Walkthrough Menu
- General Tips
- Chapter 1: The Camper and the Park
- Chapter 2: The Shadows of Ravenwood
- Chapter 3: The Ravenwood Valley
- Chapter 4: Unexpected Meeting
- Chapter 5: The Chase
- Chapter 6: Raven's Nest
- Chapter 7: Mystery Unraveled
General Tips
- This is the official guide for Enigmatis: The Mists of Ravenwood.
- This guide will not mention each time you need to zoom into a scene; the screenshots will show each zoom scene.
- We will use the acronym HOP for Hidden-object puzzles. Interactive items will be color-coded and some will be numbered; please follow numbers in sequence.
- HOPs are random: our lists may vary from yours.
- You can use the map to travel to general areas, but not specific locations.
- The Evidence tab in the bottom right of your screen takes you to the Evidence Board; from there you can access the Cell Door. Walk down from the Evidence Board to return to the location you were before.
Chapter 1: The Camper and the Park
- Take the FLARE (A).
- Walk left.
- Take the picture and the driver's license as evidence; take the CAMPER KEYS (B).
- Walk down.
- Open the camper with the CAMPER KEYS (C).
- Go inside.
- Take the picture as evidence (D).
- Move the suitcase aside and open the cabinet; talk to the girl (E).
- Take the FISHING ROD (F).
- Take the FIRST-AID KIT KEY with the FISHING ROD (G).
- Walk down.
- Play the HOP (H, I, J).
- You receive the TEDDY BEAR.
- Open the first aid kit with the FIRST-AID KIT KEY (K); take the BANDAGE and the HYDROGEN PEROXIDE (L).
- Go into the camper.
- Talk to the girl and give her the TEDDY BEAR; put the HYDROGEN PEROXIDE and BANDAGE on her arm (M).
- Inspect the alarm clock (N).
- Inspect the mysterious shadow (O).
- Walk to the Park Gate and into the park.
- Talk to Mr. Whitmarsh; take the map (P).
- Go to the ticket booth.
- Talk to the vendor and take the REDWOOD GONDOLA TICKET (Q).
- Go to the Forest Path.
- Inspect the Snack Bar door (R); take the PINK BUTTERFLY PENDANT (S).
- Go to the Museum Square.
- Take the GLASS CUTTER (T).
- Walk down.
- Cut the glass with the GLASS CUTTER; open the door (U).
- Go into the Snack Bar.
- Put the handle on the cash register and turn it (V); take the TRAPDOOR TOKEN (W).
- Move the bear rug (X).
- Put the TRAPDOOR TOKEN on the trapdoor for a mini-game (Y).
- Move the pins to the colored lights.
- Move the red pin clockwise through the loop and past the wheel (1).
- Move the green pin clockwise through the loop twice and to the top (2).
- Move the red pin to the top (3).
- Go down to the Basement.
- Throw the FLARE into the darkness (Z).
- Move the curtains (A) and go to the Side Room.
- Take the HATCHET (B).
- Go to the cell door and take the LIGHTER (C).
- Talk to the prisoner.
- Go to the Basement.
- Open the crate with the HATCHET; take the KEROSENE and CHARCOAL (D).
- Go left.
- Put the KEROSENE in the lamp and light it with the LIGHTER (E).
- Take the LADDER (F).
- Move the drape from the evidence board.
- Remove all items from the board; you receive a CROWBAR, SCRAPER and THREADED HOOK (G).
- Move your three pieces of evidence into the circle (H).
- Talk to the prisoner.
- Take the METAL CLAW and SHEET (I).
- Go to the Basement.
- Put down the LADDER (J).
- Put the SHEET over the symbols and rub them with the CHARCOAL; take the RUNIC CODE (K).
- Turn the winch and put the CROWBAR through it (L).
- Walk into the Maze.
- Turn the winches to open gates (M); reveal the symbols by pushing on protruding stones (N) or removing moss with the SCRAPER (O).
- Go left, forward, forward, left, right.
- Play the HOP (P).
- You receive a CHAIN AND HOOK.
