Walkthrough Menu
- General Tips
- Chapter 1: A Murder at Midnight
- Chapter 2: Lord Allan
- Chapter 3: The Antidote
- Chapter 4: A Killer Captured
General Tips
- This is the official guide for Dark Tales: Edgar Allan Poe's Ligeia.
- 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: A Murder at Midnight
- Open folder (A); select notes.
- Talk (B).
- Take MAIL TOKENS 1/2 (C).
- Move pine cones; take POUCH and MAIL TOKENS 2/2 (D).
- Place MAIL TOKENS (E); read note and take NEWSPAPER.
- Take POUCH TILE (F).
- POUCH TILE on POUCH. Solution: (1-5)-(4-2)-(1-6)-(1-4)-(1-3) (G). Receive WORKSHOP KEYS 1/2; take PURSE.
- Collect 1-3 (H).
- Inspect (I).
- Take INCOMPLETE SHEARS and WORKSHOP KEYS 2/2 (J).
- Place WORKSHOP KEYS (K).
- Play HOP (L); receive CLIPPERS.
- Take WIRE with CLIPPERS (M).
- Place NEWSPAPER (N).
- Place WIRE (O).
- Select 1-5 (P).
- Take and use key (N).
- Go (Q).
- Inspect; talk (R).
- Take FROG (S).
- Talk (T).
- Find matching symbols (U).
- Take DRESSER DISK and HANDKERCHIEF (V).
- Read note; take OLIVE BRANCHES 1/3 (W).
- Move (X).
- Take FLOWER; place DRESSER DISK (Y).
- Casual solution (Z): 6-4-4-1-2.
- Hard solution (A): 1-1-2-3-3-8-8-7-7-6-6.
- Take ALCOHOL (B).
- ALCOHOL on HANDKERCHIEF; take ANTISEPTIC CLOTH.
- Offer ANTISEPTIC CLOTH (C).
- Inspect (D).
- Talk; take KEY (E).
- Walk down.
- Play HOP (F).
- Use KEY (G); take SAW and MUSICIAN FIGURINE (H).
- Go (I).
- FROG on PURSE; take COIN.
- Place MUSICIAN FIGURINE; take SCREWS with COIN (J).
- Remove wire and place SCREWS on SAW.
- Use SAW (K).
- Go (L).
- Inspect (M).
- Inspect. Take FIRE (N).
- Talk; take SHEARS PART (O).
- Take SHIPS 1/2 (P).
- SHEARS PART on INCOMPLETE SHEARS; take SHEARS.
- Take SHIPS 2/2. Use SHEARS x3 (Q).
- Play HOP (R); receive PRISMS 1/3.
- Place SHIPS; take WATER and PRISMS 2/3 (S).
- Place FIRE and WATER (T). Solution: (3-5)-(2-3)-(3-4)-(1-2)-(5-3)-(3-1)-(4-3).
- Take PRISMS 3/3 (U).
- Place PRISMS (V).
- Casual solution (W).
- Hard solution (W, X, Y).
- Take BOOK OF THE SUN (Z).
- Place BOOK OF THE SUN. Go (A).
- Open. Take ROPE 1/3 (B).
- Take DISKS 1/3 (C).
- Take TORCH (D).
- Take PEGASUS and WREATH. Light TORCH; receive BURNING TORCH (E).
- Place WREATH for a HOP (F); take LANTERNS 1/3 and OLIVE BRANCHES 2/3 (G).
- Break tiles; take OLIVE BRANCHES 3/3 (H).
- Place OLIVE BRANCHES; take DISKS 2/3 and SHIELD (I).
- Move shield and pegasus; place SHIELD and PEGASUS (J).
- Move 4 tiles (K).
- Solution: (8-4)-(9-3)-(9-5)-(7-8)-(6-7)-(7-10)-(10-12)-(9-13)-(11-13)-(11-12).
- Take DISKS 3/3 (L).
