Walkthrough Menu
- General Tips
- Chapter 1: The Arrival
- Chapter 2: Electricity
- Chapter 3: The Manor
- Chapter 4: Lord McInroy
- Chapter 5: The Crypt
General Tips
- “Fear for Sale: Mystery of McInroy Manor” is an Interactive Hidden Object Game.
- Click on Options to adjust volume and screen mode.
- There is a Journal located in the lower left that will be updated as you play; it will sparkle with every update.
- If you place your cursor on a character and the cursor turns into a dialogue bubble, it means you can speak to them.
- Your cursor will change to an arrow if you can head to another area.
- Interactive areas are marked with a glint.
- The hint button replenishes in a little over a minute.
- Excessive random clicking will cause you to lose control of your cursor for a few seconds.
- Use the arrows on either sides of the inventory bar to scroll through your inventory.
- Move your cursor to the bottom of the screen to bring up the inventory bar.
- Click “MENU” on the bottom left of the task bar to exit the game.
Chapter 1: The Arrival
- Speak to the Watchman.
- Click on the car.
- Click on the lunch bag (A) to open it and click again to peer inside.
- Take the SANDWICH.
- Open the glove box and take the PRESS PASS.
- Click on the window button (B) and take the newspaper clipping to get an updated journal.
- Exit the car.
- Give the PRESS PASS to the Watchman and receive a HOUSE KEY.
- Head straight up two times toward the fountain.
- Click on the guard dog (C).
- Give the SANDWICH to the guard dog.
- Take the STOOL LEG.
- Click on the locked fountain door.
- Take the note on the bench and it will update your journal.
- Click on the old roadster on the left.
- Find all the items listed and get a CROWBAR.
- Click on the phonograph to open it and get the star.
- Use the CROWBAR on the hood of the car.
- Click on the opened hood.
- Take the HAMMER.
- Use the HAMMER on the head lamp (D) three times to break out the glass and take the LIGHT BULB.
- Click on the car jack.
- Head back to the fountain area and go forward to the manor door.
- Find all the items listed.
- Click on the tool chest to get a KNIFE.
- Back out of the area two times, to the Watchman, and head to the left.
- Click on the box to the right.
- Use the KNIFE to cut the strap on the box.
- Click the box to open it.
- Take the portfolio and read the letter.
- Take the GARDEN PRUNER from the box.
- Click on the fallen pillar on the left.
- Find all the items listed and get some GEARS.
- Walk up toward the graveyard gate.
- Click on the gate and the locked safe on the left.
- Head back two times, to the Watchman, and go forward to the manor doors.
- Place the STOOL LEG on the broken stool (E) and take the STOOL.
- Place the STOOL on the ground under the lamp (F) to the right of the door.
- Click on the lamp and use the LIGHT BULB on it.
- Click on the light bulb two times to screw it in.
- Click on the door and use the CROWBAR on the five nails (G); you will then receive some NAILS.
- Use the GARDEN PRUNER on the sparking electrical box under the lamp.
- Click twice to open the electrical box.
- Complete the circuit from the lightning bolt to the exclamation point by rotating the squares. See the screenshot for the solution.
- Take the MCINROY SEAL from the compartment on the left.
- Click on the door and place the MCINROY SEAL on the door lock.
- Click on the door lock to open and expose a keyhole.
- Use the HOUSE KEY on the key hole and click the HOUSE KEY to turn it.
Chapter 2: Electricity
- Enter the manor.
- Click on the cat (H).
- Take the lock code (I) for the safe from under the stairs.
- Exit via the bottom of the screen three times, to the Watchman, and then go left.
- Go forward to the safe and click on it.
- Enter the code you found under the stairs: 2, 8, 6, 3. See the screenshot for the solution.
- Click on the inside of the safe.
- Find all the items listed and get a CLOCKWORK MOUSE.
- Head back into the manor.
- Click the CLOCKWORK MOUSE on the cat.
- Take the CAT when he comes out to play with the mouse.
- Back out of the area three times until you get to the Watchman.
- Click the CAT on the dog.
- Head to the right and click on the bench.
- Find all the items listed and get a WRENCH.
- Use the CROWBAR on the upper boards (J) of the back rest of the bench and take the PLANK.
- Go forward to the boiler room and speak to the Watchman.
- Click on the coal bin to the right.
- Find all the items listed and get a MAGNET.
- Click on the wardrobe to open both doors.
- Find the fish and the holster.
- Click on the coal in the coal car and the item holding up the left side of the axle.
- Back out of the area so that you are in front of the boiler room.