- Remove the stone and take the METALLIC RELIEF PIECE (Q).
- Attach the CHAIN AND HOOK to the hanging chain (R).
- Put the THREADED HOOK on the trapdoor and attach the chain to it (S).
- Turn the winch (T).
- Go down the hatch.
- Move the sheets (U).
- Move the metal claw a few times (V).
Chapter 2: The Shadows of Ravenwood
- Collect the evidence and the wallet (W) and take the METAL CLAW (X).
- Go to the Cell Door.
- Put the METALLIC RELIEF PIECE on the door (Y).
- Take LOCK PART 1/3 (Z).
- Talk to the prisoner (A).
- Walk down.
- Put the two METAL CLAWS on the hatch and turn them (B).
- Go up the ladder and walk down.
- Try to grab the bag (C).
- Walk down.
- Talk to the ticket seller.
- Move all items off the first aid kit; take the BLUE BUTTERFLY PENDANT (D).
- Take the locket as evidence; take the KNIFE (E).
- Open the first aid kit with the KNIFE and take the ADHESIVE TAPE; open the bottle and put the syringe in it to receive SLEEPING SERUM (F).
- Take the TWINE (G).
- Clean the owl statue with the SCRAPER (H) and open it for a mini-game (I).
- Rotate the tiles to connect all colored lines (J).
- Take the METALLIC RELIEF PIECE (K).
- Play the HOP (L).
- Alternatively, you can play a mini-game (M).
- Find pairs of images with symbols that are related; for each pair found, one item will be removed from the HOP list.
- You receive a HARMLESS BOLT and more evidence.
- Go to the Snack Bar.
- Put the TWINE, HARMLESS BOLT, SLEEPING SERUM and ADHESIVE TAPE on the crossbow and take the CROSSBOW WITH TRANQUILIZER (N).
- Walk down.
- Shoot the bear with the CROSSBOW WITH TRANQUILIZER.
- Put the memory card and batteries into the camera and close both compartments (O); watch the video and take the evidence.
- Go to the Evidence Board.
- Put the evidence about the barreled corpses and the ticket seller in the Bigger Mystery circle (P).
- Talk to the prisoner (Q).
- Put the METALLIC RELIEF PIECE on the cell door.
- Go to the Museum Square and on to the Cliff.
- Cut the rope with the KNIFE and take the ROPE (R).
- Walk down and go up the stairs.
- Put the ROPE on the door and tie it to the statue (S).
- Remove the balustrade with the HATCHET (T).
- Go into the Museum.
- Remove LOCK PART 2/3 with the KNIFE (U).
- Move the items aside and take the METAL HACKSAW and LOCK PART 3/3 (V).
- Remove the glass and take two more pieces of evidence (W); remove the panel.
- Activate the mini-game with the LOCK PARTS and the RUNIC CODE.
- Change the direction of the dial with the arrow buttons and use the numbered buttons to move the dial to the symbols of the code.
- Solution: X, 4, 7, Y, 3, X, 4, 4.
- Take the evidence, the WOODEN EYE (PUPIL) and ELECTRIC CABLE 1/3 (Z).
- Play the HOP or mini-game (A).
- You receive a MAGNET.
- Go to the Cliff.
- Cut the chain with the METAL HACKSAW and put the MAGNET on it; use the magnet to take the LOCK PICK (B).
- Go to the Forest Path.
- Put the WOODEN EYE (PUPIL) on the carving for a mini-game (C).
- Rotate the panel to move the balls through the maze to their destinations (D).
- Take the METALLIC RELIEF PIECE (E).
- Go to the Museum.
- Pick the lock with the LOCK PICK (F).
- Go to the Gondola Station.
- Take ELECTRIC CABLE 2/3 (G).
- Look through the spyglass for more evidence; take ELECTRIC CABLE 3/3 (H).
- Go to the Evidence Board.
- Put the note with the dead body in the Bigger Mystery circle (I).
- Put the two items about Whitmarsh in the Suspects circle (J).
- Talk to the prisoner and take the RAVEN EMBLEM (K).
