Walkthrough Menu
- General Tips
- Chapter 1: The Inspector
- Chapter 2: The Inspector's Assistant
- Chapter 3: The Countess
- Chapter 4: The Florist's Fiancée
- Chapter 5: The Florist's Brother
- Chapter 6: The Antidote
General Tips
- This is the official guide for European Mystery: Flowers of Death.
- This guide will not mention each time 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, but it will mention when a HOP is available and the inventory item you'll collect from it.
- This guide will give step-by-step solutions for all puzzles that are not random. Please read the instructions in the game for each puzzle.
Chapter 1: The Inspector
- Talk to the Inspector (A).
- Take the KNIFE (B); move the paper and take COAT OF ARMS 1/3 (C).
- Go right.
- Talk to the coachman (D).
- Move the two masks (E).
- Open the suitcase, move the mirror and take the LETTER (F).
- Walk down.
- Access the LETTER, open it and take the INVESTIGATION ORDER (G).
- Talk to the Inspector and give him the INVESTIGATION ORDER; take the KEY (H).
- Open the door with the KEY (I).
- Go left.
- Open the collector's hand and take COIN 1/4 (J).
- Take the GINSENG and move the pen and lighter (K); read the paper and take the ADDRESS CARD and SHELF CODE (L).
- Go right.
- Give the ADDRESS CARD to the coachman (M).
- Select the destination (N).
- Talk to Leopold; take the items, which will be your Sample Collector and Florist Box (O).
- Take WOODEN FISH 1/2 and the CINNABAR (P).
- Take the SHOVEL (Q).
- Walk down.
- Use the SHOVEL and take the TULIP BULB (R).
- Go left.
- Take a POLLEN SAMPLE with your Sample Collector (S).
- Walk down and forward.
- Place the TULIP BULB, the black, white and then yellow fertilizer, cover with soil and water the bulb (T); take the TULIP (U).
- Use the KNIFE and take the MEAT (V).
- Walk down.
- Give the MEAT to the dog and take WOODEN FISH 2/2 (W).
- Go forward.
- Place the WOODEN FISH (X).
- Play the HOP (Y).
- You receive some SEA SALT.
- Access the florist box and place the POLLEN SAMPLE (Z); find the pairs of molecules (A).
- Place the TULIP, SEA SALT, CINNABAR and GINSENG for a mini-game; take the POLLEN ANTIDOTE (B).
- Walk down and left.
- Use the POLLEN ANTIDOTE (C).
- Place the SHELF CODE and enter 5729 (D); open the cabinet (E).
- Play the HOP (F).
- You receive a ZEUS FIGURINE.
- Place the ZEUS FIGURINE for a mini-game (G).
- Play the mini-game behind the painting (H).
- Solution: 3-2-6-10-14-15-11-12-8-7-3-2-6-10-14-15-11-12-16-15-11-7-3-4-8-12-16-15-11-10-6-7-8-12-11-10-6-7-8-12-11-10-6-7-3-2-6-7-8-4.
- Find the pairs of flowers (I).
- Inspect the papers and take the FLORIST'S BOOK (J); open the envelope (K), read the note and take the PIN (L).
- Go down and forward.
- Remove the sign and use the PIN; open the cabinet and take the OIL (M).
- Use the OIL (N).
- Go forward.
- Take the PAINT SET, CLOCK WEIGHT, SAL NITRUM and ARSENIC (O).
- Take COIN 2/4 (P).
- Activate the lock and open the door (Q).
- Go forward.
- Take the RULER and HANDLE (R).
- Take the AMBER, CHAMOMILE SYMBOL and CURTAIN TIE (S).
- Take COIN 3/4 (T).
- Walk down.
- Use the CURTAIN TIE (U).
- Play the HOP (V).
- You receive some SUGAR.
- Walk down.
- Remove the handle and use the RULER; open the cabinet and take the HERBICIDE (W).
- Go forward twice.
- Use the HERBICIDE and open the door (X).
- Go forward.
- Take a POLLEN SAMPLE with the Sample Collector (Y).
- Access the FLORIST'S BOOK and place the CHAMOMILE SYMBOL (Z); open the book and take the DAFFODIL (A).
