Walkthrough Menu
- General Tips
- Chapter 1: Pines Express
- Chapter 2: Pinecone Hill
- Chapter 3: Pinecone Lodge
- Chapter 4: The Stalker
General Tips
- This is the official guide for Memoirs of Murder: Resorting to Revenge.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Pines Express
- Talk.
- Examine; take CHECKERS and Map (A).
- Open; examine (B).
- Place CHECKERS; solution is random (C).
- Take FLYER.
- Open FLYER; pull tab (D). Arrange pieces (E); take DRINK TICKET.
- Use Camera (F) on scene (G); take photo.
- Walk forward.
- Talk.
- Pan right; walk forward.
- Give DRINK TICKET (H); take BOURBON (I). Talk (J).
- Walk down.
- Examine scene; talk.
- Walk forward.
- Take COAT HOOK (K).
- Examine sign; take KEY MECHANISM (L).
- Walk down; pan right.
- Place KEY MECHANISM. Examine; take CODE and note (M).
- Pan left; walk forward.
- Examine (N); place CODE.
- Enter 086 (O).
- Take clue; read brochure. Take STORAGE KEY.
- Use STORAGE KEY (P).
- Walk forward.
- Examine scene; talk.
- Play HOP; receive SCARF (Q).
- Use BOURBON and SCARF (R); examine door.
- Go to Diner Car.
- Talk.
- Walk right.
- Open (S); take PLATTER.
- Go to Lounge.
- Take BUTTER KNIFE (T).
- Walk down twice.
- Use BUTTER KNIFE 2x; take SANDPAPER and DECORATIVE SPOON (U).
- Go to Kitchen.
- Open (V).
- Use DECORATIVE SPOON (W); open. Take CLEANING SPRAY.
- Walk down.
- Use CLEANING SPRAY; open (X). Take CLOSED JAR.
- BUTTER KNIFE on CLOSED JAR; take JAR and SNOWFLAKES (1/3).
- Walk right.
- Turn knob (Y); use JAR (Z). Receive TIMER KNOB.
- Place TIMER KNOB (A).
- Examine (B). Play HOP; receive HAIRPIN.
- Examine HAIRPIN; take LOCKPICK.
- Go to Lounge.
- Use LOCKPICK (C).
- Solution (D): Ax2-Bx2-Ax6-B-A-Bx3.
- Walk forward.
- Talk.
- Take LIGHT (E). Use BUTTER KNIFE (F); receive LONG TAPE.
- Use SAND PAPER (G); open. Take SWORDS.
- Go to Diner Car.
- Place SWORDS (H). Open; take TRAIN TRACKS (I).
- Place TRAIN TRACKS (J).
- Solution (K-L).
- Solution (M): C-E-C-B-C-A-B-Ax2-Fx3.
- D-H-G-H-E-Fx3-Cx2-H-E-Hx2-G.
- Solution (N-O).
- Take HEATER KNOB.
- Walk down.
- Play HOP; receive GROOM (P).
- HOP solutions (Q-R).
- Take clue.
- Pan right.
- Place HEATER KNOB (S); turn. Use PLATTER (T); take CADUCEUS.
- Place CADUCEUS (U); take PIPES (1/3) and BRIDE.
- Pan left.
- Place GROOM and BRIDE (V). Read note; take CABOOSE KEY.
- Go to Storage.
- Use CABOOSE KEY (W).
- Walk forward.
- Use Camera; take photo.
- Walk forward.
- Select in order (X).
- Take BROOMSTICK (Y).
- Take CAN OPENER (Z).
- Take clue (A); use BROOMSTICK (B).
- COAT HOOK and LONG TAPE on BROOMSTICK; take LONG HOOK.
- Use LONG HOOK (B); receive SNOWFLAKES (2/3).
- Walk down.
- Talk.
- Use CAN OPENER (C); receive SHARP LID.
- Walk forward.
- Use SHARP LID 2x (D).
- Open (E); rotate. Take LIGHTBULB and CASH (F).
- Walk down twice.
- Place LIGHTBULB (G); take BATTERY.
- BATTERY on LIGHT; take FLASHLIGHT.
