Welcome to the Dark Romance: Ashville Walkthrough
Can you save a town from turning to ash in time?
Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
This document contains a complete Dark Romance: Ashville game walkthrough featuring annotated screenshots from actual gameplay!
We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
This walkthrough was created by Nina de Boo, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
Walkthrough Menu
- General Tips
- Chapter 1: Anniversary of a Disaster
- Chapter 2: The Mine Collapses
- Chapter 3: The Mirror of Times
- Chapter 4: Gathering Evidence
- Chapter 5: Rescue and Escape
General Tips
- This is the official guide for Dark Romance: Ashville.
- 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 for fast travel to a location.
Chapter 1: Anniversary of a Disaster
- Receive ALARM KEY FOB.
- Take COINS 1/3, CLAMP and hint lamp (A).
- Take BATTERY (B).
- Replace BATTERY in ALARM KEY FOB.
- Receive FUEL NOZZLE.
- Place FUEL NOZZLE (C).
- Take task book, PURSE and LANTERN (D).
- Take map compass and SPONGE (E).
- Open; place LANTERN (F).
- Play HOP (G). Enter 4366 (H). Receive GLASS CLEANER.
- Place SPONGE and GLASS CLEANER (I).
- Take STUD EARRING (J).
- STUD EARRING on PURSE; take PEN, CAR IGNITION KEY, I.D. tag, note and GLOVE.
- Use CAR IGNITION KEY (K).
- Take HOSE (L).
- Place HOSE and CLAMP (M).
- Receive IGNITION KEY.
- Take LAWSON’S TELEPHONE NUMBER and note (N).
- Use GLOVE; take COINS 2/3, NAIL CUTTER and STRING BRACELET (O).
- Take GEAR and COINS 3/3 (P).
- Place COINS and LAWSON’S TELEPHONE NUMBER (Q).
- Enter 6-6-8-5-5-5-2-3-7-5 and dial (R).
- Take TELEPHONE WIRE (S).
- Place TELEPHONE WIRE and IGNITION KEY; turn key (T).
- Easy solution (U2-3): 8-6-7-5-7-W; 10-11-12-10-9-X.
- Hard solution (U1-3): 1-4-2-4-3-V; 8-6-7-5-7-W; 10-11-12-10-9-X.
- Open (Y).
- Take PEN AND BLANK DIARY (Z).
- Take CHAIN (A); turn (B).
- Place PEN AND BLANK DIARY (C).
- Take notes, VINYL RECORD and HANDLE (D).
- Take NEEDLE AND THREAD; place HANDLE (E).
- Easy solution (F): place chip on G.
- Hard solution (H): place chip on I.
- Take ANTI-SKATING KNOB (J).
- Place VINYL RECORD and ANTI-SKATING KNOB; take BATTERIES 1/2, CHOPSTICKS and MATCHES (K).
- Take note and UNCHARGED POCKET FAN; take DOOR KEY with CHOPSTICKS (L).
- Use DOOR KEY (M).
- Go (N).
- Take MAGAZINE and BICYCLE PUMP (O).
- Take HOT TEA and note; place BICYCLE PUMP (P).
- Play HOP; receive GLASS CUTTER (Q).
- Use GLASS CUTTER (R); take note and BATTERIES 2/2 (S).
- BATTERIES in UNCHARGED POCKET FAN; receive POCKET FAN.
- Use POCKET FAN; take CAMERA IN CASE, COIN, note and STAPLE REMOVER (T).
- Walk down.
- Use STAPLE REMOVER; take FIRECRACKERS (U).
- Go (V).
- Place FIRECRACKERS and MATCHES (W).
- Go (X).
- Use NEEDLE AND THREAD (Y); receive KITTEN.
- Take FRETSAW and note (Z). Release KITTEN; take INSECTICIDE (A).
- Use INSECTICIDE; take PLIERS and TAPE (B).
- Walk down twice.
- Use PLIERS (C); take SEWING KNIFE (D).
- Go to Outside Bowling Club.
- Open MAGAZINE; use COIN and SEWING KNIFE. Receive ENTRANCE TICKET.
- Offer ENTRANCE TICKET (E).
- Go (F).
- Bowl (G).
