID (T).
- Go Into the Barrel.
Chapter 4: The Gardens
- Use the WOODEN HAMMER on the scene.
- Go forward.
- Turn the valve (U); use the FRUIT PICKER (V).
- Take the AMBER JEWEL, note, and CANDLE (W).
- Gather the olives; turn the handle (X). Take the OLIVE OIL (Y).
- Walk down.
- Use the CANDLE (Z).
- Play the HOP; receive the SCULPTING CHISEL (A).
- Use the SCULPTING CHISEL and WOODEN HAMMER; open the door. Take the CARVED BLOCKS (B).
- Walk forward.
- Place the CARVED BLOCKS (C); use the OLIVE OIL.
- Walk forward.
- Take the KNEELING MAN (D).
- Take the DULL SCYTHE (E).
- Walk down.
- Place the KNEELING MAN (F); take the CARVED STONES (G).
- Walk down.
- Place the CARVED STONES for a mini-game (H).
- Solution (I). Read the note; take the PLANT DRAWINGS and SHARPENING STONE.
- Combine the DULL SCYTHE and SHARPENING STONE; receive the SHARP SCYTHE.
- Walk forward.
- Open the case; use the PLANT DRAWINGS. Take the LILY ESSENCE (J).
- Walk forward.
- Use the SHARP SCYTHE (K).
- Walk left.
- Open the door. Use the CANDLE; take the ICE PICK (L).
- Walk right.
- Take the ARSENIC BOTTLE (M).
- Use the ICE PICK 2x; remove the screen. Use the PLANT DRAWINGS; move the plants. Take the BELLADONNA BERRIES (N).
- Take the APPLE and MUSIC SHEETS (1/5) (O).
- Take the SKULL WEIGHT (P).
- Walk down.
- Read the note; place the SKULL WEIGHT. Use the PLANT DRAWINGS. Place the weight (Q); use the ARSENIC BOTTLE (R). Take the MEASURED ARSENIC.
- Walk down twice.
- Place the BELLADONNA BERRIES; take the BELLADONNA ESSENCE (S).
- Go to the Botanical Garden.
- Use the LILY ESSENCE (T), BELLADONNA ESSENCE (U), and MEASURED ARSENIC (V) for a mini-game.
- Solution (W): (Lx2-J)-(Px2-N)-(Ix3-K)-(O)-(L-K).
- (N)-(I-J)-(P-O)-(L-K)-(E-G)-(L-J)-(F)-(L-K).
- (H-G)-(D-C)-(E-G)-(Ix3-J)-(F)-(B)-(Mx2-N).
- (J)-(F)-(P-N)-(J)-(F)-(P-N)-(J).
- Take the ANTIDOTE.
- Walk down twice.
- Give the ANTIDOTE (X); receive the RIDDLE NOTE.
- Walk left.
- Use the RIDDLE NOTE. Play the HOP; receive the HOURGLASS EMBLEM (Y).
- Walk down.
- Place the HOURGLASS EMBLEM (Z). Read the letter; take the GATE HANDLE (A).
- Place the GATE HANDLE for a mini-game (B).
- Solution (C-F).
- Walk forward.
- Take the FIDDLESTICK (G).
- Take the JAR OPENER (H).
- Take the EMPTY JAR (I). Use the AMBER JEWEL; take the MUSIC SHEETS (2/5).
- Walk down.
- Use the JAR OPENER (J); take the MUSIC SHEETS (3/5) (K).
- Walk left.
- Use the FIDDLESTICK (L); receive the MUSIC SHEETS (4/5).
- Walk right.
- Open the case. Use the EMPTY JAR (M); take the TERMITES.
- Walk down twice.
- Use the TERMITES; take the PEGS (N).
- Walk forward.
- Use the PEGS; take the MUSIC SHEETS (5/5) (O).
- Place the MUSIC SHEETS (5/5) (P); examine them for a mini-game.
- Solution (Q).
- Take the NOTES.
- Place the NOTES; arrange the pedals (R).
- Play the HOP; receive the GATE KEY (S).
- Walk down, then left.
- Use the GATE KEY (T).
- Walk forward.
- Give the ANTIDOTE (U).
- Give the APPLE (V).
- Examine the reigns; take the METAL ROD for a mini-game (W).
- Solution (X): dodge the branches.
- Solution (Y).
- Congratulations, you've completed Danse Macabre: Florentine Elegy.
Created at: 2017-04-30