- Walk forward twice.
- Use FLASHLIGHT; take SNOWFLAKES (3/3) (H).
- Place SNOWFLAKES (3/3); select in order (I).
- Examine feather (J).
- Examine (K); take CLUE.
- Read Diary (L).
- Solution (M).
- Examine clues; talk. Examine scene.
- Walk left.
- Talk (N).
- Solution (Ax2-B)-(Cx2-D)-(E)-(Fx2-G)-(Hx2-I).
Chapter 2: Pinecone Hill
- Place CASH (P); receive CHANGE.
- Walk down.
- Use CHANGE (Q). Read newspaper; take Map and BLANK CARD.
- Play HOP (R). Open envelope; take LOCK RINGS (1/2) and note.
- Walk forward.
- Talk.
- Use CASH (S); take WINDER.
- Take SHOVEL (T).
- Pan left.
- Use SHOVEL (U).
- Take PIPES (2/3) (V).
- Walk forward.
- Take LEGS (W).
- Open suitcase. Use WINDER; take BADGE (X).
- Go to Stationmaster's Office.
- Place BADGE (Y); take PIPES (3/3).
- Place PIPES; select in order (Z).
- Take MULTI-TOOL.
- Examine MULTI-TOOL; receive SPOON.
- Walk down.
- Use SPOON (A); take BUTTON.
- Walk left.
- Place BUTTON; press (B). Open; take SCISSORS (C).
- Walk down, then forward.
- Use SCISSORS (D); take BROKEN DOLL and BOTTLED HEART.
- Walk forward.
- Place BOTTLED HEART (E); take SATURN TOKEN.
- Walk down.
- Use SATURN TOKEN (F); take PANEL (G).
- Walk forward.
- Replace PANEL (H).
- Walk forward.
- Use CHANGE 3x (I).
- Use SPOON; take SKATE EMBLEM (J).
- Examine MULTI-TOOL; receive PICK.
- Take SKIERS (1/3) (K).
- Walk down.
- Talk.
- Place SKATE EMBLEM (L).
- Walk right.
- Take PATTERN (M).
- PATTERN and PICK on BLANK CARD; take PUNCH CARD.
- Go to Casino.
- Use PUNCH CARD (N).
- Solution (O).
- Take CROWN.
- Walk down twice.
- Pan right.
- Place CROWN (P); take SKATES (Q).
- Go to Ice Rink.
- Use SKATES; play HOP (R). Receive RECORD.
- Examine RECORD; take SWITCH.
- Take CLOCK NUMBERS (1/2) (S).
- Take POLE (T). Place SWITCH (U); examine.
- Walk left.
- Take ICY KEY (V).
- Walk down.
- Examine (W); use ICY KEY. Select arrow; take ELEPHANT PLATE.
- Walk left.
- Place ELEPHANT PLATE (X).
- Solution (Y).
- Take ARROWHEADS (1/2) and WHEEL SEGMENTS (1/2).
- Take SPINNER (Z).
- Walk down, then right.
- Take RC CAR (A). Place POLE; pull. Take CLIPBOARD (B).
- Examine RC CAR; open. Take FINGER.
- Walk down twice.
- Place FINGER; take CLOCK NUMBERS (2/2) (C).
- Walk forward.
- Place SPINNER (D); press (E). Take CANNONBALL.
- Go to Playground.
- Use CANNONBALL; examine (F).
- Place CLOCK NUMBERS (2/2) (G).
- Solution (H): (B-C-A-G)-(F-D-A-G)-(B-E-G)-(B-E-G)-(A-D-F-G).
- Take clue and HEAD.
- LEGS and HEAD on BROKEN DOLL; take DISCO MAN.
- Walk down.
- Place DISCO MAN (I); take LOCK RINGS (2/2).
- Walk down.
- Place LOCK RINGS (2/2); arrange rings (J).
- Play HOP; receive WHEEL SEGMENTS (2/2) (K).
- HOP solution (L): stop lines over target.
- HOP solution (M): shoot spaceships.
- Walk forward.
- Place WHEEL SEGMENTS (2/2) (N).
