Walkthrough Menu
- General Tips
- Chapter 1: Farrington
- Chapter 2: The Watermill
- Chapter 3: The Bridge
- Chapter 4: The Candy Shop
- Chapter 5: Katherine's Estate
General Tips
- This is the official guide for Haunted Train: Frozen in Time.
- 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 HOP solutions. It will identify the location of the HOP and the inventory item acquired.
- This guide will show solutions for non-random puzzles. Please read the in-game instructions for each puzzle.
Chapter 1: Farrington
- Talk to Charon; take the CHRONOMETER (A).
- Move the lever to the switch; pull the lever (B).
- Take the STAR EMBLEM (C).
- Use the CHRONOMETER (D).
- Select the items frozen in motion (green).
- Take the BOX and RUINED SIGN (E).
- Open the box; take the 1st GOLDEN TOKEN (inventory).
- Open the door; take the KEY (F).
- Use the KEY (G).
- Play the HOP; earn the 2nd GOLDEN TOKEN (H).
- Select the gate (I).
- Place the 2 GOLDEN TOKENS on the panel.
- Slide the tokens M-O, K-M, N-K, P-L, O-P, M-O, L-M, R-L, O-R, M-N, L-M.
- Walk right.
- Take the BUTTONS and CHRONOMETER BLUEPRINT (A).
- Use the CHRONOMETER (B).
- Select the items frozen in motion (green).
- Take the TORN BELLOWS (C).
- Walk forward.
- Move the items to find the diary; restore the note (D).
- Restore the items (E).
- Place the STAR EMBLEM; take the HAMMER (F).
- Use the HAMMER 2x; take the RULER (G).
- Use the RULER (H).
- Take the WOOD CHISEL (I).
- Use the WOOD CHISEL and HAMMER on the RUINED SIGN to take the 1ST CHRONOMETER SHARD (inventory).
- Walk forward.
- Move the 2 vines; take the EMPTY OILCAN (A).
- Place the apple and pear on the scale; take the SCREWDRIVER (B).
- Open the case; take the WINE BOTTLE (C).
- Use the CHRONOMETER (D).
- Select the items frozen in motion (green).
- Use the SCREWDRIVER; take the VALVE (E).
- Walk down 3x.
- Place the EMPTY OILCAN and VALVE; turn the valve and take the OIL (F).
- Walk down.
- Use the OIL; open the glass and take the LIGHT BULB (G).
- Place the LIGHT BULB (H).
- Play the HOP; earn the LEATHER GLOVE.
- Walk right.
- Use the LEATHER GLOVE; select 1-6.
- Take ADAM'S HOUSE KEY (J).
- Remove the sign; use ADAM'S HOUSE KEY (K).
- Walk left.
- Press 1-4; take the SHARP SWORD (L).
- Take the TWEEZERS (M).
- Take the CLOCK HANDS (N).
- Select the clock; take the MERMAID MEDAL (O).
- Use the TWEEZERS; take the DOG MEDAL (P).
- Walk down.
- Place the CLOCK HANDS; select them 4x (Q).
- Brush the webs; take the letter and DOOR HANDLE (R).
- Walk left.
- Use the DOOR HANDLE; walk forward (S).
- Use the HAMMER; take the CHEST (A).
- Combine the CHEST and BUTTONS; press the buttons and take the NEEDLE AND THREAD (inventory).
- Combine the TORN BELLOWS with the NEEDLE AND THREAD to make the BELLOWS (inventory).
- Take the ADJUSTABLE WRENCH and remove the cover (B).
- Use the SHARP SWORD; take the MATTRESS, TORN NOTE, and SPRING (C).
- Walk down.
- Place the MATTRESS (D).
- Use the CHRONOMETER (E).
- Locate the items frozen in time (green).
- Talk to Adam.
- Use the BELLOWS (F).
- Use the switch on the lamp; take the MAGNET (G).
- Take the GREEN GEM (H).
- Use the ADJUSTABLE WRENCH; take the HANDLE (I).
- Walk forward.
- Give the CHRONOMETER and CHRONOMETER BLUEPRINT (J).
- Place and turn the HANDLE (K).
- Take the CORKSCREW (L).
- Combine the WINE BOTTLE and CORKSCREW to find the WINE (inventory).
- Use the MAGNET (M).