- Access the Florist Box, place the POLLEN SAMPLE and find the matching molecules (B); place the DAFFODIL, SUGAR, AMBER and ARSENIC for a mini-game.
- Take the POLLEN ANTIDOTE (C).
- Use the POLLEN ANTIDOTE (D).
- Read the paper and take the WHITE BALL (E).
- Place the HANDLE, open the drawer, move the objects and take COAT OF ARMS 2/3 (F); open the bottom drawer and take COIN 4/4 (G).
- Place the COINS and move them to their correct places (H); take COAT OF ARMS 3/3 (I).
- Walk down.
- Read the note, put the weights on the scale and place the COAT OF ARMS for a mini-game; take the GOLDEN COAT OF ARMS (J).
- Place the GOLDEN COAT OF ARMS, turn the handle and open the safe (K).
- Play the HOP (L).
- You receive a BLACK BALL.
- Place the BLACK BALL and WHITE BALL and turn the lock; play the mini-game (M).
- Solution: O-P-N2-P-N2-P-N-P-O3-P-O-P-O2-P-O4-P.
- Take the LOCKBOX KEY and inspect the book (Q).
- Use the LOCKBOX KEY (R); take the TWEEZERS (S).
- Walk down.
- Move the gear twice (T) and then take it with the TWEEZERS (U); place the GEAR (T1).
- Go right.
- Take the JAR OF PAINT (V).
- Access the PAINT SET and place the JAR OF PAINT (W).
- Walk down.
- Place the PAINT SET for a mini-game (X).
- Select the indicated tiles and press blue (1), select the indicated tiles and press yellow (2), select the indicated tiles and press white (3), select the indicated tiles and press yellow (4), select the indicated tiles and press blue (5), select the indicated tiles (6).
- Take the PAINTED FIGURINE (Y).
- Go right.
- Place the PAINTED FIGURINE and move the figurines to their matching pedestals; take the GRATE KEY (Z).
- Use the GRATE KEY (A).
- Play the HOP (B).
- You receive a MACE.
- Use the MACE (C); take the LEVER (D).
- Place and pull the LEVER (E).
- Go forward.
- Attach the CLOCK WEIGHT and pull it down; take the BUTTON (F).
- Take the MATCHES and interact with the book (G); place the BUTTON, push it and take the MEDAL (H).
- Walk down.
- Place the MEDAL (I).
- Play the HOP (J1); HOP mini-game solution (J2).
- You receive the TONGS.
- Go forward.
- Get the BURNED PAPERS with the TONGS (K).
- Place the BURNED PAPERS for a mini-game (L).
- Take the METAL ROSE (M).
- Walk down three times.
- Place the METAL ROSE (N) for a mini-game (O).
- Go right.
Chapter 2: The Inspector's Assistant
- Talk to the Inspector (P).
- Light one of the MATCHES; hit all the boards twice (Q).
- Go forward.
- Remove and take the two BENT NAILS (R).
- Remove the stone and take ANGEL 1/2, the STONE and the LANTERN (S).
- Open the gate (T).
- Move all the candles, combine the wicks and take the WICK (U).
- Go forward.
- Talk to the man for a mini-game (V).
- Take the APPLE and SANDWICH and read the letter (W).
- Walk down.
- Access the sandwich and remove the CHEESE (X).
- Give the bird the CHEESE; you receive the SMALL BUILDING KEY (Y).
- Go forward.
- Use the SMALL BUILDING KEY and open the door; take the KEROSENE and HANDLE (Z).
- Access the LANTERN and open it; place the WICK, KEROSENE and MATCHES and close the lantern (A).
- Use the LANTERN (B).
- Play the HOP (C).
- You receive a HORSESHOE.
- Place the BENT NAILS and HANDLE; turn the HANDLE and take the NAILS (D).
- Give the horse the APPLE (E); remove the nail and horseshoe, place the HORSESHOE, NAILS and use the STONE (F).
- Go forward.
- Take the SUCCINIC ACID (G).
- Drop the bucket and take the WATER BUCKET (H).
- Go left.
- Take ANGEL 2/2 (I).
- Use the JACK and take it (J).
- Try to go left (K).
- Open the cabinet and take the FAN (L).
