Walkthrough Menu
- General Tips
- Chapter 1: The Crystal Skull
- Chapter 2: Dr. Gauss's Nightmare
- Chapter 3: Lloyd's Nightmare
- Chapter 4: Wilson's Nightmare
- Chapter 5: Finding Blackmore
General Tips
- This is the official guide for Haunted Halls: Nightmare Dwellers.
- 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 the numbers in sequence.
- HOPs may be random: our lists may vary from yours.
- An interactive map you can use to quickly travel to locations can be found in your Notes.
Chapter 1: The Crystal Skull
- Talk to Lloyd (A).
- Push the button (B).
- Talk to Lloyd and take the Secret Service Goggles (C).
- Inspect the vortex (D).
- Take the FISH NECKTIE (E).
- Walk forward.
- Use the Goggles for a mini-game (F).
- Create a sequence of symbols, with the next symbol matching the previous.
- Pull the donkey's tail (G); take the TAIL (H) and UMBRELLA (I).
- Pull out the scarf and move the tube with the UMBRELLA; take BAGPIPE TUBE 1/3 (J).
- Open the door (K).
- Walk forward.
- Talk to Dr. Gauss (L).
- Walk forward.
- Take BAGPIPE TUBE 2/3 and try to take the necklace (M).
- Open the curtain.
- Take the BOOMERANG (N).
- Use the Goggles on the vortex for another mini-game.
- Play as before (O).
- Open the locket and take the PENDANT; take the CRAB with the FISH NECKTIE and read the note (P).
- Walk down.
- Give the PENDANT to Lloyd; take the paper, open it and take the NEEDLE AND THREAD (Q).
- Walk forward.
- String the beads on the NEEDLE AND THREAD (R); take the NECKLACE (S).
- Walk down.
- Use the CRAB to open the pocket (T); take the VALVE (U).
- Walk down.
- Give the NECKLACE to the magpie and take the STETHOSCOPE PIECE (V).
- Put the VALVE on the pipe and turn it twice; open the flashlight and take the LIGHT BULB (W).
- Use the CRAB to cut the knot (X), open the brain and take the DOOR KNOCKER (Y); put the LIGHT BULB in the socket and turn it into place (Z).
- Take the FROG (A).
- Walk forward.
- Take down the crate with the BOOMERANG (B).
- Take BAGPIPE TUBE 3/3 (C).
- Walk forward.
- Put the STETHOSCOPE PIECE on the stethoscope and take the STETHOSCOPE (D).
- Put the DOOR KNOCKER on the door and knock to receive the CHILI PEPPER (E).
- Put the FROG on the vase and feed it the CHILI PEPPER (F); take the CORK and pour the wine (G).
- Walk down.
- Put the CORK in the pipe; take BATTERY 1/2 (H).
- Walk forward twice.
- Use the STETHOSCOPE on the walkie-talkie (I); take BATTERY 2/2 (J).
- Turn over the alarm clock and put the BATTERIES in it (K); take GLASS GRAPE 1/5, put the BAGPIPE TUBES on the bag and take the BAGPIPES (L).
- Walk down.
- Use the BAGPIPES on the flamingos (M).
- Play the HOP (N, O).
- You receive the NAIL FILE.
- Go right.
- Take the STRAW and COWBOY HAT (P).
- Take GLASS GRAPE 2/5 with the NAIL FILE (Q).
- Walk down.
- Talk to Dr. Gauss (R).
- Put the STRAW in the wine (S); take GLASS GRAPE 3/5 (T).
- Go right and forward.
- Use the Goggles on the vortex.
- Play as before (U).
- Take the HANDLE (V).
- Put the COWBOY HAT on the cowboy and take the LASSO (W).
- Take the CHEESE (X).
- Take the PENGUIN STENCIL and put the TAIL on the donkey (Y).
- Walk down.
- Catch the cup with the LASSO, remove the tea with the pot and take the NUT (Z).