- Put the METALLIC RELIEF PIECE on the door.
- Go to the Gondola Station.
- Remove the glass with the HATCHET and remove the panel.
- Activate the mini-game with the ELECTRIC CABLES.
- Connect the colored wires to the correct symbol parts to create the symbols shown (L); the solution is random and may be different in your game.
- Push the lever (M).
- Put the REDWOOD GONDOLA TICKET in the slot (N).
- Ride the Gondola.
Chapter 3: The Ravenwood Valley
- Walk right.
- Take the RAG PIECE (O).
- Walk down.
- Wrap the RAG PIECE around the glass and use it to cut the net (P); take the FISHING NET.
- Walk right.
- Hang the FISHING NET from the rocks and climb up (Q).
- Take the HEAVY ROCK (R).
- Open the tackle kit with the HEAVY ROCK (S).
- Play the HOP (T).
- You receive a FISHING REEL.
- Walk down.
- Grab the WIRES (U); catch the SELF-INFLATED VEST with the FISHING REEL (V).
- Break the planks with the HEAVY ROCK and tie them with the WIRES; take the GANGWAY (W).
- Walk right.
- Put the GANGWAY across the gap (X).
- Put the SELF-INFLATED VEST under the rock and inflate the vest (Y).
- Climb out of the ravine.
- Tear the posters (Z); open the compartment with the RAVEN EMBLEM and take the WOODEN FISH (A), METAL PANEL and BATTERIES (B).
- Take the PIECE OF RAILING (C); give the WOODEN FISH to the bear for two mini-games.
- Move the panels around until you can slide the fish out the bottom (D-I).
- Take the METALLIC RELIEF PIECE (J).
- Walk into the Logging Camp.
- Take the BASKET (K).
- Go to the Locomotive Display.
- Take the CORK (L).
- Walk down and go to the Riverside.
- You receive some evidence.
- Take the ROPE and MATCHES (M).
- Play the HOP (N).
- You receive a WATER PUMP.
- Walk down.
- Put the CORK in the basin (O) and the WATER PUMP on the pump (P); fill the basin and take the WALNUT (Q).
- Give the WALNUT to the squirrel; take the hair clip as evidence (R).
- Walk down.
- Open the well with the PIECE OF RAILING and put the ROPE down the well (S).
- Go into the well.
- Go to the Evidence Board.
- Take the batteries out of the camera and put the new BATTERIES in.
- Put the camera in the Simsons' Whereabouts circle (T).
- Put Becky's hair clip and the evidence about the mysterious man in the Becky circle (U).
- Put the METALLIC RELIEF PIECE on the cell door.
- Go to the Locomotive Display in the Exposition area.
- Play the HOP or mini-game (V).
- You receive the CRANE KEY.
- Go to the Riverside.
- Open the hatch with the CRANE KEY; take the VALVE and CHISEL (W).
- Walk down twice.
- Open the locker with the CHISEL; move the coat and take the RUBBER HOSE, ALLEN KEY and KINDLING (X).
- Go to the Locomotive Display.
- Put the VALVE in the locomotive and turn it (Y); put the coal in the BASKET and take the COAL (Z).
- Release the carriage with the ALLEN KEY (A).
- Go to the Riverside.
- Put the COAL, KINDLING and MATCHES in the hatch and close it; attach the RUBBER HOSE to the valve.
- Put the end of the hose in the river (B).
- Push the pump (C) and pull the lever (D).
- Go into the cabin for a mini-game.
- Move the levers into the correct positions to grab, move and release two logs.
- Solution: grab (E) – 3, 1, 2, 4; move (F) – 3, 2, 1; release (G) – 3, 2, 1, 4; grab – 4; move – 3, 2, 1; release – 3, 2, 1, 4.
- Cross the river.
- Take the PAPERCLIP (H).
- Take the THIN NAIL (I).
- Open the hut door with the THIN NAIL and the PAPERCLIP (J).
- Go into the Hut.
Chapter 4: Unexpected Meeting
- Move the blanket and take the evidence (K).