- Place BURNING TORCH (M). Receive DISK PLATE.
- DISKS on DISK PLATE.
- Solution (N). Take CIPHER PLATE.
- Place CIPHER PLATE (O).
- Solution (P).
- Go (Q).
Chapter 2: Lord Allan
- Talk (R).
- Look (S).
- Take RECIPE and CLOVER (T).
- Take BULL and PHOENIX FIGURINES 1/4 (U).
- Remove straw; place BULL. Take BUCKET, ROPE 2/3 and GRAPE BADGES 1/3 (V).
- Take GRAPE BADGES 2/3; take ROPE 3/3 with SHEARS (W).
- Take GRAPE BADGES 3/3. Place BUCKET and ROPE, tie rope, drop bucket (X).
- Select 1-6 (Y).
- Place CLOVER (Z).
- Solution (A): (10-6)-(6-5)-(5-10)-(6-5)-(10-6)-(6-5)-(5-10).
- Take bottle.
- Place GRAPE BADGES (B); remove leaves and take BUTTERFLIES 1/4 and GOBLET (C).
- Take WATER with GOBLET; take BUCKET OF WATER (D).
- WATER on RECIPE. Pour solution in goblet. Take MEDICINE.
- Offer MEDICINE; take KEYS (E).
- Place KEYS (F).
- Select (G).
- Go (H).
- Talk (I).
- Play random puzzle (J).
- Talk (K).
- Remove cobwebs; play HOP (L). Receive BUTTERFLIES 2/4.
- Take FIREPLACE POKER and BUTTERFLIES 3/4 (M).
- Look. Take BUTTERFLIES 4/4 and HANDLE (N).
- Use BUCKET OF WATER and FIREPLACE POKER; take PHOENIX FIGURINES 2/4 and MALACHITE HEART 1/2 (O).
- Use HANDLE. Take FLOWER 2/3 and MALACHITE HEART 2/2 (P).
- Place MALACHITE HEART (Q).
- Select 1-6 (R).
- Take PHOENIX FIGURINES 3/4 (S).
- Place BUTTERFLIES. Move as shown. Take LETTER PART and PHOENIX FIGURINES 4/4 (T).
- Place PHOENIX FIGURINES. Select 1-5 (U).
- Go (V).
- Talk (X).
- Take letter part (Y).
- Inspect (Z).
- Take PENDANT (A).
- Place PENDANT; take HATCHETS 1/2 (B).
- Take FLOWERS 3/3 (C).
- Take HATCHETS 2/2 (D).
- Place FLOWERS. Take SKULLS 1/3 and LANTERNS 2/3 (E).
- Place HATCHETS (F).
- Take STATUETTES 1/3 and LANTERNS 3/3 (G).
- Place LANTERNS; solution (H): swap (1-2), turn disc (I), swap (3-4).
- Go (J).
- Talk (K).
- Look (L).
- Use board; take SKULLS 2/3 (M).
- Take CODE 1/3 and TORCH DISKS 1/2 (N).
- Take FANG (O).
- Walk down.
- Place FANG (P); receive TORCH DISKS 2/2.
- Go (Q).
- Place TORCH DISKS; take ANTELOPE and SKULLS 3/3 (R).
- Place SKULLS (S).
- Go (T).
- Take GAZELLE (U).
- TAKE SEAHORSES 1/2; place ANTELOPE (V).
- Take NAIL PULLER (W).
- Take SWORDS 1/3 (X).
- Take SWORDS 2/3 (Y).
- Take SWORDS 3/3; place GAZELLE (Z).
- Take KEY PARTS 1/3 and PICTURE PIECE (A).
- Walk down.
- Use NAIL PULLER x2; take WRENCH and STATUETTES 2/3 (B).
- Place PICTURE PIECE (C).
- Play HOP (D); receive KEY PARTS 2/3.
- Go (E).
- Place SWORDS for a HOP; take ANUBIS HEADS 1/3 and STATUETTES 3/3 (F).