Chapter 2: The Mine Collapses
- Take BAT (H).
- Use BAT; take CHEWING GUM (I).
- Use CHEWING GUM; push button. Take FIRE EXTINGUISHER (J).
- Use FIRE EXTINGUISHER. Move board; take CROWBAR (K).
- Walk down.
- Use CROWBAR; take LIGHTER and HACKSAW (L).
- Go (M).
- Use HACKSAW (N).
- Go (O).
- Take LIGHTER FLUID (P).
- Use NAIL CUTTER; take BICYCLE LOCK PARTS 1/3 (Q).
- STRING BRACELET and LIGHTER FLUID on LIGHTER.
- Take BRUSH AND GLUE 1/2 and INSECTICIDE; open (R).
- Use LIGHTER; take BOTTLE OPENER (S).
- Place GEAR and CHAIN (T).
- Easy solution: Ux4-V-Wx3-Xx2.
- Hard solution: Xx2-Vx4-Y-Wx2-Ux2.
- Take NUT and BICYCLE LOCK PARTS 2/3 (Z).
- Walk down.
- Place BOTTLE OPENER and NUT (A).
- Play HOP (B); receive BOX INLAY.
- Place BOX INLAY (C); take note and SCOOP (D).
- Go (E).
- Use SCOOP; take BICYCLE LOCK PARTS 3/3 and FLYSWATTER (F).
- Use FLYSWATTER; take KITCHEN TOWEL (G).
- Walk down.
- Use KITCHEN TOWEL; take FLASHLIGHT, BRUSH AND GLUE 2/2 and LENS (H).
- Go (I).
- Replace LENS (J).
- Easy solution: K-L.
- Hard solution: K-L-M.
- Take BICYCLE CODE (N).
- Walk down twice.
- Place BICYCLE LOCK PARTS (O).
- Place BICYCLE CODE; enter 1-7-5-4 (P).
- Take WET WIPE; use HOT TEA and open (Q).
- Play HOP (R); receive ICE PICK.
- Note from CAMERA IN CASE; use ICE PICK. Take CAMERA WITH FLASH.
- Use FRETSAW and CAMERA WITH FLASH; take CEZVE and EXPANDER (S).
- Use EXPANDER; take DOOR BUTTON (T).
- Place DOOR BUTTON (U).
- Easy solution (V).
- Hard solution (W).
- Go (X).
- Receive SHERYL’S RING.
- Use SHERYL’S RING (Y); take GROUND COFFEE, SHOE NUMBER PHOTO and note (Z).
- Go (A).
- Place SHOE NUMBER PHOTO; take SPYING TAP ANTENNA and COFFEE CUP (B).
- Take COCONUT; place SPYING TAP ANTENNA and TAPE (C). Take SWITCHBOARD LEVER (D).
- Place SWITCHBOARD LEVER (E).
- Go (F).
- Talk (G); take MATCHES and notes (H).
- Take GLOW STICK and DIRTY DAMAGED LASER POINTER (I).
- Place CEZVE, MATCHES, GROUND COFFEE and COFFEE CUP; turn knob. Take CUP OF COFFEE (J).
- Offer CUP OF COFFEE (K).
- Play HOP (L); receive WAX CANDLE.
- Use WAX CANDLE; take GARDEN VACUUM (M).
- Walk down twice.
- Use GARDEN VACUUM; take SUCTION CUP, MACHINE TOKENS 1/3 and LASER POINTER CAP (N).
- Go (O).
- WET WIPE and LASER POINTER CAP on DIRTY DAMAGED LASER POINTER; receive LASER POINTER.
- Use LASER POINTER; take TWEEZERS, RAZOR, MACHINE TOKENS 2/3 and ROUGH BRUSH (P).
- Take MACHINE TOKENS 3/3 with TWEEZERS (Q).
- Go (R).
- Place MACHINE TOKENS (S).
- Solution (T).
- Take HAND PUPPET (U).
- Use HAND PUPPET; take BUTTON and DRILL (V).
- Walk down.
- DRILL on COCONUT; receive HANDMADE BOWLING BALL.
- Use HANDMADE BOWLING BALL; take SCREW and OILER (W).
- Go (X).
- Use OILER and ROUGH BRUSH; use key (Y). Take HOSE (Z).