- Walk down.
- Give the NUT to the hamster (A); take GLASS GRAPE 4/5 (B).
- Play the HOP (C, D, E).
- You receive the FACE POWDER.
- Walk forward.
- Use the FACE POWDER to reveal the lasers (F).
- Put the CHEESE on the board to play the mini-game (G).
- Move the mouse across the board to the button, avoiding the lasers.
- Casual (yellow) and hard (green) solutions are show.
- Go through the door (H).
- Take the POWER WIRE (I).
- Put the HANDLE on the wringer, turn it and take the SCOUT KERCHIEF (J); use the Goggles on the vortex (K).
- Play as before (L).
- Take the HYPNOTIC PINWHEEL (M).
- Play the mini-game in the painting.
- Take the EMERALD (N).
- Walk down.
- Take the ELECTRICAL TAPE (O).
- Go to the Office.
- Play the mini-game above the fireplace (P).
- Put all videos in their boxes (Q).
- You receive a VHS TAPE.
- Give the HYPNOTIC PINWHEEL to the fowl, switch on the fan and use the CRAB to cut the necklace (R); take GLASS GRAPE 5/5 (S).
- Put the GLASS GRAPES on the lamp and pull the tail (T).
- Play the mini-game on the wall.
- Restore the skulls (Casual: U; Hard: V).
- Move a piece to the clip to free a space; drag a piece to the arrows to turn it.
- Taped down pieces do not move.
- Note the code.
- Walk down.
- Enter 462 into the safe (W); use the Goggles on the vortex (X).
- Play as before (Y).
- Take the note and play the HOP (Z1).
- Alternatively, you can play a Match-3 puzzle (Z2).
- Shoot colored marbles down the rows or columns to create groups of three marbles of the same color; for each group of three, one item is removed from your HOP list.
- You receive the SHOE.
- Walk down.
- Give the SHOE to the flamingo and take the ELECTRIC PLUG (A).
- Go right.
- Talk to the moose (B).
- Put the ELECTRIC PLUG on the cable and put the ELECTRICAL TAPE around it (C); plug in the TV.
- Watch the first two channels on the TV (D); put the VHS TAPE in the slot for a mini-game (E).
- Move the coins to the ends of the wires of the same color (F).
- Top solution: 6, 1, 2, 3, 7, 4, 5, 6, 1, 7, 6, 5, 7.
- Bottom solution: 4, 5, 6, 1, 7, 4, 5, 6, 7, 1, 2, 7, 6, 1, 2, 7.
- Take the HELMET (G).
- Walk down.
- Put the HELMET on the door knocker and knock (H).
- Go left.
- Take the SUCTION CUP (I).
- Put the SCOUT KERCHIEF on the ironing board and open the hatbox (J).
- Play the HOP (K).
- You receive a DUSTER.
- Open the fridge and use the Goggles (L).
- Play as before (M).
- Clear the cobwebs with the DUSTER (N); take the WING (O).
- Walk down and forward.
- Put the WING on the Morpheus bust (P).
- Walk forward.
Chapter 2: Dr. Gauss's Nightmare
- Use the fertilizer, and take the FERTILIZER and COMB (Q).
- Open the cabinet with the SUCTION CUP; take the BUTTON (R).
- Take the SPRAY PAINT (S).
- Take the ARROW (T); put the BUTTON on the pillow and take the BOXING MEDAL and STONE FEATHER 1/3 (U).
- Put the BOXING MEDAL on the box and take the PUNCHER (V).
- Go to the Kitchen.
- Put the PENGUIN STENCIL on the fridge and spray it with the SPRAY PAINT (W); take the CARNELIAN (X).
- Go to the Bedroom.
- Put the EMERALD and CARNELIAN on the mirror (Y); use the PUNCHER to take a MIRROR PIECE (Z).
- Walk forward through the mirror (A).
- Use the FERTILIZER on the pumpkin (B).
- Play the mini-game in the traffic light (C).