- Use the GARDEN PRUNER on the rope (K) holding the pot.
- Click on the pot on the ground.
- Take the FOUNTAIN KEY from the pot.
- Click on the door, the rat hole, and the top of the pump.
- Leave this area and head over to the fountain area.
- Use the FOUNTAIN KEY on the locked valve compartment (L).
- Click on the opened compartment.
- Find all the items listed and get a HYDRANT LEVER.
- Head back to the pump house.
- Place the HYDRANT LEVER on the top of the pump (M).
- Click on the end of the hose and it will go into the rat hole.
- Pump the lever so that the rat comes out.
- Click on the rat hole and try to take the LOCK PICK.
- Use the MAGNET on the LOCK PICK in the rat hole.
- Use the LOCK PICK on the lock on the boiler room door.
- Click on the tumblers in the right order to have them all raised. This solution is random; see the screenshot for an example.
- Enter the boiler room.
- Click on the crate (N) to move it.
- Click on the exposed hatch, from under the crate, to get a close-up.
- Use the HAMMER to remove the bolt.
- Click on the latch to remove it.
- Click on the hatch door and take the OILER.
- Click on the top of the valve and then back out of the hatch.
- Take the note from the coat pocket (O).
- Open the drawer under the fan and then click to get a close-up.
- Take the LEVER and the sketch.
- Use the OILER on the two furnace doors and then click on them to open them.
- Take the ANVIL from the boiler on the right.
- Click on the boiler on the left.
- Go into the room on the right.
- Find all the items listed and get a SHOVEL.
- Click on the two cabinet doors to get the anchor and the seashell.
- Back out of the area three times to the bench area.
- Click the ANVIL on the axe-wielding statue (P).
- Click to go left and he will break his axe.
- Head to the left and then straight to the rear, by the fallen piano.
- Find all the items listed and get a FLAT TIRE.
- Click on the guitar case to open it; get the dice inside.
- Click on the wire (Q).
- Click on the panel on the door (R) to open it.
- Click on the panel and see that items are missing.
- Back out of the area one time.
- Pick up the BAROMETER on the ground by clicking on it two times.
- Click on the bicycle chain on the bicycle to the left.
- Back out of the area and head to the boiler room.
- Click on the control panel in the room to the right.
- Place the LEVER on the slot on the left.
- Place the BAROMETER on the round slot on the right.
- Following the instructions from the note you found in the coat pocket earlier, set the levers.
- Click the left lever two times, the middle lever can be left alone in the down position, and the right lever needs to be all the way up. See the screenshot for the solution.
- Push the red button and take the LIGHTER from the compartment under the levers.
- Leave the area and go left by the axe-wielding statue.
- Go down the stairs by the bicycle.
- Use the LIGHTER on the oil lamp (S).
- Take the ladder to get a BROKEN LADDER in inventory.
- Place the BROKEN LADDER against the barrel (T) on the left side of the room.
- Click on the workbench on the right side.
- Find the items listed and get a SCREWDRIVER.
- Click on the chest to open it and get the bust.
- Place the FLAT TIRE on the workbench.
- Make sure you are not zoomed into the workbench when placing the FLAT TIRE.
- Use the pump (U) three times to inflate the tire and take the INFLATED TIRE.
- Leave the basement and use the SCREWDRIVER on the bike chain.
- Take the LONG CHAIN on the ground.
- Leave the area and head back to the hot rod on the left of the manor entrance.
- Use the INFLATED TIRE on the hot rod.
- Take the JACK from under the hot rod.
- Head to the coal car to the right of the boiler room.
- Click on the bucket (V).
- Use the JACK on the coal car.
- Take the ODD KEY from where the left wheel should be.
- Use the SHOVEL on the coal two times to fill up the bucket.
- Take the BUCKET OF COAL.
- Go back to the basement.
- Click on the workbench.
- Use the LONG CHAIN on the workbench.
- Use the SCREWDRIVER on the LONG CHAIN.
- Use the HAMMER on the SCREWDRIVER.
- Click on the shortened chain.
- Use the HAMMER on the shortened chain.
- Take the shortened chain to get a SHORT CHAIN.
- Back away from the workbench.
- Use the SHORT CHAIN on the large gear (W) on the left of the locked grate.
- Click on the panel above the large gear.
- Place the ODD KEY on the slot to the right.
- Click the GEARS on the pegs.
- Rearrange the GEARS from the inside of the gear box as well the ones on the inside of the door so that the gold gear on the upper right rotates. See screenshot (X) for solution.
- Take the SAW leaning against the left wall inside the now opened grate.
- Click on the workbench.