- Walk down twice.
- Place GLOW STICK and HOSE (A).
- Easy solution (B): 1-2-3-5-6-7-9-10-11.
- Hard solution (B): 1-2-3-4-5-6-7-8-9-10-11-12.
Chapter 3: The Mirror of Times
- Take note, SPINDLE and MASK 1/2 (C).
- Use INSECTICIDE; take MASK 2/2 and CORK (D).
- Place MASK and GLUE AND BRUSH. Take WIND CHIME and note (E).
- Take CLOCK HANDS 1/2 and LIGHTER (F).
- Place WIND CHIME (G).
- Go (H).
- Spin; take LEATHER BRACELET (I).
- Take BROKEN FIRE EXTINGUISHER; place CORK and LEATHER BRACELET (J).
- Take FAN and SPARK PLUGS 1/2 (K).
- Use FAN; take SHAWL, TAROT CARDS and CLOCK HANDS 2/2 (L).
- Walk down.
- Remove drape, take note and place CLOCK HANDS (M).
- Use FLASHLIGHT; take EXTINGUISHER DETAIL (N).
- Use SPINDLE; take NOZZLE (O).
- EXTINGUISHER DETAIL and NOZZLE on BROKEN FIRE EXTINGUISHER; receive FIRE EXTINGUISHER.
- Use FIRE EXTINGUISHER (P); take PLATE, TAROT CARDS EXEGESIS and note (Q).
- Walk down.
- Place TAROT CARDS EXEGESIS and TAROT CARDS (R).
- Play HOP (S); receive INCENSE STICKS.
- Place INCENSE STICKS and LIGHTER; take BURNER, BROAD RITUAL KNIFE and SPARK PLUGS 2/2 (T).
- Go (U).
- Use BROAD RITUAL KNIFE; take UMBRELLA HANDLE and BORER (V).
- Place SPARK PLUGS and BORER; take STAPLER and SOLVENT (W).
- Walk down.
- Place SOLVENT and SHAWL; take TUNING FORK (X).
- Go (Y).
- Use TUNING FORK (Z); take note and MILK (A).
- Offer MILK; take BOLT CUTTER (B).
- Go to Mirror of the Past.
- Use BOLT CUTTER; take note and MAP AND COMPASS (C).
- Go (D).
- Place MAP AND COMPASS (E).
- Easy solution (F): 3-2-3-4-3-2-1-2-1-G.
- Hard solution (F): 3-2-3-4-3-2-2-2-3-2-1-1-2-1-G.
- Take two notes, CONTROLLER and PADLOCK (H).
- Use SUCTION CUP; take FRAME PARTS 1/2. Use RAZOR; take SUPERCOP2000 CARTRIDGE (I).
- Place CONTROLLER and SUPERCOP2000 CARTRIDGE (J).
- Easy solution (K): Nx2-Mx2-L-Mx2-N-L-N-Mx2-Lx2.
- Hard solution (K): N-Mx2-Nx2-Mx2-L-N-M-L-M-Lx2.
- Enter 9-3-0-6-9 (O); take note, FELT PEN and SKATE (P).
- Place SKATE (Q).
- Go (R).
- Take SCALES BOWL (S).
- Place handle and SCREW; use BUTTON. Take WATER with SCALES BOWL (T).
- Use WATER; take PEN, BOTTLE OPENER and TIE CLIP (U).
- Take BEST GAMES MAGAZINE (V).
- Walk down.
- Use BEST GAMES MAGAZINE and PEN; use key (W).
- Go (X).
- Take COINS 1/2; take NAILS with BOTTLE OPENER (Y).
- Take BROKEN LADDER (Z).
- Use PADLOCK (A); take BIG REVOLVER and DAMAGED TAPE CASSETTE (B).
- NAILS and BIG REVOLVER on BROKEN LADDER; receive LADDER.
- Place LADDER (C); take BASEBALL and FRAME PARTS 2/2 (D).
- Walk down.
- Place FRAME PARTS (E).
- Play HOP (F); receive RODENT FOOD.
- Offer RODENT FOOD; take WRENCH and ADHESIVE TAPE (G).
- Go (H).
- FELT PEN and ADHESIVE TAPE on DAMAGED TAPE CASSETTE; receive CASSETTE.