- Place STATUETTES; take KEY PARTS 3/3 and SEAHORSES 2/2 (G).
- Place SEAHORSES (H).
- Use WRENCH; take BELLS 1/3 and CABINET DOOR (I).
- Place KEY PARTS (J).
- Solution (K): (1-18)-(2-17)-(3-16)-(4-15)-(5-14)-(6-13)-(7-12)-(8-11)-(9-10).
- Walk down.
- Place CABINET DOOR (L).
- Go (M).
Chapter 3: The Antidote
- Talk (N).
- Remove cushions in pairs (O).
- Take BIRDS 1/2 (P).
- Take HORSES 1/2 (Q).
- Take TRIAD and ACORNS 1/2 (R).
- Take HORSES 2/2 (S).
- Place HORSES (T); take BIRDS 2/2 (U).
- Place BIRDS (S).
- Go (V).
- Take HYDRAS 1/2 (W).
- Take HYDRAS 2/2 and BOOK (X).
- Place HYDRAS; take FINIALS 1/2, ATROPINE and CARDS 1/4 (Y).
- Take OWL (Z).
- Take SULFUR. Move books; place BOOK (A).
- Solution. Take ELEPHANT and FEATHERS 1/2 (B).
- Walk down.
- Place ELEPHANT; take ACORNS 2/2 and CODE 2/3 (C).
- Place OWL; take FEATHERS 2/2 (D).
- Place ACORNS (E).
- Solution is random; find the indicated symbols (F).
- Take STARS 1/2 and FEATHER DUSTER (G).
- Use FEATHER DUSTER (H).
- Play HOP (I); receive CARDS 2/4.
- Go (J).
- Place FEATHERS (K).
- Play HOP (L); receive FINIALS 2/2.
- Place FINIALS for HOP; take CODE 3/3 (M).
- Place CODE; enter 3-1-6 (N).
- Take CARDS 3/4 and BOOK OF ANTIDOTES (O).
- Walk down.
- Talk (P).
- Walk down twice.
- Place TRIAD (Q); take CARDS 4/4 (R).
- Go to Parlor.
- Place CARDS (S). Solution: V-Wx2-V-Ux4-T-U-V-Ux3-W-V-Wx3-V.
- Open door.
- Go (X).
- Take SNAKE (Y).
- Place SNAKE; take LEAVES 1/2 and STARS 2/2 (Z).
- Place STARS; take WIRES 1/3, GEMSTONE and SCARABS 1/3 (A).
- Take WIRES 2/3 (B).
- Go to Allan's Office.
- Place GEMSTONE (C); take WIRES 3/3 (D).
- Walk down and right.
- Open compartment; place WIRES. Turn key (E).
- Remove cloth. Take LARK (F).
- Take BATS 1/2 and FISH 1/2 (G).
- Move notices in pairs; take HANDLE (H).
- Use HANDLE; place LARK (I). Take FISH 2/2 and TRUMPET (J).
- Place FISH; take SNAKE EMBLEMS 1/3 and SCARABS 2/3 (K).
- Place TRUMPET (L); take BATS 2/2 (M).
- Place BATS (N); take BELLS 2/3 and SCARABS 3/3 (O).
- Place SCARABS (P).
- Solution: R, move red to S, R, move to T.
- Q, move yellow to S, R, move to U, R, move to V, R, move to W, Q, move to X, Q, move to Y.
- Q, move green to S, R, move to U, R, move to V, R, move to Z.
- Go (A).
- Take JAR (B).
- Take BELLS 3/3; place JAR. Find pairs (C).
- Take SNAKE EMBLEMS 2/3 and ANUBIS HEADS 2/3 (D).
- Take WEIGHT and SNAKE EMBLEMS 3/3 (E).
- Take SICKLES 1/2 (F).
- Place WEIGHT; take APPLES 1/3 and ANUBIS HEADS 3/3 (G).