- Solution (O).
- Take clue and POWER CABLE.
- Go to Workshop.
- Place POWER CABLE (P); examine (Q).
- Press (R). Open (S); take SHREDDED LETTER.
- SHREDDED LETTER on CLIPBOARD; solution (T).
- Take THOMAS' LETTER.
- Use THOMAS' LETTER; select in order (U).
- Play HOP; receive CABLE CAR EMBLEM (V).
- Read Diary; solution (W).
- Walk down 3x.
- Place CABLE CAR EMBLEM (X); take WRENCH.
- Pan right.
- Use WRENCH (Y).
- Solution (Z).
- Walk right.
- Take note (A).
Chapter 3: Pinecone Lodge
- Examine note (B); take BROKEN SNOWMOBILE.
- Take note and PICTURE SEGMENTS (1/2) (C).
- Walk forward.
- Examine scene.
- Move rug; take SNOWMOBILE SKIS (D).
- Walk forward.
- Play HOP; receive SNOWMOBILE SEAT (E).
- SNOWMOBILE SKIS and SNOWMOBILE SEAT on BROKEN SNOWMOBILE; receive SNOWMOBILE.
- Walk down 3x.
- Place SNOWMOBILE (F); take HAT, PAW, and SANDALS.
- Examine HAT; take clue.
- Walk forward twice.
- Place PAW (G); take PALM and POOL KEY.
- Walk forward.
- Use POOL KEY (H).
- Walk forward.
- Place PALM (I) and SANDALS (J); take PLANES and PHEASANTS (1/2) (K).
- Walk down 3x.
- Place PLANES (L); solution is random.
- Take DUCT TAPE.
- Walk forward twice.
- Use DUCT TAPE; take PORTABLE HAIRDRYER (M).
- Walk down 3x.
- Use PORTABLE HAIRDRYER; take ROCKS (N).
- Read note; open. Place ROCKS (O); press button (P).
- Play HOP; receive PHEASANTS (2/2) (Q).
- Walk forward.
- Place PHEASANTS (2/2); take clue, MINIATURE CABLE CAR, and PICTURE SEGMENTS (2/2) (R).
- Walk forward 3x.
- Place PICTURE SEGMENTS (2/2) (S).
- Solution (T): C-B-E-G-F-D-E-C-B-H-G.
- E-B-A-I-C-B-A-I-B-E-F-D-C-E.
- F-D-E-H-B-I-C-E-H-B-I-C-E-B-I.
- Take CORKSCREW. Use Camera; take photo.
- Read Diary; solution (U).
- Use CORKSCREW (V). Pour wine; take CROSS and WINE.
- Give WINE (W); talk.
- Walk down.
- Place CROSS (X); take MINIATURE SAUNA and PRESSURE CUFF.
- Walk forward.
- Use PRESSURE CUFF (Y); take VACUUM TUBE.
- Place VACUUM TUBE (Z). Take FRAME SEGMENT (A); examine.
- Walk down.
- Place FRAME SEGMENT (B); take CLOCK HAND.
- Walk down twice, then left.
- Use CLOCK HAND (C); receive GEAR.
- Walk down, then forward.
- Place GEAR (D).
- Play HOP; receive CLOCK TOWER (E).
- Walk down.
- Place MINIATURE CABLE CAR (F), MINIATURE SAUNA (G), and CLOCK TOWER (H); take note and KEYCARD SLEEVE.
- Examine KEYCARD SLEEVE; take KEYCARD and ANIMAL CODE.
- Walk left.
- Use KEYCARD; solution (I): (A-B-C-D-E-F-G)-(A-D-G-H-I).
- Walk forward.
- Take MOOSE (J).
- Go to Hallway.
- Use MOOSE and ANIMAL CODE (K); arrange (L).
- Take CHIMNEYS.
- Walk down, then left.
- Place CHIMNEYS (M); take SHEEP.
- Walk forward; pan left.
- Move pillows; place SHEEP (N). Take LENS.
- Walk down.
- Place LENS (O); examine 3x.
- Arrange (P); examine (Q).
