Walkthrough Menu
- General Tips
- Chapter 1: Jill Weaver I
- Chapter 2: Josh Weaver
- Chapter 3: Jill Weaver II
- Chapter 4: Emma Weaver
General Tips
- This is the official guide for Dreadful Tales: The Fire Within.
- 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: Jill Weaver I
- Open (A).
- Move forward.
- Take SCISSORS (B).
- Use SCISSORS (C); open; examine photo; take bag.
- Take BARK CLUE (D).
- Take LEAF EMBLEM (E).
- Add LEAF EMBLEM (F) and BARK CLUE; arrange emblems.
- Enter Ranger Station.
- Take WOOD SHAVINGS (G); read note.
- Play HOP (H); receive FORTUNE TELLER.
- Open FORTUNE TELLER (I); take CLOCK KEY. Unfold paper; take FIRE CODE.
- Insert and turn CLOCK KEY (J); take ARROW.
- Take RAG (K).
- Move down.
- Add ARROW (L) and FIRE CODE. Move arrow 1-5. Take RANGER LOGO.
- Enter Ranger Station.
- Add RANGER LOGO (M); open.
- Open book; turn pages. Take ADHESIVE TAPE and STAPLE REMOVER. Use RAG; clean glass. Take paper, then use PENCIL. Take TRACED TRAIL.
- Move down.
- Add TRACED TRAIL (N). Move tracing; use PEN; receive TRAIL MAP.
- Use TRAIL MAP (O).
- Move (P).
- Move (Q).
- Pick up TWIGS 6/9 (R).
- Pick up TWIGS 9/9 (S).
- Knock over, then arrange STONES (T). Add WOOD SHAVINGS, then TWIGS.
- Examine (U).
- Examine (V).
- Clear path (W); take backpack; open; take PHOTO FRAME and NAIL POLISH REMOVER.
- Move forward.
- Take TROWEL (X).
- Solution: (Y) 1-4; press footprints.
- Solution: (Z) 1-5; press footprints.
- Solution: (A) 1-6; press footprints.
- Go (B).
- Go (C).
- Knock (D).
- Take INSECTICIDE (E).
- Take DRILL BIT (F).
- Move down.
- Use INSECTICIDE (G).
- Use insecticide (H). Insects scatter randomly, spray table everywhere.
- Take BROKEN BOTTLE (I). Move leaves. Move junk; add pieces; add DRILL BIT. Take HAND DRILL.
- Go to Fire Tower Approach.
- Use BROKEN BOTTLE (J); take ROPE. Use HAND DRILL.
- Solution: (K) Cx3-Bx2-Ax2-Bx2-C.
- Go to Fire Tower Deck.
- Shoo birds (L).
- Enter Cab (M).
- Move and open all boxes (N). On Lost and Found box, use STAPLE REMOVER; open. Take video camera.
- Press Play (O). Take MIRROR and FIRE EXTINGUISHER. Open Personal box; take METAL PATTERN.
- Move down.
- Add METAL PATTERN (P).
- Solution: (Q). Take STEEL WOOL.
- Move down.
- Use STEEL WOOL (R).
- Press and count all symbols (S).
- Enter 10-09-16 (T). Take SPARE FUSE.
- Go to Fire Tower Deck.
- Remove (U); add SPARE FUSE.
- Enter Cab.
- Take WATER BOTTLE (V) and NOTE FRAGMENTS 1/6. Turn on, then turn knob. Use NAIL POLISH REMOVER; take BENT ANTENNA.
- Take NOTE FRAGMENTS 4/6 (W) and TREKKING POLE.
- Take CAN OPENER (X) and NOTE FRAGMENTS 5/6.
- Take NOTE (Y).
- Move down.
- Pour WATER BOTTLE (Z); use TROWEL; take SPREADER.
- Enter Cab.
- Use SPREADER (A); take NOTE FRAGMENTS 6/6.