- Go right.
- Place the ANGELS (M); take the THEATRE FIGURINE (N).
- Take the RAZOR (O).
- Take the POKER and use the WATER BUCKET; play the HOP (P).
- You receive a SOLDIER.
- Move the cushions; take the HANDLE and PISTOL (Q).
- Walk down.
- Place the THEATRE FIGURINE for a mini-game (R).
- Select: ship 2; arrows 5; thunder 5 and waves 3; island 3; people 5; flower 2; flower 6, ship 3 and wind 1; money 3.
- Take the MODEL SHIP PART.
- Use the POKER, open the box and take the BOMB and BUOY 1/5 (T).
- Walk down.
- Use the RAZOR, open the bag and take the STEEL MOLD and PEACOCK FEATHER 1/2 (U).
- Place the STEEL MOLD and SOLDIER on the fire and use the FAN and POKER (V); open the mold and take the BULLET (W).
- Go left and right.
- Place the MODEL SHIP PART and take BUOY 2/5 (X).
- Access the BOMB, remove the cap and take the GUNPOWDER (Y).
- Access the PISTOL and place the GUNPOWDER and BULLET (Z).
- Use the PISTOL (A).
- Go forward.
- Collect a POLLEN SAMPLE in the Sample Collector (B).
- Take the PRUNERS (C).
- Take the CHISEL (D).
- Go to the Pier.
- Use the CHISEL to take some CHALK (E).
- Walk down twice.
- Take the ORCHID with the PRUNERS (F).
- Access the florist box, place the POLLEN SAMPLE and find the pairs of molecules (G).
- Access the florist box and place the ORCHID, SUCCINIC ACID, SAL NITRUM and CHALK for a mini-game.
- Take the ANTIDOTE (H).
- Go to the Inspector's Office.
- Use the ANTIDOTE (I).
- Take the DESCRIPTION OF ASSISTANT and GOLDEN KEY (J).
- Take the INSPECTOR CARD (K).
- Take the BRONZE KEY (L).
- Place the DESCRIPTION OF ASSISTANT for a mini-game (M).
- Take the PORTRAIT OF ASSISTANT (M).
- Open the drawer and place the PORTRAIT OF ASSISTANT; find the correct picture and take the ASSISTANT'S ADDRESS (O).
- Go to the Pier.
- Place the ASSISTANT ADDRESS; go to number 38 (P).
- Take the GRIFFON and remove all the boards (Q).
- Take the MASK (R).
- Place the hats on the hooks with matching color; take BUOY 3/5 (S).
- Restore the posters; take the SILVER KEY (T).
- Go down and left.
- Move the papers, place the MASK and take DECODER 1/3 (U).
- Go right.
- Place the GRIFFON (V); take DECODER 2/3 (W).
- Go forward.
- Place the SILVER KEY, GOLDEN KEY and BRONZE KEY and turn them all (X); take DECODER 3/3 (Y).
- Go to the Woman's House.
- Place the DECODER; you receive the TIPS FOR SALE (Z).
- Place the TIPS FOR SALE and enter the code (A); take the LETTERS (B).
- Go to the Rich District.
- Access the LETTERS (C), open them and take the EAGLE (D).
- Place the EAGLE for a mini-game (E).
- Solution (F): 12-8, 11-10, 1-11, 2-6, 10-12, 8-10, 3-4, 10-3, 13-5, 12-8, 6-12, 4-9, 5-1, 8-2, 12-13, 9-12.
- Go forward.
Chapter 3: The Countess
- Remove the flags in pairs (G) to get to a mini-game (H).
- Take the SCISSORS (I).
- Open the parcel and take DOLL 1/2 (J).
- Open the door and curtains (K).
- Go forward.
- Take the four pieces of ROPE (L).
- Take the RAG and CHERRY JUICE (M).
- Place the HANDLE and SCISSORS; you receive SHARP SCISSORS (N).
- Go to the Pier.
- Put the RAG in the water to get a WET RAG (O).
- Go right.
- Use the SHARP SCISSORS (P); open the cupboard, move the object and take the PEACOCK FEATHER (Q).
- Go to Outside the Countess's Palace.
- Place the two PEACOCK FEATHERS for a mini-game (R).