- Move the tiles to create complete circuits of each color.
- Take STONE FEATHER 2/3 (D).
- Zoom into the pond.
- Take STONE FEATHER 3/3 (E).
- COMB the horse's hair and take the FORK (F).
- Take the HEART KEY (G).
- Put the STONE FEATHERS on the statue (H); take WEIGHT and ARM (I).
- Back out.
- Put the WEIGHT on the carpet; take the LIGHTER (J).
- Walk forward.
- Take the SPOON and FROZEN BUCKET (K).
- Cut the paper with the MIRROR PIECE, open the box and take the POCKET FAN and WRAPPING PAPER (L).
- Give the ARM to the mannequin and take the WEDDING BOOK (M).
- Take the NET (N); give the ARROW to the cherub (O) and use the HEART KEY on the door (P).
- Walk forward.
- Take the FISHING LINE and light the stove with the LIGHTER (Q); put the FROZEN BUCKET on the stove and take the BOTTLE OF CHAMPAGNE (R).
- Use the POCKET FAN on the flour (S); take the GEAR and JAR and note the time (T).
- Put the SPOON and FORK on the clock and set it to 12 (U).
- Play the HOP (V).
- You receive a CANDY CANE.
- Walk down twice.
- Shoot at the dart board with the BOTTLE OF CHAMPAGNE; take the ACCORDION (W).
- Put the NET over the plant and take GAUSS' SHOE and the CARNIVOROUS PLANT (X).
- Zoom into the Pond.
- Collect some honey in the JAR to get a JAR OF HONEY (Y).
- Back out.
- Put the CARNIVOROUS PLANT on the bench (Z); collect the bees in the JAR OF HONEY to get HONEY WITH BEES and put the WRAPPING PAPER around the roses (A).
- Go into the Banquet Hall.
- Put the GEAR on the mechanism and put the ARM on the mannequin (B).
- Go up.
- Give the CANDY CANE to the bear and take the DRUM (C).
- Give GAUSS' SHOE to the bride on the right to receive a RIBBON (D).
- Open the photo album for a HOP (E).
- You receive the PHOTO OF BLACKMORE.
- Walk down.
- Put the PHOTO OF BLACKMORE in the frame (F); remove the tray and take the VEIL (G).
- Walk down.
- Put the RIBBON around the roses and take the BOUQUET (H).
- Go to the Dressing Room.
- Give the VEIL to the middle bride to receive a HORSESHOE (I).
- Give the BOUQUET to the left bride to receive the TONGS (J).
- Walk down twice.
- Zoom into the Pond.
- Give the HORSESHOE to the horse (K); take the TIN CAN (L).
- Go to the Kitchen.
- Give the HONEY WITH BEES to the bear and receive his BALALAIKA; remove the RING with the TONGS (M).
- Open the TIN CAN with the opener to receive the GLOVE (N).
- Play the HOP (O).
- You receive the CHAMPAGNE FLUTES.
- Go to the Dressing Room.
- Put the RING in the box; you receive the RING IN CASE (P).
- Give the GLOVE to the last bride to receive a CANDLE (Q).
- Play the HOP (R).
- Take the code (S).
- Go up.
- Use the Goggles on the vortex.
- Play as before (T).
- Put the CANDLE on the candelabra and light it with the LIGHTER (U).
- Put the DRUMS, BALALAIKA and ACCORDION in the alcove for a mini-game (V).
- Play the instruments in the order shown.
- Sequence 1: 1, 3, 6, 7.
- Sequence 2: 4, 5, 3, 6, 2, 1.
- You receive a VINYL RECORD.
- Take the PILLOW COVER (W); put the WEDDING BOOK, RING IN CASE and CHAMPAGNE FLUTES down (X).
- Enter 911612 into the keypad and hit the OK button (Y).
- Walk down twice.
- Put the VINYL RECORD on the gramophone and take the BRIDE FIGURINE (Z).