- Reassemble NOTE FRAGMENTS on NOTE (B), then use ADHESIVE TAPE. Receive COMBINATION CLUE.
- Add COMBINATION CLUE (C).
- Select cards 1-6 (D); take LOCKER COMBINATION.
- Add LOCKER COMBINATION (E); turn dial 16-8-9-11-0-13. Play HOP; receive LENS.
- Move down.
- Add LENS (F). Look.
- Adjust focus (G); select left arrow, pull towards right until cable car.
- Turn (H); take ELASTIC.
- Move down.
- Rearrange image in PHOTO FRAME (I). Receive FAMILY PHOTO.
- Offer FAMILY PHOTO (J).
- Return to Clearing.
- Use TREKKING POLE (K); take TORN NET.
- Go to Overlook.
- Examine (L). Use ELASTIC and STONES. Use slingshot twice; play HOP. Receive THREAD.
- THREAD on TORN NET (M); receive NET.
- Move branches (N); tie ROPE.
- Attach NET (O).
- Add rocks (P); push.
- Go to Cable Car Station.
- Remove (Q). Use MIRROR, then BENT ANTENNA. Move tiles 1-4.
- Examine (R).
- Examine (S).
- Use FIRE EXTINGUISHER (T).
- Put out fire (U).
- Use CAN OPENER (V); lift lid; take CABLE CAR PASS.
- Put out fire (W).
- Press button (X).
- Solution: (Y) Read note; press buttons 1-4.
- Use fire extinguisher (Z).
- Use CABLE CAR PASS (A).
- Get Into the Cable Car (B).
Chapter 2: Josh Weaver
- Examine (C).
- Solution: (D).
- Solution: (E).
- Take GAS STOVE (F).
- Move forward.
- Remove posters (G); take PAINT ROLLER.
- Move down.
- Take SCRAPER (H). Try to open. Use PAINT ROLLER. Open door.
- Enter.
- Read newspaper (I). Examine. Remove duplicates; take BATTERIES. Take HAIR and HAIRBAND.
- Take JACKSCREW (J). Read note.
- Take EMPTY JAR (K). Add GAS STOVE; move coffee pot. Turn on.
- Go to Station Front.
- Use JACKSCREW (L). Pump twice; take REGISTER HANDLE. Pump; lift trunk. Play HOP; take POLE STEPS.
- Move down.
- Add POLE STEPS (M); climb.
- Reassemble (N); use SCRAPER.
- Enter 3-7-5-0 (O). Open package; take REGISTER BUTTONS 2/4. Remove letters; take REGISTER BUTTONS 4/4.
- Enter Diner.
- Add REGISTER BUTTONS (P) and REGISTER HANDLE.
- Solution: (Q). Take WIRE and CAR KEY.
- Return to Station Front.
- Use and turn CAR KEY (R); receive INITIALS. Use WIRE; open. Take FLASHLIGHT. Pull gearshift.
- Enter Sheriff's Station.
- BATTERIES then HAIRBAND on FLASHLIGHT.
- Use FLASHFLIGHT (S).
- Place FLASHLIGHT (T).
- Take NAME PLATE (U). Check phone. Insert INITIALS; read folder; take CARDBOARD and SNOWGLOBE.
- Play HOP (V); receive NAILS.
- Return to Main Street.
- Use CARDBOARD (W); add EMPTY JAR.
- Take termites (X); receive TERMITES.
- Return to Sheriff's Station.
- Add TERMITES (Y).
- Take BOARDS 3/6 (Z).
- Move forward.
- Take BOARDS 5/6 (A).
- Remove photo (B); take DEPUTY'S CLUE and BOARDS 6/6.
- Take STILTS (C) and LETTER.
- Take PLIERS (D).
- Return to Station Front.
- BOARDS and NAILS on STILTS, then SNOWGLOBE; receive LADDER.
- Place LADDER (E).
- Take JAIL KEY (F).
- Enter Sheriff's Station.
- Insert JAIL KEY (G); receive KEY HEAD. Take CHALK.