- Place the PLANK on the vise (Y).
- Use the SAW on the PLANK.
- Take the STAIRS from the workbench.
- Use the STAIRS on the BROKEN LADDER on the left side of the room.
- Place the NAILS on the LADDER.
- Use the HAMMER on the NAILS.
- Click the area above the ladder and take the INSULATING TAPE and CUT PLIERS from the box.
- Click on the fuse box that was behind the gate three times to open it.
- Use the INSULATING TAPE on the exposed wires (Z) on the right.
- Note the missing fuse in the middle.
- Take the ripped page on the left, inside the fuse box.
- Exit the basement and then head to the smashed piano.
- Use the CUT PLIERS on the wire to have STRING added to your inventory.
- Head back into the basement and click on the fuse box.
- Place the STRING in the middle slot (A), missing the fuse.
- Leave the area and head to the boiler room.
- Use the BUCKET OF COAL on each of the two furnaces (B).
- Use the LIGHTER on each furnace.
- Open the grate under the furnace and try to take the hot ember.
- Head to the room on the right and use the WRENCH on the VALVE (C).
- Click on the VALVE to take it.
- Click on the hole in the floor and place the VALVE on the stem (D).
- Click on the VALVE to turn it.
- Pull the handle (E) to turn on the boilers.
- Leave the boiler room and head over to the basement.
- Click on the fuse box and pull all the levers down.
- Head to the manor.
- Enter the manor, now that the electricity is on.
Chapter 3: The Manor
- Click on the console table and click to open the drawer.
- Take the SCREWS from the drawer and then click on the fabric on the top.
- Click two times on the second picture from the left, upstairs.
- Click on the bellows in the wood bin to the right of the stairs, noting the hole.
- Click on the storage area under the stairs.
- Find all the items and get a CAGE KEY.
- Click on the suitcase (F).
- Head upstairs by clicking on the upper right.
- Click on the couch.
- Find all the items and get some TAPE.
- Open the suitcase to get the clue.
- Click on the slit on the couch.
- Open the window (G).
- Click on the cage (H).
- Use the CAGE KEY on the cage and click on the cage door to open it.
- Click on the cage and take the DOORKNOB from inside.
- Back away from the couch area one time.
- Take and read the note from the bottom of the cabinet on the left.
- Click on the top of the cabinet and note the missing piece.
- Click on the terrarium (I) and then click on the missing piece next to the snake.
- Click on the door on the left.
- Place the DOORKNOB on the door.
- Use the SCREWS on the DOORKNOB.
- Use the SREWDRIVER on the SCREWS.
- Click on the DOORKNOB to open the door and enter the room.
- Click on the window area.
- Find the items listed and get some MIRROR PIECES.
- Click on the window and take the BROKEN DOLL and the SCISSORS.
- Click on the box on the wicker basket for a close-up and then click it again to note the missing pieces.
- Head downstairs.
- Click on the console table.
- Use the SCISSORS on the fabric and click on the pieces.
- Click on the bellows.
- Use the TAPE on the hole in the bellows two times.
- Take the repaired BELLOWS.
- Enter the kitchen to the left, at the bottom of the staircase.
- Take the EMPTY JAR.
- Click on the cabinet and open the cabinet doors.
- Click on the basket in the cabinet.
- Take the CUBES.
- Click on the bucket on the chair.
- Find all the pieces and get some SALT.
- Leave the kitchen and go upstairs and into the room on the left.
- Click on the box on the wicker chest two times to get a close-up.
- Place the CUBES on the box.
- Place the cubes in logical order from left to right.
- Click on any two cubes in the three right columns to switch them. See the screenshot for the solution.
- Take the NEEDLE AND THREAD from the opened box.
- Head back downstairs.
- Click on the console table on the left.
- Use the NEEDLE AND THREAD on the fabric (J) and then take the DRESS.
- Head upstairs and click on the terrarium.
- Use the BELLOWS on the piece of paper in the tank.
- Take the DRAWING PIECE from the edge of the terrarium.
- Click on the cabinet on the left side of the hall.
- Place the DRAWING PIECE with the other pieces on the table.
- Assemble the pieces to complete the drawing. See screenshot (K) for solution.
- Look at the code, 3506, written on the back of the paper.
- Go downstairs.
- Enter the room under the stairs.
- Click on the suitcase (L).
- Use the code from the back of the drawing (3506) on the lock.
- Click on the unlocked suitcase two times to open it.
- Take the DOLL LEG from the suitcase.
- Head upstairs and into the bedroom on the left.
Chapter 4: Lord McInroy
- Click on the swing.