- Go up.
- Put the BRIDE FIGURINE on the music box; take the HOOK (A).
- Walk down twice.
- Zoom into the Pond.
- Put the FISHING LINE and HOOK on the fishing rod; take the PROJECTOR KEY (B).
- Go to the Wedding Altar and go up the ladder (C).
- Use the PROJECTOR KEY on the projector (D) for a mini-game.
- Swap the bars around to match the configuration of the gears (E).
- You receive a FIRE GRATE PIECE.
- Talk to the bride (F).
- Talk to Dr. Gauss and receive the KEY (G).
Chapter 3: Lloyd's Nightmare
- Put the PILLOW COVER on the bug (H); take the EYE PATCH (I).
- Go to the Kitchen.
- Take the receiver off the phone and put the EYE PATCH on the slingshot; take the SLINGSHOT (J).
- Go to the TV Room.
- Play the HOP (K).
- You receive the SCUBA GEAR.
- Walk forward.
- Put the FIRE GRATE PIECE on the fire grate (L).
- Go through the fire.
- Talk to the Shaman (M).
- Talk to Lloyd (N).
- Shoot down the coconut with the SLINGSHOT (O); take the GLASS CUTTER and CRACKED COCONUT (P).
- Play the mini-game in the shrubs (Q).
- The game starts in the top left corner; from the row of flowers on the left, select a flower type that's next to the flower type in the top left corner. The flowers in the top left corner will change to the selected type.
- Continue until all flowers are of the same type; you only get 25 moves, so always select the type that will recruit the most new ones.
- Walk left.
- Take the TORCH (R).
- Take the PIN (S).
- Walk down.
- Light the TORCH in the fire to get a BURNING TORCH (T).
- Scare the snakes with the BURNING TORCH (U); take the DIVING MASK and FLIPPERS (V).
- Go left.
- Put the SCUBA GEAR, DIVING MASK and FLIPPERS in the water (W).
- Go forward.
- Move the belt, and take the BELT and SPONGE (X).
- Cut the glass with the GLASS CUTTER and pull the lever (Y).
- Play the HOP (Z).
- You receive a RUSTY MACHETE.
- Walk down twice.
- Put the BELT on the whetstone and sharpen the RUSTY MACHETE (A); you receive the MACHETE.
- Cut the vines with the MACHETE (B).
- Walk forward.
- Give the CRACKED COCONUT to the rhino (C); take the HANDLE (D).
- Clean off the dirt with the SPONGE (E); take the TWEEZERS (F).
- Go into the hut.
- Take the ACID and CAN OF PAINT (G).
- Put the PIN on the crossbow and shoot; take the HORN (H).
- Move the herbs to find the ANIMAL DOLL and GLOVE (I).
- Go to the Shore.
- Take the KITCHEN SKIMMER with the GLOVE (J).
- Scare away the birds with the HORN (K); take the PARROT DOLL (L).
- Go forward.
- Play the HOP (M).
- You receive the SAILS.
- Cut the net with the MACHETE (N); take the SPYGLASS (O).
- Put the HANDLE on the blade to receive a SHOVEL (P).
- Go to the Village.
- Dig up the dirt with the SHOVEL and take the ARTILLERY SHELL (Q); use the SPYGLASS on the plane (R) and take the MASK PIECE (S).
- Go into the Hut.
- Take the STONE PIECE with the KITCHEN SKIMMER (T).
- Pull out the cork and put the SAILS on the table; put the sails in the bottle with the TWEEZERS and take the MASK PIECE (U).
- Put the two MASK PIECES on the doll for a mini-game.
- Put all items on the correct puppets, matching the images on the pedestals (V).
- Use the panels on either side to temporarily hold items.
- Take the HUMAN DOLL.
- Walk down.
- Put the STONE PIECE on the statue, flip the middle stone and take the SUN EMBLEM (W).
- Go to the Shore.