- Enter Locker Room.
- Take CLEANING SYMBOL (H). Use CHALK.
- Solution: (I).
- Use KEY HEAD (J).
- Solution: (K). Receive SPARE KEY.
- Move down.
- Use PLIERS (L). Insert SPARE KEY.
- Enter Jail.
- Solution: (M).
- Remove junk (N). Insert CLEANING SYMBOL; take STAIN REMOVER.
- Open (O).
- Examine (P).
- Take TOILET PAPER (Q).
- Take TROPHY (R).
- Move down.
- Add TROPHY (S) and DEPUTY'S CLUE. Rearrange trophies; take BADGE.
- Insert BADGE (T); take DIRTY MENU and BLOOD PRESSURE CUFF.
- Enter Locker Room.
- Unroll TOILET PAPER (U); read note. Open package; take EYEDROPPER.
- Turn over DIRTY MENU (V); add STAIN REMOVER and EYEDROPPER. Clean menu. Add LETTER; select; take LELAND'S COMBINATION.
- Add LELAND'S COMBINATION (W); enter code 1-4-9-7. Open locker. Play HOP; take ENVELOPE.
- Add BLOOD PRESSURE CUFF (X); pump twice; take METAL RINGS 1/2.
- Return to Jail.
- Read note (Y). Add ENVELOPE.
- Solution: (Z). Take STORE CODE.
- Return to Main Street.
- Remove carts (A).
- Remove carts (B). Examine; add STORE CODE. Enter 4-8-2-5-9-1.
- Enter.
- Use NAME PLATE (C); lift. Take FISHING ROD HANDLE; move; take hook; add HAIR; receive SMALL HOOK.
- Use FISHING ROD HANDLE (D). Break glass. Play HOP; take BROKEN CABLE SAW.
- Use SMALL HOOK (E); receive METAL RINGS 2/2.
- METAL RINGS on BROKEN CABLE SAW; receive CABLE SAW.
- Use CABLE SAW (F).
- Exit.
Chapter 3: Jill Weaver II
- Examine coat (G); empty pockets; take FORCEPS.
- Take MEDICAL SPATULA (H).
- Take OLD PHOTO (I).
- Remove (J); take MAGNIFYING GLASS and BED SLATS.
- MEDICAL SPATULA on OLD PHOTO; examine photo; use MAGNIFYING GLASS; receive DOCTOR'S CLUE.
- Add DOCTOR'S CLUE (K).
- Solution: (L). Play HOP. Take CARBIDE LAMP.
- Use CARBIDE LAMP (M).
- Enter Tunnel (N).
- Use FORCEPS (O); receive NECKLACE FRAGMENTS 1/2.
- Read notes (P); take map. Take SMELLING SALTS and NECKLACE FRAGMENTS 2/2.
- Take METAL BUTTONS 1/2 (Q).
- Take PATCH (R).
- Move down.
- Add NECKLACE FRAGMENTS (S); remove items: take FOREMAN'S KEY.
- Enter Tunnel.
- Take CABLES (T). Insert FOREMAN'S KEY; remove items.
- Enter.
- Move forward twice (U).
- Get Into the Niche (V).
- Move forward (W).
- Move forward (X).
- Place BED SLATS (Y).
- Take BROKEN WELDER (Z). Move cables; pull lever. Take METAL BUTTONS 2/2.
- Take METAL ROD (A) and CANARY.
- Move down.
- Insert CANARY (B); take GASOLINE.
- Take apart BROKEN WELDER; add GASOLINE. Receive WELDER.
- Use WELDER (C); take WOODEN PANEL.
- Return to Flooded Shaft.
- Add WOODEN PANEL (D).
- Solution: (E) D-G-H-E-B-A-D-E-H-I-F-E-H-I-F-E-D-G-H-I-F-E-H-G-D-E.
- Move forward.
- Use METAL ROD (F).
- Move (G).