- Place the BROKEN DOLL on the swing.
- Place the DOLL LEG on the BROKEN DOLL.
- Place the DRESS on the DOLL.
- Click on the DOLL and then take the OFFICE KEY from the doll’s dress pocket.
- Go downstairs and click on the office door to the right.
- Use the OFFICE KEY on the door.
- Click on the KEY to turn it.
- Enter the office and note the dialogue.
- Leave the office and head upstairs to the hall.
- Go toward the couch.
- Use the SCISSORS on the rip in the couch.
- Take the SPRING.
- Head back downstairs and into the office.
- Click on the pencil drawer on the desk to get a close-up.
- Use the SPRING on the lock.
- Click on the tumblers in the right order to get them to stay up. The solution is random; see the screenshot for an example.
- Take the DULL PENCIL, the ENVELOPE, and the HANDKERCHIEF from the drawer.
- Leave the room and enter the room under the stairs.
- Use the DULL PENCIL on the pencil sharpener and take the PENCIL.
- Head back into the office and click on the bottom of the winding staircase.
- Find the items listed and get a HANDSET.
- Click on the desk.
- Place the HANDSET on the desk.
- Use the INSULATING TAPE on the phone cord (M).
- Click on the HANDSET to place the phone on the cradle.
- Use the INSULATING TAPE on the dial.
- Click the dial to put the phone back together.
- Click on the desk after the conversation.
- Place the PENCIL on the desk.
- Place the ENVELOPE on the desk.
- Click on the desk after the conversation.
- Click on the PENCIL to take it back.
- Click on the notebook on the desk and then use the PENCIL on it.
- Take the note.
- Click on the bottom of the winding stair case.
- Find the items listed and get a BEDROOM KEY.
- Leave the office and head upstairs.
- Click on the door on the right.
- Use the BEDROOM KEY on the door and click to turn it.
- Enter the bedroom and click on Lord McInroy.
- Leave the room and head to the kitchen.
- Click on Martha the maid.
- Use the SALT on Martha.
- Pick up the TRAY that Martha dropped.
- Click on the sink on the left and place the TRAY on the cutting board.
- Take the SPOON from the sink.
- Place the HANDKERCHIEF on the TRAY.
- Leave the area and go to the boiler room but do not enter.
- Place the EMPTY JAR on the ground next to the hose (N).
- Click on the hose and pump the handle.
- Take the JAR OF WATER.
- Head back to the kitchen in the manor.
- Place the JAR OF WATER on the tray.
- Take the TRAY FOR LORD.
- Take the TRAY FOR LORD upstairs and into the right bedroom.
- Place the TRAY FOR LORD on the chair to the left (O).
- Take the POKER.
- Use the POKER on the fireplace and take the LION.
- Take the JAR from the tray.
- Click on the broken mirror (P) and place the MIRROR PIECES on the it.
- Assemble the mirror by clicking on the pieces and dropping them in place.
- The pieces will lock in place when correct. See the screenshot for the solution.
- Click on the mantle clock (Q) and note it is missing hands.
- Click on the bed.
- Find the items listed and get a BOOK.
- Head out of the bedroom and go downstairs to the office.
- Click on the bookshelf behind the desk.
- Place the BOOK in the space on the bookshelf.
- Pull the books out in an order so that they all remain out.
- If an incorrect book is chosen, it will reset.
- The solution is random; see the screenshot for an example.
- Take the SAFE LEVER from behind the books.
- Leave the office and click on the second from the left portrait above the staircase two times.
- Place the SAFE LEVER on the safe behind the portrait.
- Click the left lever and then the right lever to open the safe.
- Take the 2 CLOCK ARROWS from inside the safe.
- Go upstairs into the bedroom on the right.
- Click on the mantle clock.
- Place the 2 CLOCK HANDS on the clock.
- Place the LION on the left side of the clock.
- Click on the clock face.
- Direct the hands of the clock to the zodiac symbols that were on the mirror by clicking on the buttons in the corners.
- Rotate the bottom right dial one time, the bottom left dial three times, and the top left dial two times. See the screenshot for the solution.
- Head into the secret area through the fireplace.
- Pick up the WEIGHT and the WHEEL.
- Place the WHEEL on the left side of the beam (R).
- Click on the right wheel on the opposite side of the beam to get the rope across.
- Click on the mirror on the left and then take the MEDALLION NECKLACE.
- Click the MEDALLION NECKLACE on your reflection to put it on.
- Speak to the demon in the mirror.
- Smash the mirror six times with the HAMMER.