- Solution (R): (D-A-F-A-F-A-G-A-I)-(Cx3-H-C-H-C-J-C).
- (Ax4)-(F-Bx2-G-F-B-G-Bx2-K-Bx2).
- Take KEYPAD.
- Walk forward; pan right.
- Place KEYPAD (S).
- Examine (T).
Chapter 4: The Stalker
- Take note (U).
- Take LADDER and MINIATURE CANNONBALL (V).
- Walk forward.
- Take TILES (W).
- Walk forward.
- Examine (X); place TILES.
- Solution (Y).
- Take PLIERS.
- Walk forward twice.
- Take note and CREST HALF (Z). Use PLIERS (A); take CANNON.
- Walk down 3x.
- Place CANNON and MINIATURE CANNONBALL (B); examine. Read note; take BULLET and note (C).
- Walk left.
- Use LADDER (D).
- Take MAGNIFIER (E).
- Walk down.
- Talk.
- Walk down twice.
- Use BULLET on scene; play HOP. Receive WHALE TAIL.
- Walk right.
- Place WHALE TAIL (F); take TANGRAM PIECES and CARROT.
- Walk forward, then left.
- Place CARROT (G).
- Walk left.
- Place TANGRAM PIECES (H).
- Solution (I).
- Take TUB CONTROLS.
- Take CAR REMOTE (J); place TUB CONTROLS.
- Select buttons in order (K); take SECRET KEY.
- Walk down twice.
- Use SECRET KEY (L).
- Play HOP; receive ARROWHEADS (2/2) (M).
- Walk forward.
- Place ARROWHEADS (N).
- Walk left.
- Take MUSTACHES (1/2) and SILVER WRENCH (O).
- Use PLIERS (P); take BOW.
- Take BILLIARDS TOKEN (Q).
- Go to Second Floor.
- Rotate; use SILVER WRENCH (R). Receive ANTLER.
- Use BILLIARDS TOKEN (S); take SMALL BATTERY (T).
- SMALL BATTERY and CAR REMOTE on RC CAR.
- Walk down twice.
- Open (U); use RC CAR.
- Solution (V): B-C-Bx2-Ax3-B-D-Cx3-Dx2.
- A-B-C-B-Ax2-Cx2-Bx2-A.
- D-A-Cx2-D-A-Dx3-B-D.
- Receive SMALL BUCKET.
- Go to Balcony.
- Use SMALL BUCKET (W); receive HOT WATER.
- Use HOT WATER (X).
- Open; play HOP (Y). Receive MAGNET.
- Use MAGNET (Z); receive TARGET EMBLEM.
- Go to Archery Room.
- Place TARGET EMBLEM (A); take CREST HALF.
- Combine CREST HALVES; take FAMILY CREST.
- Place FAMILY CREST (B).
- Examine (C).
- Solution (D).
- Take note, clue, and UNREADABLE NOTE (E).
- MAGNIFIER on UNREADABLE NOTE; receive PICTURE CODE.
- Place ANTLER (F).
- Place PICTURE CODE (G); select (1-3).
- Walk forward.
- Examine; take CRANK and CLUE (H).
- Place CRANK (I). Read papers (J); take MUSTACHES (2/2).
- Take SKIERS (2/3) (K).
- Place MUSTACHES (2/2) and adjust each one until lights light up (L); take clue and FEATHER PAINTING (M).
- Walk down.
- Place FEATHER PAINTING (N). Play HOP; receive VIDEOTAPE.
- Walk forward.
- Use VIDEOTAPE (O); take CLUE, TARGET PATTERN and CAM.
- CAM on BOW; take MODERN BOW.
- Read Diary; solution (P).
- Walk down.
- Place TARGET PATTERN (Q).
- Use MODERN BOW (R); take SKIERS (3/3).
- Walk down, then forward.
- Place SKIERS (3/3); select blue, red, and yellow skier in order. Move coat; read letter (S).
- Solution (T).
- Solution (U): (A-K)-(B-N)-(L-F)-(L-D).
- Examine (V); open.
- Solution (W-X).
- Congratulations! You have completed Memoirs of Murder: Resorting to Revenge.
Created at: 2019-01-13