- Use CABLES (H). Remove scarf; use SMELLING SALTS.
- Remove cables (I).
- Take MESH (J).
- Add METAL BUTTONS (K).
- Solution: (L) Gx2-H-L-T-Rx2-S-T. Take BOLT CLAMP and CODE.
- Move down.
- Take BOLT (M); add PATCH and BOLT CLAMP. Tighten; take MINER.
- Move down.
- Add MINER (N); open; take WHEEL.
- Add WHEEL (O), then BOLT. Turn valve.
- Move forward.
- Add CODE (P).
- Solution: (Q) Enter 2-6-9-5-8. Play HOP; receive HARD HAT.
- Remove ropes (R).
- Remove ropes (S); take PICKAXE HEAD.
- Return to Underground Lake.
- Use PICKAXE HEAD (T); remove cover. Attach HARD HAT; lower; take RUBBER BELT and OILCAN.
- Return to Railroad.
- Take WRENCH (U). Add RUBBER BELT; pull lever; take RAILWAY SWITCH. Examine box. Enter 4-3-6. Take RAILROAD MAP.
- Use OILCAN (V); pull.
- Add RAILWAY SWITCH (W). Pull.
- Offer RAILROAD MAP (X).
- Examine (Y).
- Solution: (Z). Move right.
- Solution: (A). Move left.
- Solution: (B). Move left.
- Take DARTS RELIEF 1/2 (C).
- Take LEVER (D) and INSULATED TAPE.
- Enter Dead End.
- Take DIRT (E).
- Take DARTS RELIEF 2/2 (F).
- Move down.
- Take PUNCH PIN (G). Remove. Add MESH; then DIRT. Sift three times; play HOP; receive DARTS EMBLEM BASE.
- Enter Dead End.
- DARTS RELIEF on DARTS EMBLEM BASE; receive DARTBOARD.
- Open (H); take CARD PATTERN. Add DARTBOARD; open. Examine code; take BLANK CARD.
- Move down.
- Take SKINNING KNIFE (I). Add PUNCH PIN and LEVER, then BLANK CARD. Add CARD PATTERN. Solution. Receive ELEVATOR PUNCH CARD.
- Insert ELEVATOR PUNCH CARD (J).
- Enter.
- Take POINTER (K). Use SKINNING KNIFE; open box. Take LIGHTBULB.
- Examine photo and note (L); take DISC.
- Return to Dead End.
- Add INSULATED TAPE (M); open. Add LIGHTBULB; close. Flip switch.
- Use WRENCH (N).
- Add DISC (O) and POINTER.
- Solution: (P).
- Play HOP (Q); take TUMBLER.
- Return to Mask Room.
- Add TUMBLER (R).
- Solution: (S).
- Go upstairs.
- Examine (T).
Chapter 4: Emma Weaver
- Swing left (U); reach for tray.
- Swing left (V); grab METAL PIECE.
- Look up (W).
- Use METAL PIECE (X).
- Move items (Y); take COTTON.
- Take HEXAGONAL TILE (Z).
- Go to Cold Storage.
- Examine photo (A); take HOOK.
- Take RIB SPREADER (B) and POWER BUTTON.
- Move down.
- Add HOOK (C) and POWER BUTTON. Connect winch. Press power button.
- Exit.
- Take WOOD GLUE (D). Use RIB SPREADER; take SMALL KEY.
- Take SKELETON LIMBS 1/4 (E).
- Move down.
- Insert SMALL KEY (F); open; take RUBBING ALCOHOL.
- Go to Cold Storage.
- Use RUBBING ALCOHOL (G) and COTTON.
- Enter 07-10-44 (H).
- Play HOP (I); take SKIN SKETCH.
- Return to Boiler Room.
- Add SKIN SKETCH (J). Turn dial clockwise 6, counter-clockwise 1, clockwise 8. Take SWITCH.
- Add SWITCH (K).
- Solution: (L) D-F-B-E-A-C.
- Go to Hallway.