- Place the DOG MEDAL; take the CRACKER (N).
- Place the MERMAID MEDAL; move the green gem (O) to the wing (P).
- Place the GREEN GEM (Q) and TORN NOTE (R).
- Exit the owl mini-game and walk down.
- Use the WINE; take the PARROT EMBLEM (S).
- Walk forward.
- Place the PARROT EMBLEM (T).
- Place the CRACKER (U).
- Take the CRYSTAL HEART (V).
- Return to the owl mini-game.
- Place the CRYSTAL HEART (A).
- Select Bx2-Cx3-Dx3.
- Take the CLOCK FACE and BROKEN BLOWTORCH (E).
- Walk down.
- Place the CLOCK FACE (G).
- Select pairs (color-coded).
- Take the CHRONOMIUM (H).
- Walk forward.
- Give the CHRONOMIUM (I).
- Play the HOP.
- Take the CHRONOMETER (J).
- Return to Town Square.
- Use the CHRONOMETER (K); restore the items (green).
- Move the signboard (L).
- Use the CHRONOMETER again.
- Take the 2nd CHRONOMETER SHARD (M).
- Take the NOZZLE WITH VALVE (N).
- Combine the BROKEN BLOWTORCH and NOZZLE WITH VALVE to make the BLOWTORCH (inventory).
- Go to the River Walkway.
Chapter 2: The Watermill
- Use the BLOWTORCH (O).
- Take the ELEPHANT BUTTON (P).
- Place and push the ELEPHANT BUTTON (Q).
- Move the windmill blades and open the door (R).
- Enter the Watermill.
- Use the CHRONOMETER; select the items to restore (red).
- Take the 3rd CHRONOMETER SHARD and SUN (A).
- Remove the cover; take the DAGGER (B).
- Restore the map (color-coded).
- Take the WATERMILL KEY (C).
- Use the WATERMILL KEY; walk right (D).
- Use the DAGGER (E).
- Place the SUN; take the EMPTY FLASK (F).
- Move the bearings to the plate (red); take the BALL BEARING (G).
- Remove the cap and place the hose (H).
- Use the EMPTY FLASK; take the GAS FLASK (I).
- Use the DAGGER 2x; take the PEARL NECKLACE (J).
- Select (K).
- Place the BALL BEARING (L).
- Restore the patterns (1-3).
- Take the JACK (M).
- Return to the Watermill.
- Remove the rug; place and use the JACK (N).
- Enter the trapdoor (O).
- Take the DUELING PISTOL and LILY HANDLE (P).
- Place the DUELING PISTOL; take the ELK HORN (Q).
- Select the 6 boards (red).
- Take the STAIRS (R).
- Select (S).
- Place the STAIRS on the wall.
- Place the stairs (color-coded) (1-3).
- Place the LILY HANDLE; remove the cover (A).
- Use the CHRONOMETER; restore the items (red).
- Take the note, 1st MEDALLION HALF, and BLUNT HACKSAW BLADE (B).
- Place the ELK HORN; take the 2nd MEDALLION HALF (C).
- Walk down.
- Use the BLOWTORCH (D).
- Place the 2 MEDALLION HALVES (E).
- Walk left.
- Remove the leaves; restore and take the METAL BIRD (F).
- Use the CHRONOMETER (G).
- Select the items (green).
- Take the ARROW (H).
- Place the METAL BIRD; adjust the wings (I).
- Move the feathers; take the DUELING PISTOL (J).
- Return to the Cellar.
- Place the DUELING PISTOL; take the GRINDING STONE (K).
- Place the BLUNT HACKSAW BLADE and replace the GRINDING STONE (L).
- Select the blunt hacksaw and use it on the grinding stone to make the HACKSAW.
- Take the BROKEN STICK (M).
- Return to the Park.
- Use the HACKSAW to take the WOODEN BEE (N).
- Return to the Cellar.
- Place the WOODEN BEE; take the TAPE (O).
- Combine the BROKEN STICK and TAPE to make the LONG STICK (inventory).
- Go to the Dock.
- Use the LONG STICK; take the NIPPERS (Q).
- Return to the Cellar.
- Use the NIPPERS; take the CUPID STATUE (R).
- Go to the Park.
- Place the CUPID STATUE and ARROW (S).
- Enter the trapdoor (T).