- Open the trapdoor and talk to Becky (L).
- Talk to Becky again; open the book and take the COIN and METALLIC RELIEF PIECE (M).
- Inspect Hamilton's leg (N).
- Talk to Becky and take her RIBBONS (O).
- Play the HOP or mini-game (P).
- You receive the NAIL REMOVER.
- Walk down.
- Remove the board with the NAIL REMOVER; open the door and take the THICK GLOVES (Q).
- Go into the hut.
- Take the SCREWDRIVER with the THICK GLOVES (R).
- Walk down three times.
- Pull the handle, put the coin in the drawer, push the button and take the RAVENWOOD TOKEN (S).
- Go right.
- Open the first aid box with the SCREWDRIVER (T).
- Take the DIRTY BANDAGE (U).
- Play the HOP or mini-game (V).
- You receive the WOOD SAW.
- Go across the river.
- Put the RAVENWOOD TOKEN on the box (W) and take the soap; put the soap in the water, wash the DIRTY BANDAGE and take the WET BANDAGE (X).
- Cut the plank with the WOOD SAW and take the WOODEN PLANKS (Y).
- Go into the hut.
- Dry the WET BANDAGE and take the CLEAN BANDAGE (Z).
- Put the CLEAN BANDAGE, WOODEN PLANKS and RIBBONS on Hamilton's leg (A).
- Play the HOP or mini-game (B).
- You receive the CRUTCH.
- Give the CRUTCH to Hamilton.
- Walk down.
Chapter 5: The Chase
- Talk to Hamilton; take the METAL PANEL and evidence (C).
- Walk down three times and go down the well.
- Put the two METAL PANELS on the door for a mini-game (D).
- Use the knobs to rotate the metal panels until they're all next to their matching symbols.
- Solution: rotate knobs 1, 2, 4, 4, 3, 3, 4, 4, 4.
- Go through the door.
- Follow the giant tree roots through the maze.
- Go left, right, right, left, right to reach the Underground Dome.
- Take the STEEL BAR (E).
- Look through the cell door and receive more evidence.
- Remove the BRICK with the STEEL BAR (F).
- Go to the Evidence Board.
- Put the evidence about Becky's parents in the circle (G).
- Put the METALLIC RELIEF PIECE on the cell door.
- Return to the Underground Dome.
- Put the BRICK in the trap door and push it open (H).
- Go up to the Top Station.
- Remove the rocks and take the FUSE (I).
- Open the panel and take the GLOWSTICK (J).
- Go to the Bridge.
- Talk to the ticket seller (K).
- Try to take something from the car (L).
- Play the HOP (M, N, O).
- You receive METAL RING PLATE 1/3.
- Go to the Mansion.
- Take the LEATHER STRAP (P).
- Play the HOP (Q).
- You receive a GRASPER.
- Go to the Tree.
- Take the KNIFE BLADE (R).
- Take the LENS (S).
- Walk down three times.
- Open the window with the LEATHER STRAP; take the FUSE and take the BOLT CUTTER with the GRASPER (T).
- Cut the cable with the BOLT CUTTER and tie the end to the pole (U).
- Remove the broken fuse, put the two FUSES in the box and pull the handle (V).
- Take the STEEL CABLE PIECE (U).
- Walk forward.
- Put the STEEL CABLE PIECE on the car (W).
- Tie the end of the cable to the stump (X).
- Pull the lever (Y).
- Take the CRACKERS and WOODEN FANG; open the compartment with the KNIFE BLADE and take the AEROSOL SPRAY (Z).
- Go to the Mansion.
- Try to take the metal ring plate and throw the GLOWSTICK into the hole; give the CRACKERS to the raccoon and take the CANDLE and METAL RING PLATE 2/3 (A).
- Put the WOODEN FANG on the wolf (B).
- Zoom into the wolf for a mini-game.
- Turn the discs to create three overlapping symbols.
- Solution: C3, D3.
- Take the METALLIC RELIEF PIECE (F).
- Go to the viewing platform by the Tree.