- Take SKELETON LIMBS 2/4 (M).
- Enter Perfumery.
- Take LAURIE LEE'S LOCKET (N); play HOP; receive WHEEL PARTS.
- Assemble WHEEL PARTS; add WOOD GLUE; receive SMALL WHEEL.
- Add SMALL WHEEL (O).
- Take SKELETON LIMBS 3/4 (P) and DAMP CLOTH.
- Move (Q).
- Take SKELETON (R).
- Move down.
- Take INLAYS 1/6 (S). Use DAMP CLOTH. Clean tiles. Add HEXAGONAL TILE. Solution. Take SKELETON LIMBS 4/4, TROPHY EMBLEM and ASHLEY'S BROKEN MEDALLION.
- Take INLAYS 2/6 (T). Add SKELETON and SKELETON LIMBS.
- Solution: (U).
- Enter Dungeon.
- Open (V); take DEODORANT and LIGHTER. Move; take INLAYS 3/6.
- Add TROPHY EMBLEM (W).
- Solution: (X).
- Add LAURIE LEE'S LOCKET (Y); take JASMINE TOKEN.
- Take INLAYS 4/6 (Z).
- Return to Perfumery.
- Look right (A). Add JASMINE TOKEN; open; take RABBIT EMBLEM.
- Move down.
- Insert RABBIT EMBLEM (B). Open; take INLAYS 5/6 and ANNIE SPRY'S BRACELET.
- Move right.
- Add ANNIE SPRY'S BRACELET (C); take ORANGE TOKEN.
- Return to Perfumery.
- Look left (D). Add ORANGE TOKEN; open; take INLAYS 6/6.
- Return to Dungeon.
- Add INLAYS (E).
- Solution: (F).
- Take MARTHA SPENCER'S COMB (G).
- Add MARTHA SPENCER'S COMB (H); take VANILLA TOKEN.
- Return to Perfumery.
- Look right twice (I). Add VANILLA TOKEN; open; take LEVER.
- Grab (J). Look left. Grab. Take MEDALLION FRAME.
- Return to Dungeon.
- Insert LEVER (K). Pull lever B-A-C-A-B. Take MEDALLION PIECES.
- Move down.
- MEDALLION PIECES and MEDALLION FRAME on ASHLEY'S BROKEN MEDALLION; receive ASHLEY'S MEDALLION.
- Add ASHLEY'S MEDALLION (L); open. Enter 2-7-3-6-9.
- Move forward.
- Take CAGE DOOR RELIEF (M).
- Take PERSONAL BELONGINGS (N).
- Return to Perfumery.
- Add PERSONAL BELONGINGS (O).
- Rearrange (P); take CRESCENT KEY and RAZOR.
- Return to Dungeon.
- Add CAGE DOOR RELIEF (Q). Play HOP. Receive BLUE PAPER.
- Go to Trophy Room.
- Take FORK (R). Look down; use RAZOR. Take PINK PAPER.
- Return to Dungeon.
- Add PINK PAPER (S); use FORK. Take TWEEZERS, SQUARE KEY and STRANGE CLUE.
- Return to Skinning Chamber.
- Add BLUE PAPER (T); remove trash; take TRIANGLE KEY.
- Return to Trophy Room.
- Use TWEEZERS (U); receive BLACK PAPER.
- Return to Perfumery.
- Use BLACK PAPER (V); move boxes.
- Add STRANGE CLUE (W).
- Solution: (X).
- Affix labels (Y).
- Rearrange bottles (Z). Take CIRCLE KEY.
- Return to Trophy Room.
- Add CIRCLE KEY (A), TRIANGLE KEY, SQUARE KEY and CRESCENT KEY.
- Play HOP (B).
- Take ASHTRAY (C).
- Throw ASHTRAY (D).
- Solution: (E).
- Use LIGHTER (F), then DEODORANT.
- Congratulations! You've completed Dreadful Tales: The Fire Within.
Created at: 2019-11-17