- Dig up the chest with the SHOVEL and put the SUN EMBLEM on the lid; take the BULB (X).
- Walk forward.
- Open the hatch and put the BULB on the fish to receive a FISH DOLL (Y).
- Go to the Village.
- Put the HUMAN DOLL, ANIMAL DOLL, PARROT DOLL and FISH DOLL on the tree; take the TANK HATCH HANDLE (Z).
- Go to the Shore.
- Remove the rust with the ACID and put the TANK HATCH HANDLE on the hatch (A); open the hatch, look inside and put the ARTILLERY SHELL in the cannon for a mini-game (B).
- Remove all yellow dots; you can only move to a dot that's in a straight line from the one you've just removed (C).
- Go to the Village.
- Talk to the Shaman to receive a DAGGER (D).
- Walk down.
- Cut Lloyd free with the DAGGER to receive the BRUSH (E).
- You receive a SPECIAL KEY.
- Walk down.
Chapter 4: Wilson's Dream
- Put the CAN OF PAINT and BRUSH on the moose (F); take the CHAMELEON (G).
- Go to the Kitchen.
- Play the HOP (H).
- You receive a SNOWFLAKE.
- Give the CHAMELEON to the penguin (I); put the SNOWFLAKE in the freezer and walk forward (J).
- Take the SNOWSHOES (K).
- Put the SNOWSHOES on the ice by the dog (L).
- Take the HOSE (M).
- Take SKI 1/2 and the code (N).
- Take the ICE SKATE BLADE (O).
- Cut the backpack with the ICE SKATE BLADE and take the ICE DRILL and ROPE (P).
- Walk forward.
- Take the MORSE CODE (Q).
- Activate the blowtorch (R) and take the HAMMER (S); you receive a BLOWTORCH.
- Go through the door.
- Take the HAT (T).
- Play as before (V).
- Play the mini-game (W).
- Shoot the marbles into groups of three; remove the number of marbles shown on the counter.
- Take the SCARF and use the Goggles (U).
- Take the PHOTO (X).
- Put the HOSE on the barrel; take the SAW (Y).
- Put the MORSE CODE on the table for a mini-game (Z).
- Watch the ticker on the left and push the number that matches the Morse code on the ticker.
- Take the SAFE CODE.
- Put the SAFE CODE on the safe dial (A); take the EXPLOSIVE (B).
- Walk down.
- Put the HAT on the penguin to receive a NEST (C).
- Walk down.
- Use the HAMMER on the sled and take the WOOD (D).
- Go forward.
- Put the WOOD, ICE SKATE BLADE, HAMMER and SAW on the door and open the door (E).
- Play the HOP (F).
- You receive a SIGNAL FLARE.
- Go into the Station.
- Put the SIGNAL FLARE in the gun and take the FLARE GUN (G).
- Walk down.
- Use the ROPE on the ice (H) for a mini-game.
- Cross the ice, using the following pattern: circle, triangle, diamond, square (I).
- Walk forward.
- Put the NEST on the tripod (J).
- Melt the ice with the BLOWTORCH and take the TEAPOT LID (K); give the SCARF to the flamingo to receive a LENS (L).
- Put the EXPLOSIVE on the ice and take SKI 2/2 (M).
- Drill the ice with the ICE DRILL and take the COLLAR (N).
- Take the COIN and put the LENS on the telescope; look through the lens and use the FLARE GUN (O).
- Use the SKIS in the distance (P).
- Go forward.
- Take the RETORT (Q).
- Take the LEATHER GLOVE (R).
- Put the PHOTO on the pegs and rearrange them according to the note you found (S); take BLACKMORE'S PASS (T).
- Walk down twice.
- Play the HOP (U).
- You receive the BRIQUETTES.
- Go to the Station.
- Put the COIN in the piggy bank and take the KEY (V).
- Move the glass shards with the LEATHER GLOVE and take the CIGAR (W).
- Walk down twice.
- Put the COLLAR on the dog and take the FISH (X).