- Put the CANDLE in the lantern and light it with the LENS; take the LIT CANDLE (G).
- Put the LIT CANDLE by the roots and accelerate it with the AEROSOL SPRAY (H); take METAL RING PLATE 3/3 (I).
- Back out three times.
- Put the METAL RING PLATES on the mini-game to activate it.
- Adjust the rings until the image in the center lines up (J).
- Go to the Side Tunnel.
- Take the MIRROR PIECE (K).
- Play the HOP or mini-game (L).
- You receive the RAVEN HEAD.
- Put the RAVEN HEAD on the raven (M); take the ARCHWAY LOCK PART (N).
- Look through the gate.
- Put the MIRROR through the bars and put the ARCHWAY LOCK PART on the mirror (O); turn the lock.
- Go to the Mansion Grounds.
Chapter 6: Raven's Nest
- Walk forward.
- Remove the roots from the hatch and take the RUBBER GLOVE (P).
- Remove the cable with the RUBBER GLOVE and take the WING HANDLE and REAPER STATUETTE (Q).
- Put the WING HANDLE on the hatch and open it (R).
- Play the HOP or mini-game (S).
- You receive the REAPER STATUETTE.
- Put the two REAPER STATUETTES on the pedestal for a mini-game (T).
- Slide the statuettes around until they're grouped according to the gifts they hold.
- Solution: move statuettes 3, 5, 9, 2, 8, 9, 6, 8, 9, 1, 3, 9, 8, 6, 4, 9, 8, 6, 9.
- Take the BLOOD DROP EMBLEM (U).
- Put the BLOOD DROP EMBLEM on the fountain (V) and take WOODEN FEATHER 1/2 and the METAL ROD (W); open the compartment with the METAL ROD and deactivate the fountain with the cable (X).
- Go into the Cave.
- You receive new evidence.
- Take WOODEN FEATHER 2/2 (Y).
- Take the evidence and the METAL ROD (Z).
- Open the bag and take the INITIALS (A).
- Go to the Evidence Board.
- Put the evidence about the cars and the illusion scheme in the Dozens of Murders circle (B).
- Put the INITIALS on the wallet and take the evidence (C).
- Put this new evidence, the locket and the watchman evidence in the Ticket Seller's Role circle (D); you receive the TICKET SELLER MEMENTO.
- Talk to the prisoner and take DISC RELIEF PIECE 1/3 (E).
- Put the METALLIC RELIEF PIECE on the cell door and talk to the prisoner again.
- Go to the Bridge at the Top Station.
- Give the TICKET SELLER MEMENTO to the ticket seller (F); take the VAN KEYS (G).
- Go to the Mansion Grounds.
- Put the WOODEN FEATHERS on the raven for a mini-game.
- Use the arrows to move the drops of blood to the heart; although all drops move at the same time you can focus on one at a time (H).
- Take the METALLIC RELIEF PIECE (I).
- Go to the Cave.
- Open the compartment in the ticket seller's van with the VAN KEYS (J); take the CAR JACK (K).
- Open the camper van door with the CAR JACK (L).
- Go into the Camper.
- Take the BAG OF FLOUR (M).
- Open the box with the BLUE BUTTERFLY PENDANT and PINK BUTTERFLY PENDANT; move the pictures.
- Take the DIAMOND RING and SCISSORS (N).
- Cut the mesh with the SCISSORS and take the CARBON DIOXIDE EXTINGUISHER (O).
- Walk down twice.
- Play the HOP or mini-game (P).
- You receive the STONE CIRCLE.
- Go to the Cave.
- Put the STONE CIRCLE and BAG OF FLOUR on the mini-game; wipe off the excess flour.
- Rotate the discs until all symbols are in the order shown (Q).
- Take the METALLIC RELIEF PIECE and DISC RELIEF PIECE 2/3 (R).
- Walk down three times.
- Play the HOP or mini-game (S).
- You receive DISC RELIEF PIECE 3/3.
- Walk forward.