- Toss the rock (A).
- Select the revolver; remove the bullets (B).
- Use the handcuffs on the pipe (C).
- Use the CHRONOMETER (D).
- Select the items (green).
- Take the TABLE CODE (E).
- Dump the box; select the 3 TNT sticks (red).
- Enter the code (F).
- Select the blasting caps, note, twine, and 4th CHRONOMETER SHARD (G).
- Select the blasting caps (H) and wire ends (I); take the DYNAMITE (J).
- Place the DYNAMITE (K).
- Push the plunger (L).
- Use the CHRONOMETER (M).
- Select the items (blue).
- Use the HAMMER; take the CANINE (N).
- Select the cart; use the CANINE (O).
- Push the cart, open the cabinet, and take the 5th CHRONOMETER SHARD (P).
- Return to Town Square.
- Place the 5 CHRONOMETER SHARDS (Q).
- Walk right.
Chapter 3: The Bridge
- Use the PEARL NECKLACE; take the Wand (A).
- Use the CHRONOMETER (B).
- Select the items (green).
- Walk forward.
- Place the WAND (D).
- Use the CHRONOMETER (E).
- Select the items (green) (@).
- Walk left.
- Open the cabinet, play the HOP, and earn the TRAIN (F).
- Open the TRAIN; take the ENGINEER (inventory).
- Take the WORKER (G).
- Select (H).
- Pass the ball (1-3).
- Take the PROPELLER (I).
- Place the PROPELLER (J).
- Take the 1st PLANET (K).
- Select (L).
- Place the ENGINEER and WORKER (M).
- Take the 2nd PLANET (N).
- Move the 3 clouds; take the 3rd PLANET (O).
- Exit the diorama.
- Place the 3 PLANETS (P).
- Read the contract and paper (Q).
- Select the 4 cameras (red).
- Use the ring on the glass; take the FIREFIGHTER (R).
- Select the diorama.
- Place the FIREFIGHTER; select the bucket 3x (S).
- Take the AIRSHIP (T).
- Play the HOP; earn the RED CROSS (U).
- Walk down.
- Place the AIRSHIP (A).
- Use the CHRONOMETER (B).
- Replace the SPRING (C).
- Take the PHOTO and CANE (D).
- Walk down 2x, and go left.
- Use the CHRONOMETER; select the items (green).
- Use the CHRONOMETER again; select the items (red).
- Use the CANE; take the GNOME and WRENCH (E).
- Use the WRENCH 3x (F).
- Use the CHRONOMETER (@).
- Place the GNOME (G).
- Move the leaves; place a ladybug to play tic-tac-toe (H).
- Take the KNOCKER (I).
- Place and use the KNOCKER; walk forward (J).
- Take the PHOTO PIECE (K).
- Combine the PHOTO and PHOTO PIECE to make the O'NEIL PHOTO (inventory).
- Use L-M, M-N, N-O, and O-P.
- Take the BUTTER (Q).
- Select (R).
- Select the differences (pink).
- Untie the man; take the BELT (S).
- Give the O'NEIL PHOTO (T).
- Use the BUTTER; take the CAT and FAN KEY (U).
- Use the FAN KEY; replace the BELT and flip the switch (V).
- Walk right.
- Use the ladle 3x; select the scheme (A).
- Press 1-3.
- Take the SCHEMATIC PIECE (B).
- Place the RED CROSS (C).
- Read the recipe (D); select (1-2).
- Move E-F, G-F.
- Select (H); move the paper and select (I).
- Open the paper and select (J); move the bottles and select (K).
- Take the MEDICINE (L).
- Walk down.
- Use the MEDICINE; take the CLOVER (M).
- Walk right.
- Use the CHRONOMETER; select the items (green).
- Open the drawer (O).
- Place the CLOVER (P).
- Place the pieces on the board (red).
- Place the SCHEMATIC PIECE on the board; take the BRIDGE SCHEMATIC (Q).
- Walk down.
- Give the BRIDGE SCHEMATIC (R).
- Walk down 2x, go right.
- Use the CAT; take the RUBY HEART (S).
- Walk forward; after the cut-scene, cross the bridge and walk left.
Chapter 4: The Candy Shop
- Select the sand piles (red); take the FIGURINE PARTS (A).
- Restore the FIGURINE PARTS to make the FIGURINE (inventory).