- Put the CIGAR in the sculpture's pocket and take the MATCHES (Y).
- Walk forward.
- Give the FISH to the penguin and take the TEA BAG (Z).
- Put the TEAPOT LID on the pot and receive the TEAPOT (A).
- Walk forward.
- Use the TEA POT on the ice chips to get a TEA POT WITH ICE (B).
- Walk forward.
- Open the stove with the KEY, put the BRIQUETTES in it and light with the MATCHES (C).
- Put the TEA POT WITH ICE on the stove and put the TEA BAG in it and take the HOT TEA (D).
- Give the HOT TEA to Wilson.
- Talk to Wilson and take the SPECIAL KEY (E).
Chapter 5: Finding Blackmore
- Go to the Secret Room.
- Put the KEY and the two SPECIAL KEYS in the door (F).
- Go right.
- Use the Goggles.
- Play as before (G).
- Put the POWER WIRE on the computer and take the CD and CHOPSTICKS; put BLACKMORE'S PASS in the computer (H).
- Put the RETORT on the table and take the CHALK (I).
- Move the COIN with the CHOPSTICKS and pick it up (J); take the MICROFIBER RAG (K).
- Clean the blackboard with the MICROFIBER RAG and put the CHALK on the blackboard (L).
- Walk forward.
- Take the WIRES (M).
- Take the FISH EYE (N).
- Move the doll and take BLACKMORE'S POSTER (O).
- Go right.
- Take the VALVE and SIGNAL FLARE (P).
- Put the COIN in the slot for a mini-game.
- Hit evil dolls with the hammer (Q).
- Take the LACROSSE BALL (R).
- Walk down.
- Put the VALVE on the fire hydrant and take the CAR KEY (S).
- Walk forward.
- Open the trunk with the CAR KEY (T).
- Play the HOP (U).
- You receive a LOCK CORE.
- Take the ELEVATOR BUTTON (V).
- Take the FIN, melt the wax with the SIGNAL FLARE and take the MALLET (W).
- Walk down.
- Put the LOCK CORE on the scooter and take the TOP HAT (X).
- Go right.
- Put the TOP HAT on the mannequin and take the PHONE BOOK PAGE (Y).
- Put the FISH EYE and FIN on the fish and take the CHISEL, KEY and SKELETON ARM (Z).
- Walk down.
- Put the PHONE BOOK PAGE on the book, access the dial and dial 471368 (A); put the CD on the saw and take the ANGLE GRINDER (B).
- Unlock the chain with the KEY and take the SAFETY WIRE CUTTER (C).
- Walk forward.
- Play the HOP (D).
- You receive the JACK.
- Cut the grid with the SAFETY WIRE CUTTER and remove the tarp with the SKELETON ARM (E); connect the WIRES to the grate (F).
- Break the cement with the CHISEL and MALLET; take the SPATULA and FLASHBULB (G).
- Walk forward.
- Put the FLASHBULB on the camera (H); hang BLACKMORE'S POSTER in front of it (I).
- Remove the gum with the SPATULA and receive BLACKMORE'S PHOTO (J).
- Cut the couch with the ANGLE GRINDER and take the BASEBALL (K).
- Ring the desk bell (L).
- Put BLACKMORE'S PHOTO on the slot machine and keep pulling the handle until you get three images of Blackmore (M).
- Go to the Amusement Park.
- Lift the cart with the JACK and take the SWORD; cut the seat with the ANGLE GRINDER and take the TENNIS BALL (N).
- Walk down.
- Put the three 'LACROSSE' BALLS on the table (O); take the LACROSSE STICK (P).
- Go to the Skyscraper Lobby.
- Put the ELEVATOR BUTTON on the elevator and push the up arrow (Q).
- Take the skull with the LACROSSE STICK (R).
- Break the skull with the SWORD (S).
- Congratulations, you have completed Haunted Halls: Nightmare Dwellers.
Created at: 2013-12-27