- Take the HATCH KEY (S).
- Walk down.
- Place the HATCH KEY and turn it (T); turn the valve (U).
- Play the HOP (V).
- You receive a HOOK.
- Go forward.
- Access the ROPE and assemble it; attach the HOOK (W).
- Use the HOOK (X).
- Go up.
- Break off a WIRE, open the drawer and take the PRECIOUS STONE (Y).
- Go to the Servant's House.
- Use the WET RAG (Z).
- Assemble the rake, use the WIRE and take the RAKE (A).
- Open the door; move the items and take BUOY 4/5 (B).
- Walk down.
- Use the RAKE (C) and take the TOY KEY (D).
- Go to the Inspector's House.
- Place the PRECIOUS STONE and turn the panel twice (E); take the ACID and COLLECTOR CARD (F).
- Go to the Servant's House.
- Use the ACID (G); open the crate and take the PLIERS (H).
- Go to the Inspector's Office.
- Use the PLIERS and take BUOY 5/5 (I).
- Go to the Pier.
- Place the BUOYS (J).
- Play the HOP (K).
- You receive the FISH BAIT.
- Use the FISH BAIT (L) for a mini-game (M).
- You receive a FISH.
- Go to the Countess's Palace.
- Place the FISH and take the CAT MEDALLION (N).
- Access the CAT MEDALLION, open it and take the MECHANICAL HEART (O).
- Open the cage, place the MECHANICAL HEART and TOY KEY and take the TREE OF LIFE (P).
- Place the TREE OF LIFE (Q).
- Go forward.
- Talk to the Inspector's Assistant (R).
- Take the BANKER CARD (S).
- Pick an ORANGE (T).
- Open the hand and take the COUNTESS'S RING (U).
- Take the TORN GLOVE (V).
- Walk down.
- Use the COUNTESS'S RING (W); take the COUNTESS CARD and CONTRACT (X).
- Go to the Inspector's House.
- Place the INSPECTOR CARD, COUNTESS CARD, BANKER CARD and COLLECTOR CARD; move the chips and take the CUPCAKE EMBLEM (Y).
- Go to the Countess's Palace.
- Place the CUPCAKE EMBLEM for a mini-game (Z).
- Take the CUPID'S EYE (A).
- Go forward.
- Place the CUPID'S EYE (B).
- Take DOLL 2/2 (C).
- Walk down.
- Place the DOLLS (D).
- Play the HOP (E).
- You receive a NUT.
- Walk down twice.
- Access the JACK, reassemble it and attach the NUT (F).
- Place the JACK and activate it (G).
- Go left.
Chapter 4: The Florist's Fiancée
- Take the NEEDLE (H).
- Access the TORN GLOVE and use the NEEDLE; take the GLOVE (I).
- Take the HOURGLASS (J).
- Go left.
- Talk to the shopkeeper and show him the CONTRACT (K).
- Read the note and take the MUSE OF PAINTING (L).
- Take PIANO KEY 1/6 (M).
- Take the KILLER FLOWER and take the MIRROR FRAGMENT with the GLOVE (N).
- Use the MIRROR FRAGMENT, open the crate and take the SCOOP and MUSIC BOOKS (O).
- Go to Outside the Countess's Palace.
- Take some CLAY with the SCOOP (P).
- Go to the Countess's Garden.
- Take the MUSE OF WRITING with the GLOVE (Q).
- Go to the Street.
- Place the CLAY and add water (R); pick up the paintbrush, paint according to the example and take the STREET SIGN (S).
- Place the STREET SIGN (T).
- Play the HOP (U).
- You receive a PORCELAIN KEY.
- Use the PORCELAIN KEY (V); take the TWEEZERS and IRON HOOK (W).
- Use the IRON HOOK (X).
- Go forward.
- Take PIANO KEY 2/6 (Y).
- Place the MUSIC BOOKS for a mini-game (Z).
- Take the MUSE OF MUSIC (A).
- Walk down.
- Place the MUSE OF PAINTING, MUSE OF WRITING and MUSE OF MUSIC (B); take the SPRING and PIANO KEY 3/6 (C).
- Go to the Servant's House.