- Pick up the KEY from the floor and then take the GATE KEY embedded in the middle panel.
- Click on the suitcase on the chair.
- Head to the back of the room.
- Find the items listed and get a BRUSH.
- Click on the right cabinet door to open it.
- Collect the seahorse inside the cabinet.
- Use the BRUSH on the inside of the right cabinet door (S) and note the code.
- Click on the suitcase on the chair and enter the code 2475 (T).
- Take the HOOK from the opened suitcase.
- Use the HOOK on the rope hanging on the left side of the beam.
- Hang the WEIGHT on the HOOK.
- Leave the manor and head to the graveyard.
Chapter 5: The Crypt
- Click on the gate to the graveyard.
- Place the GATE KEY on the graveyard lock.
- Click on the GATE KEY to open the gate.
- Enter the graveyard.
- Take the DOUGH DISH on the left.
- Enter the crypt straight ahead.
- Speak to Dr. Berk.
- Take the CUBES from the altar.
- Head to the boat house door located by the smashed grand piano.
- Click on the door.
- Place the CUBES on the door lock.
- Rearrange the cubes in a logical order from left to right.
- Click on any two cubes in the right three columns to switch them. See the screenshot for the solution.
- Enter the boat house.
- Click on the water at the end of the dock.
- Find the items listed and get PAINTS.
- Click on the bag floating in the water.
- Exit out one time.
- Click on the bucket on the right side of the boat house and take the BELL.
- Click on the pot bellied stove.
- Open the stove door and click on the coals.
- Take the PINCERS.
- Click on the CROW (U) on the roof of the boat house.
- Click on the locked red cabinet to the left of the door.
- Hang the BELL on the hook (V) on the upper left above the cabinet.
- Click on the BELL to ring it and scare away the crow.
- Take the KEY the crow dropped on top of the stove.
- Use the KEY on the locked red cabinet and take the BOAT-HOOK.
- Click on the note on the inside of the left cabinet door.
- Click on the water at the end of the dock.
- Use the BOAT-HOOK on the bag in the water.
- Click on the bag and take the STARTER and the CLEANING KIT.
- Click on the pump on the left.
- Place the STARTER on the motor.
- Pull the STARTER to start the pump.
- Head to the fountain outside the manor.
- Click on the fountain.
- Find the items on the list and get a WHITE TOPAZ.
- Click on the hole and then on the rock to move it.
- Get the GEM (WHITE TOPAZ) that is revealed.
- Head inside the manor and go left to the kitchen.
- Use the DOUGH DISH on the sack of flour (W) to get a FLOUR DISH.
- Place the FLOUR DISH on the counter by the sink.
- Use the JAR on the FLOUR DISH.
- Use the SPOON on the FLOUR DISH.
- Place the WHITE TOPAZ in the center of the dough.
- Take the DOUGH WITH TOPAZ.
- Head to the boiler room.
- Use the PINCERS on the embers to get a BURNING EMBER.
- Head over to the boat house.
- Click on the stove.
- Place the BURNING EMBERS in the front of the stove.
- Place the DOUGH WITH TOPAZ on the top of the stove.
- Take the YELLOW TOPAZ from the middle of the dough when it turns yellow.
- Head to the graveyard.
- Take the graveyard path to the right of the crypt to the gazebo.
- Find the items listed and get BRUSHES.
- Enter the crypt.
- Click on the cross.
- Place the YELLOW TOPAZ in the center of the cross.
- Leave the graveyard and head over to the fountain.
- Click on the painting.
- Use the CLEANING KIT on the painting.
- Use the PAINTS on the painting.
- Use the BRUSHES on the painting.
- Note the crosses painted on the painting.
- Head back to the graveyard and enter the crypt.
- Click on the cross.
- Rotate the cross, using the arrows (X) below it, one turn for each cross in the painting.
- Click the right arrow four times, the left arrow two times, and the right arrow five times.
- Push the square in the center.
- If correct, the secret workshop door will open, if incorrect it will reset.
- Enter the secret workshop under the cross.
- Speak to Dr. Berk.
- Place the KEY in the keyhole on the panel (Y) to the left.
- Speak to the demon.
- Click on the panel with the key.
- Click on the center of the panel to open it.
- Remove the KEY.
- Place the KEY in the center of the console (Z).
- Answer the questions by clicking + for yes and - for no; choose R for “recall.”
- The answers to the four questions are: 1 Yes (+), 2 No (-), 3 Yes (+), 4 No (-).
- Speak to the demon.
- Congratulations! You have completed Fear for Sale: Mystery of McInroy Manor.
Created at: 2010-12-24