- Place CASSETTE (I); enter 2-1-3-5 (J). Take POLICE BADGE INLAY (K).
- Place POLICE BADGE INLAY (L). Take CREDIT CARD; take COINS 2/2 with TIE CLIP (M).
- Walk down.
- Place COINS; take SCREWS and BRUSH (N).
- Go (O).
- Use BRUSH; take ANCHOR PENDANT (P).
- Take KEY with ANCHOR PENDANT (Q).
- Go to Evidence Room.
- Use KEY; take diary (R).
Chapter 4: Gathering Evidence
- Take MODEL BUILDING PARTS and RECORDER; take WET CLAY with PLATE (S).
- Place MODEL BUILDING PARTS (T).
- Solution (U).
- Take DECORATIVE SPHERE and BROKEN KEY (T).
- Take FLEXIBLE BAND and FREEZING SPRAY (V).
- WET CLAY, BROKEN KEY and FREEZING SPRAY on BURNER; take WRECKING BALL KEY.
- Use WRECKING BALL KEY (W).
- Pull lever (X).
- Go (Y).
- Take note, BROKEN PENCIL and CROOKED WIRE (Z).
- Take note and move drape (A). Place UMBRELLA HANDLE and STAPLER; take MIRROR and MASTS 1/3 (B).
- Place FLEXIBLE BAND and DECORATIVE SPHERE (C); take LUCKY CHARM and TAPE CASSETTE (D).
- Walk down.
- TAPE CASSETTE and LUCKY CHARM on RECORDER; receive MAYOR WEST’S AUDIO.
- Play MAYOR WEST’S AUDIO (E).
- Go (F).
- Take PROJECTOR SCREEN (G).
- Use MIRROR and CROOKED WIRE (H); take SEPTUM RING and PLASTIC HOSE (I).
- Place SEPTUM RING (J); take TOY TRAIN and MASTS 2/3 (K).
- Take note; place TOY TRAIN and BROKEN PENCIL. Take COMPUTER CABLE and PROJECTOR SLIDES (L).
- Go to Town Hall.
- Replace PROJECTOR SCREEN and place PROJECTOR SLIDES; play HOP (M).
- Place slide (N).
- Take note and FRESCO (O).
- Place FRESCO (P).
- Easy solution (Q).
- Hard solution (R).
- Take SCOOP and MASTS 3/3 (S).
- Place MASTS; take EXTENSION CORD (T).
- Go to Archives.
- Replace PLASTIC HOSE and place EXTENSION CORD; take BUTTON, HANDCUFFS and CAGE (U).
- Walk down.
- Use CAGE; receive CAGE WITH CANARIES. Take PEG (V).
- Go (W).
- Place CAGE WITH CANARIES (X).
- Easy solution: Y-Z-A.
- Hard solution: Z-A-B.
- Take PAPER and HEAVY TELEPHONE BOOK (C).
- Place PEG and HEAVY TELEPHONE BOOK (D).
- Take FUNNEL and HAND VACUUM (E).
- Go to Town Hall.
- Use HAND VACUUM; place COMPUTER CABLE (F).
- Press print (G).
- Place PAPER (H); take PROOF (I).
- Go to Police Station Hallway.
- Offer PROOF (J).
Chapter 5: Rescue and Escape
- Take THICK CLOTH (K).
- Remove trash; take TAPE MEASURE and MAGIC BOX (L).
- Place BASEBALL and TAPE MEASURE (M).
- Play HOP (N); receive SEWER LID WRENCH.
- Use SEWER LID WRENCH. Use WRENCH; take MAGIC WAND and GATES INLAY 1/2 (O).
- MAGIC WAND and THICK CLOTH on MAGIC BOX; receive WHITE DOVE.
- Release WHITE DOVE (P); receive GATES INLAY 2/2 and MAGNET.
- Place GATES INLAY (Q).
- Go (R).
- Take LONG SCOOP NET (S).
- Use LONG SCOOP NET (T). Play HOP; take HANDLE (U).
- Place HANDLE, SCREWS and CREDIT CARD (V); take SCREWDRIVER and GARDEN SHEARS (W).