- Place the SPRING; take the DRILL BIT (D).
- Remove the broken drill and place the DRILL BIT; take the DRILL (E).
- Go to the City Hall Square.
- Use the DRILL, remove the lock and open the door (F).
- Go right.
- Take the GLASS and POMEGRANATE (G).
- Read the note and take the HANDLE; remove the flowers and take the CADUCEUS with the TWEEZERS (H).
- Take the VASE (I).
- Remove the painting; play the HOP (J).
- You receive a BRIDE SYMBOL.
- Take the RECIPE and place the BRIDE SYMBOL; open the journal (K).
- Go to the Flower Shop.
- Place the HANDLE and open the cabinet; play the mini-HOP (L).
- You receive the HERBAL GUIDE.
- Walk down.
- Place the CADUCEUS and HERBAL GUIDE (M); turn the pages and take the BLUEBERRIES (N).
- Go left.
- Place the GLASS, RECIPE, POMEGRANATE, BLUEBERRIES and ORANGE; turn the handle and take the MIXTURE (O).
- Go to Sophie's House.
- Use the MIXTURE (P); take the CLUE (Q).
- Walk down.
- Place the CLUE for a mini-game (R).
- Level 1 solution (S).
- Level 2 solution (T).
- Level 3 solution (U).
- Go forward.
- Take the five WEIGHTS (V).
- Take the STAINED GLASS SHARDS with the GLOVE (W).
- Walk down.
- Place the WEIGHTS and balance the scales; take the HANDCUFFS (X).
- Go forward.
- Place and attach the HANDCUFFS (Y).
- Place the STAINED GLASS SHARDS for a mini-game (Z).
- Solution: swap 12-14, 11-13, 3-8, 1-7, 4-9, 10-5, 2-6; turn 1x5, 2x4, 3x1, 5x4, 6x3, 7x3, 8x5, 9x1, 10x3, 11x2, 12x5, 13x2, 14x1.
- Take PIANO KEY 4/6, read the note and take the CLUE (A).
- Go to the Cemetery.
- Place the CLUE for a mini-game (B).
- Go left.
Chapter 5: The Florist's Brother
- Talk to Sophie (C).
- Take the INCENSE (D).
- Take the CROSSBOW and JEWELRY 1/3 (E); place the HOURGLASS and take the SCYTHE (F).
- Go to the Flower Shop.
- Place the INCENSE (G).
- Go forward.
- Move the items and take the HATCH RING and BOTTLE (H).
- Take PIANO KEY 5/6 and the STREET SIGN (I).
- Go to the City Hall Square.
- Place the STREET SIGN; take PIANO KEY 6/6 (J).
- Go right.
- Place the PIANO KEYS; take the STRING and SUITCASE LOCK PIECE (K).
- Go to the Cellar.
- Place the SUITCASE LOCK PIECE and enter 1509 (L); read the note and take the UNICORN (M).
- Go to the City Hall.
- Place the UNICORN (N); take the FLOWER KEY (O).
- Go to the Street.
- Place the FLOWER KEY and open the door (P).
- Go right.
- Take the CORKSCREW and CINNAMON (Q).
- Open the latches (R).
- Play the HOP (S).
- You receive a PUTTY KNIFE.
- Take the PORTRAIT (T).
- Take some MOSS with the PUTTY KNIFE (U).
- Go to the Flower Shop.
- Place the PORTRAIT (V); take the BOOKCASE LOCK PART (W).
- Go forward.
- Place the BOOK CASE LOCK PART (X); take the LIGHT FLOWER RECIPE (Y).
- Access the BOTTLE, use the CORKSCREW and pour out the liquid; you receive a MUSHROOM (Z).
- Place the LIGHT FLOWER RECIPE, VASE, MOSS and MUSHROOM, select the seeds and turn the tap; take the LIGHT FLOWER (A).
- Go to Daniel's House.
- Move the rug (B).
- Place the HATCH RING for a mini-game (C).
- Place the LIGHT FLOWER (D).
- Go forward.
- Take a POLLEN SAMPLE in the Sample Collector (E).
- Move the slate and take the MECHANISM (F).
- Walk down.
- Place the MECHANISM (G); take the QUARTZ and JEWELRY 2/3 (H).