- Remove the bolt and cover; take the DISC (B).
- Open the basket; take the PINS (C).
- Use the PINS (D).
- Take the MATCHES (E).
- Remove the gas cap; use the GAS FLASK and pull the cord (F).
- Use the CHRONOMETER (G).
- Select the items (green).
- Take the VALVE (H).
- Walk down.
- Place the RUBY HEART and DISC; starting in the center, rotate the pieces to restore the lock (I).
- Walk right.
- Take the SCISSORS (J).
- Select the cake (K).
- Place the FIGURINE.
- Select the male 2x-flowers 4x-male 2x-female 2x (L).
- Select the female 2x-male-female-male-female-male (M).
- Select the luggage 3x-female 2x-male 3x (N).
- Select the cart-robe-cart-robe-man-robe-cart 3x (O).
- Remove the cover; take the OWL BADGE (P).
- Note the telescope (Q).
- Assemble the burner and cover; use the MATCHES (R).
- Place the cover on the burner; take the LANTERN (S).
- Place the OWL BADGE and walk forward (T).
- Use the LANTERN 5x (U).
- Play the HOP; earn the PAPERS.
- Read the PAPERS to find the TABLET AND COIN (inventory).
- Select the telescope.
- Place the TABLET AND COIN on the left; select the coin (V).
- Locate the 4 symbols (1-4).
- You earn the CODE.
- Exit the telescope.
- Place the CODE (A).
- Set the code (B).
- Take the WIRE and PASTRY BAG (C).
- Bend the WIRE 4x to make the WIRE HOOK (inventory).
- Take the PORTRAIT (D).
- Use the SCISSORS 2x on the PORTRAIT to find the CORD (inventory).
- Walk down and left.
- Place the CORD and pull it (E).
- Walk down.
- Place the VALVE and PASTRY BAG (F).
- The VALVE returns to your inventory.
- Walk forward and left.
- Play the HOP; earn the AXE (G).
- Remove the 3 branches, open the 3 latches, and open the cover; take the BANDAGE and MEDICAL KIT (@).
- Open the MEDICAL KIT to find the AMMONIA (inventory).
- Open the window; use the WIRE HOOK to take the FIRE TRUCK KEY (H).
- Use the FIRE TRUCK KEY (I).
- Use the AMMONIA (J).
- Give the BANDAGE; take the CITY HALL KEY (K).
- Walk down.
- Press 1-8.
- Use the CITY HALL KEY (L).
- Walk forward.
- Take the ROUND GEMS and INKPOT (M).
- Select the fresco (N).
- Restore the panels (O).
- Pull the switch; take the TIES NOTE (P).
- Exit the fresco.
- Place the TIES NOTE (Q).
- Select the ties 1-4.
- Turn the crank (R).
- Take the SKULL (S).
- Combine the SKULL and ROUND GEMS to find the WINGED KEY (inventory).
- Move the blotter and use the WINGED KEY (A).
- Move the nuts; place the scales on the figurine (B).
- Restore the pieces; take the COAT OF ARMS (C).
- Move the nut, use the gavel, and take the TASTY WALNUT (D).
- Select the frame and place the COAT OF ARMS (E).
- Press 1-8.
- Walk forward.
- Select 1-5.
- Restore the tags, read the papers, and take the SCROLL (F).
- Walk down 2x.
- Use the AXE 3 times (G).
- Place the AXE and SCROLL (H).
- Go forward on the right (I).
- Remove the grate; take the CAN OPENER (J).
- Place the VALVE and turn it (K).
- Remove the cloak (L).
- Use the CHRONOMETER (M).
- Select the items (green).
- Use the CAT; take the BALL (N).
- Take the BELL (O).
- Place JACK and pump it 3x (P).
- Use the BELL; take the SMALL WEIGHT (Q).
- Walk left.
- Take the FIRM PLANK (A).
- Walk down.
- Place the FIRM PLANK (B).
- Take the CLOTH STRIP (C).
- Walk left.
- Use the BALL (D).
- Use the CLOTH STRIP to take the SHARP SHARD (E).
- Move the leaves; take the MEDIUM WEIGHT (F).
- Place the MEDIUM WEIGHT and SMALL WEIGHT (G).
- Play the HOP to earn the SQUIRREL.