- Use GARDEN SHEARS; take DRAGONFLY WINGS 1/3 and HOOK ON ROPE (X).
- Use HOOK ON ROPE (Y).
- Go (Z).
- Take WHEEL and TOY CAR DOOR (A).
- Use MAGNET (B); take CORKSCREW (C).
- Take BROKEN CLASSIC CAR MODEL (D).
- Walk down twice.
- Use CORKSCREW; take NUT and DRAGONFLY WINGS 2/3 (E).
- Go to Second Floor.
- Place WHEEL and NUT (F).
- Easy and hard solution (G).
- Receive BRADLEY’S AUTOBIOGRAPHY.
- Place BRADLEY’S AUTOBIOGRAPHY; take SHOVEL (H).
- Walk down.
- Use SHOVEL; take CANDLESTICK (I).
- Use CANDLESTICK; take DRAGONFLY WINGS 3/3 (J).
- Walk down.
- Place DRAGONFLY WINGS; take TOY CAR MOTOR (K).
- Go to Second Floor.
- TOY CAR DOOR, TOY CAR MOTOR and SCREWDRIVER on BROKEN CLASSIC CAR MODEL; receive CLASSIC CAR MODEL.
- Place CLASSIC CAR MODEL; take REVOLVER (L).
- Use REVOLVER (M).
- Use HANDCUFFS; use SCOOP. Take WOODEN CRATES, note and WEDDING RING (N).
- Take THIGH BAG (O). Place WOODEN CRATES; take HORSESHOE (P).
- Take CAMERA (Q); use HORSESHOE (R).
- Play HOP (S); receive CANE.
- Use CANE (T).
- Go (U).
- Take CUTTERS. Take REGULATOR with BUTTON (V).
- Take WING INLAYS 1/2 (W).
- REGULATOR on CAMERA; take FILM ROLL.
- Place FILM ROLL (X), open (1), move (2), add (3), turn (4), move (5), take COMBINATION PHOTO (6).
- Place COMBINATION PHOTO (Y).
- Easy solution (Z): 1-4.
- Hard solution (Z): 1-6.
- Take ADHESIVE TAPE, SCHEME PART, NEEDLE AND THREAD 1/2 (Y).
- Place SCHEME PART and ADHESIVE TAPE; play HOP (A). Receive TOY ROCKET.
- Walk down.
- Place TOY ROCKET (B).
- Go (C).
- Take GASOLINE (D).
- Place FUNNEL, GASOLINE and WEDDING RING (E).
- Easy solution (F): H-Gx3-H-Ix3-H-Ix2-H-Gx3-H-Gx2-H-I-H-Ix4-H.
- Hard solution (F): G-H-Ix4-H-Gx4-H-Gx2-H-Ix4-H-Ix2-H-G-H-Gx5-H.
- Use CUTTERS (J); take BROKEN BELLOWS and PIN (K).
- Take MACHINE ELEMENTS 1/2 and GLUE (L).
- Go to Attic.
- PIN on THIGH BAG; take SPRING, MACHINE ELEMENTS 2/2 and note.
- Place MACHINE ELEMENTS; take GEAR (M).
- Place GEAR and SPRING; take GUARD FIGURINE (N).
- Walk down.
- Place GUARD FIGURINE; take DRY INK and WING INLAYS 2/2 (O).
- Remove wallpaper; place WING INLAYS (P). Take AXE and BUTTON (Q).
- Go (R).
- Use AXE; take JACK (S).
- Go to Garage.
- Use GLUE and BUTTON; take PAPER TOWEL (T).
- Use PAPER TOWEL; take BRUSH (U).
- Go to Attic.
- Use DRY INK and BRUSH. Select 1-5 (V).
- Take WIRE and NEEDLE AND THREAD 2/2 (W).
- NEEDLE AND THREAD on BROKEN BELLOWS; receive BELLOWS.
- Use BELLOWS; take note (X).
- Play HOP (Y); receive TOBY.
- Release TOBY; take CHAIR (Z).
- Go to Garage.
- Place CHAIR; take WHEEL (A).
- Use WIRE; take WRENCH (B).
- Place JACK, WHEEL and WRENCH (C).
- Play random mini game (D).
- Congratulations, you have completed Dark Romance: Ashville.