- Access the Florist Box, place the POLLEN SAMPLE and find the matching molecules (I).
- Place the KILLER FLOWER, CINNAMON, CHERRY JUICE and QUARTZ for a mini-game.
- Take the ANTIDOTE (J).
- Go forward.
- Use the ANTIDOTE (K).
- Play the mini-game (L).
- Go forward.
- Take DANIEL'S LOCKET (M).
- Read the note and take the NEEDLE FOR SYRINGE (N).
- Take the BOWL (O).
- Go to Daniel's House.
- Place DANIEL'S LOCKET (P); take the FERTILIZER (Q).
- Go to the Cellar.
- Use the FERTILIZER, open the flower and take the LIFE FRUIT (R).
- Go to the Ceremony Hall.
- Place the LIFE FRUIT and take the INSPECTOR'S ANTIDOTE (S).
- Go to the Inspector's Office.
- Use the INSPECTOR'S ANTIDOTE and talk to the Inspector (T); take the book for a mini-game (U).
- Solution (V).
- Talk to the Inspector and take the FALCON TOKEN (W).
- Go to the City Hall.
- Place the FALCON TOKEN and take the FALCON (X).
- Walk down.
- Release the FALCON and open the gates (Y).
- Go left.
Chapter 6: The Antidote
- Try to go through the gate (Z).
- Take the CROSSBOW HOOK and SLEDGEHAMMER (A).
- Unhook the gate (B).
- Go forward.
- Release Leopold (C).
- Talk to Leopold; take the CAPSULE (D).
- Take the BEEKEEPER'S GEAR (E).
- Walk down.
- Use the BEEKEEPER'S GEAR and take the GEENHOUSE KEY (F).
- Go forward.
- Use the GREENHOUSE KEY (G); take the DOLMEN STONE and COCOONS (H).
- Go to the Catacombs.
- Use the SLEDGEHAMMER (I).
- Play the HOP (J).
- You receive some ARROWS.
- Go forward.
- Talk to Gabriel; take the ARROWHEADS (K).
- Access the CAPSULE and attach the NEEDLE FOR SYRINGE; take the SYRINGE (L).
- Take a BLOOD SAMPLE with the SYRINGE (M).
- Go to the Garden.
- Access the CROSSBOW and place the STRING and CROSSBOW HOOK and tighten the string; place the ARROWS and ARROW HEADS, attach the heads, load the arrows and take the CROSSBOW (N).
- Place the CROSSBOW for a mini-game (O).
- Go right.
- Use the SCYTHE (P).
- Turn the valve and take the PRESSURE GAUGES (Q).
- Take the SAW (R).
- Place the DOLMEN STONE (S); take the RITUAL KNIFE and JEWELRY 3/3 (T).
- Pull up a root and cut it with the RITUAL KNIFE; take the MANDRAKE ROOT (U).
- Walk down.
- Use the SAW (V).
- Play the HOP (W).
- You receive some POPPY SEED PODS.
- Go into Leopold's Workshop.
- Place the BLOOD SAMPLE, move the lens and take the RESCUE RECIPE (X).
- Place the BOWL and use the RITUAL KNIFE; take the HERBAL EXTRACT (Y).
- Go to the Catacombs.
- Put the JEWELRY in the water and take the CRYSTALS (Z).
- Walk forward.
- Place the PRESSURE GAUGES for a mini-game (A).
- Solution (B).
- Take the TUBE (C).
- Go to the Garden.
- Open the lid and place the COCOONS and TUBE; take the POLLEN FOR BUTTERFLY (D).
- Go right.
- Stop the mill and place the CRYSTALS; take the CRYSTAL POWDER (E).
- Go to Leopold's Workshop.
- Place the RESCUE RECIPE, open the burner and place the POPPY SEED PODS, MANDRAKE ROOT, HERBAL EXTRACT, POLLEN FOR BUTTERFLY and CRYSTAL POWDER; close the lid and take DANIEL'S ANTIDOTE (F).
- Go to the Ceremony Hall.
- Use DANIEL'S ANTIDOTE (G).
- Congratulations, you have completed European Mystery: Flowers of Death.
Created at: 2015-11-22