- Take SICKLES 2/2; place SNAKE EMBLEMS (H).
- Select 1-4 (I).
- Play HOP (J); receive SYRINGE.
- Place ANUBIS HEADS (K); take BOWL (L).
- Place SICKLES; take GINSENG with BOWL (M).
- Place BOOK OF ANTIDOTES, ATROPINE, SULFUR and GINSENG (N).
- Add 2-1-3, to 4, select 5, take ANTIDOTE with SYRINGE (6). Take OIL (7).
- Walk down.
- Open. Use ANTIDOTE (O).
- Talk; take APPLES 2/3 (P).
- Place BELLS; swap (1-3)-(2-4) (Q). Take APPLES 3/3 (R).
- Place APPLES (S).
- Solution: T-Vx2-X-T-X-T-X-Vx2-T-X-T-V-Xx3-T-W-T-W-T.
- Go (Y).
Chapter 4: A Killer Captured
- Talk (Z).
- Move branches. Play HOP (A); receive CORNERS 1/4.
- Take BRACELETS 1/2 (B).
- Take BRACELETS 2/2 (C).
- Take LEAVES 2/2; place BRACELETS (D).
- Turn E-Fx2; take CORNERS 2/4.
- Place LEAVES (G); take CORNERS 3/4 (H).
- Take BOARDS 1/4 and CORNERS 4/4 (I).
- Use OIL and place CORNERS. Place stick (J).
- Take CHAMOMILE and DRY LEAVES (K).
- Go (L).
- Inspect (M).
- Talk; take BROKEN RECORD (N).
- Take FISHING ROD (O).
- Take FISHING LINE (P).
- Place FISHING ROD and FISHING LINE; take EMPTY SMOKER, GREEN CROWN and BOARDS 2/4 (Q).
- Place GREEN CROWN; take BOARDS 3/4 (R).
- Take MATCHES (S).
- DRY LEAVES and MATCHES on EMPTY SMOKER; take SMOKER.
- Use SMOKER; take BOARDS 4/4 (T).
- Place BOARDS. Solution (U).
- Go (V).
- Talk (W).
- Play HOP (X); receive HAMMER.
- Take WEDGE (Y).
- Take CORKSCREW (Z).
- Use WEDGE and HAMMER. Take SHEAVES 1/2, LODGE KEYS 1/3 and JUNIPER (A).
- Take SHEAVES 2/2; use CORKSCREW (B).
- Find pairs; take LODGE KEYS 2/3 and RECORD FRAGMENTS 1/7 (C).
- Place SHEAVES (D); take RECORD FRAGMENTS 2/7 and LODGE KEYS 3/3 (E).
- Place LODGE KEYS; select 2-3-1. Open window (F).
- Go (G).
- Take PIPE and RECORD FRAGMENTS 3/7 (H).
- Take RECORD FRAGMENTS 4/7 and RED CROWN (I).
- Take FANG (J).
- Move pipes; place PIPE. Select 1-6. Take VALERIAN and RECORD FRAGMENTS 5/7 (K).
- Place FANG; take HOPS and RECORD FRAGMENTS 6/7 (L).
- Walk down twice.
- Place RED CROWN; take RECORD FRAGMENTS 7/7 (M).
- Go forward twice.
- RECORD FRAGMENTS on BROKEN RECORD; restore and take PHONOGRAPH RECORD.
- Place PHONOGRAPH RECORD; take LAVENDER OIL (N).
- Talk; take RECIPE (O).
- Place VALERIAN, JUNIPER, CHAMOMILE, HOPS, LAVENDER OIL and RECIPE (P).
- Solution: (1-2)-(3-2)-4-(2-5)-6-(7-5)-(8-5)-9-5-(10-11)-11. Take SEDATIVE MIXTURE (Q).
- Place SEDATIVE MIXTURE (R).
- Congratulations, you have completed Dark Tales: Edgar Allan Poe's Ligeia!
Created at: 2019-08-16