- Put the DISC RELIEF PIECES on the lock (T); use the CARBON DIOXIDE EXTINGUISHER and METAL ROD on the branches and push the lock.
- Go into the Mansion.
- Take the RUBY EYE (U).
- Put the RUBY EYE on the cane and take the CANE BLADE (V).
- Cut the roots around Becky's hands and feet with the CANE BLADE (W).
- Talk to Becky.
Chapter 7: Mystery Unraveled
- Tell Becky to come out of the cupboard (X).
- Get Becky to help you by moving her to the following items: the sword (Y), the chest x2 (Z), the cabinet (X), the chest x2, the sword.
- Take the sword and cut the roots (A).
- Talk to Becky.
- Play the HOP or mini-game (B).
- You receive the CORKSCREW.
- Open the drawer with the CORKSCREW (C); take the STUDY KEY (D).
- Open the study door with the STUDY KEY (E).
- Go to the Upper Room.
- Cut the glass box with the DIAMOND RING and take the ACID (F); take the evidence and the TONGS (G).
- Take the evidence and METALLIC RELIEF PIECE (G), open the book and read the note; pour the ACID over the crystal and take the BULL HEAD EMBLEM with the TONGS (H).
- Remove the books and take the SHEEP HEAD EMBLEM (I).
- Walk down.
- Put the BULL HEAD EMBLEM and SHEEP HEAD EMBLEM on the picture (J); take SAFE PART 1/2, two pieces of evidence (K), the PERFORATED PAGE and the UV BULB (L).
- Go to the Evidence Board.
- Put the evidence about the tree in the Murder Scene circle (M).
- Put the evidence about the raven and the life transfer in the Motive circle (N).
- Go to the Cell Door.
- Put the three METALLIC RELIEF PIECES on the door.
- Talk to the prisoner.
- Go to the Upper Room in the Mansion.
- Put the UV BULB in the flashlight and take the UV FLASHLIGHT (O).
- Use the UV flashlight on the notice board for a HOP (P).
- You receive the TORN PAGE PIECE.
- Switch on the UV light and put the TORN PAGE PIECE on the pin board for a mini-game.
- Restore the page by dragging and dropping the pieces onto the board; select a piece to rotate it.
- Take the SAFE COMBINATION (Q).
- Go to the viewing platform by the Tree.
- Put the PERFORATED PAGE on the sign (R).
- Look through the telescope for a mini-game.
- Find the rock formations in the order shown on the sign; you can change the distance with the slider on the right.
- Take the RUNE SEQUENCE (S).
- Go to the Mansion.
- Play the HOP or mini-game (T).
- You receive SAFE PART 2/2.
- Walk forward.
- Put the SAFE PARTS and SAFE COMBINATION on the safe for a mini-game (U).
- Enter the code: R4, L7, L3, R0, L6.
- Turn the handle and take the evidence, two METALLIC RELIEF PIECES and the HEART EMBLEM (V).
- Go to the tree door.
- Put the HEART EMBLEM on the door and enter the code on the rune sequence (W).
- Go into the Tree.
- Pull the small branch (X) to trigger the mini-game (Y).
- Move the objects to their correct places to watch the story of Asmodai (Z, A, B).
- Take the final METALLIC RELIEF PIECE (C).
- Go to the Cell Door.
- Put the remaining METALLIC RELIEF PIECES on it.
- Go to the Evidence Board.
- Put the evidence about the dagger and the police report in the Defeat the Reapers circle (D).
- Go to the Hut at the Shacks.
- Talk to Hamilton and take the ANCIENT DAGGER (E).
- Go to the Tree.
- Stab the raven with the DAGGER (F).
- Go into the Tree and walk forward.
- Go to Becky's parents (G) for a mini-game.
- Carefully slide the roots out of the way (H).
- Walk down.
- Go through the window (I).
- Remove the roots and walk forward.
- Cut the root with the ANCIENT DAGGER and walk forward.
- Stab the heart with the ANCIENT DAGGER (J).
- Congratulations, you have completed Enigmatis: The Mists of Ravenwood.
Created at: 2013-10-25