- Go to City Hall 2nd Floor.
- Use the SQUIRREL and TASTY WALNUT; take the POISON BOTTLE (H).
- Return to the Train Station.
- Move the luggage; open and select the forensics kit (I).
- Place the POISON BOTTLE (J).
- Select the symbol pairs (color-coded 1-8).
- You earn the ANTIDOTE.
- Play the HOP; earn the CAN (K).
- Combine the CAN and CAN OPENER to find the CAN OF SARDINES (inventory).
- Go to City Hall 2nd Floor.
- Give the ANTIDOTE (L).
- Take the NOTEBOOK (M).
- Combine the NOTEBOOK and INKPOT to find the MAILBOX BADGE (inventory).
- Go to the Train Station.
- Place the MAILBOX BADGE; take the HAND EMBLEM and LETTER (N).
- Combine the LETTER and SHARP SHARD to find the CHRONOMETER UPGRADE SCHEMATIC (inventory).
- Walk down.
- Place the HAND EMBLEM; walk forward (O).
Chapter 5: Katherine's Estate
- Place the CAN OF SARDINES; take the ESTATE KEY (P).
- Use the ESTATE KEY; take the MAP (Q).
- Walk right.
- Place the map (R).
- Walk right-left 3x- forward 2x; take the items as you see them (1-6).
- Map solution (S).
- Select the statue (T).
- Take the COMBINATION CODE (U).
- Place the COMBINATION CODE (V).
- Turn the dial to each of the numbers (W).
- Enter the Basement.
- Take the ICE AXE (A).
- Remove the chronometer and use the ICE AXE; take the PLANT and CHRONOMIUM (B).
- Select the molds; look at each mold (C).
- Place the CHRONOMIUM (D); select the brazier (E).
- Take the CHRONO CRYSTAL and CHRONOMETER BUTTON (F).
- Place the CHRONO CRYSTAL (G), CHRONOMETER (H), CHRONOMETER BUTTON (I), and CHRONOMETER UPGRADE SCHEMATIC (J).
- Use K-H; remove the face of (H).
- Move G-H and replace the face.
- Move I-H; take the CHRONOMETER.
- Walk down.
- Use the CHRONOMETER (L).
- Select the items (green).
- Place the PLANT and use the CHRONOMETER (M).
- Select the items (green).
- Take the CANDLE (N).
- Walk forward and left.
- Play the HOP; earn the HORN (O).
- Use the CANDLE to make the CANDLELIGHT (P).
- Move the chair (Q).
- Walk down.
- Use the CANDLELIGHT 3x (blue).
- Open the lid, use the HORN, and take the TWEEZERS (R).
- Use the TWEEZERS; push the wheel (S).
- Look at the photos and notes; take the BAT EMBLEM (T).
- Place the BAT EMBLEM; play the HOP to find the SKETCH (U).
- Remove the PAPER CLIP from the SKETCH (inventory).
- Walk left.
- Use the PAPER CLIP; move the items, take the ENTANGLED ROPE and ACID (A).
- Use the ACID (B).
- Play the HOP; earn the 1/3 FRESCO PIECE (C).
- Walk forward.
- Use the CHRONOMETER (D).
- Select the items (green).
- Select the console (E).
- Move the beam (1-3).
- Open the door and walk forward.
- Move the items; take the GRAPPLING HOOK and 2/3 FRESCO PIECE (H).
- Untangle the ENTANGLED ROPE and add the GRAPPLING HOOK to make the GRAPPLING HOOK (inventory).
- Move the leaves; take the 3/3 FRESCO PIECE (I).
- Place the 3 FRESCO PIECES (J).
- Open the case, select pairs (color-coded), and take the BOAT KEY (K).
- Use the BOAT KEY (L).
- Pull the broken ladder (M).
- Use the GRAPPLING HOOK (N).
- Climb up the rope.
- Use the CHRONOMETER (O).
- Select the items (green).
- Use the CHRONOMETER (A).
- Repeat the sequences-B-C-D, E-F-G-H, I-J-K-L-M.
- Use the CHRONOMETER (N).
- Select the sets of 3 symbols (white-pink-green-blue).
- Use the CHRONOMETER (O).
- Select the pairs (color-coded).
- Congratulations! You have completed Haunted Train: Frozen in Time!
Created at: 2015-06-07