Walkthrough Menu
- General Tips
- Chapter 1: The White House, 1863
- Chapter 2: Albert Pike's Mansion, 1863
- Chapter 3: South Central Missouri, 1876
- Chapter 4: The White House, 1876
- Chapter 5: Enid, 1905
- Chapter 6: Maxi Oil Company, 1905
- Chapter 7: Den of Witches, 1905
General Tips
- This is the official guide for Midnight Mysteries: Witches of Abraham.
- This guide will not mention each time you have to zoom into a location; the screenshots will identify each location.
- Hidden-object puzzles are referred to as HOPs in this guide. Items listed in blue are hidden; green items require additional actions to locate. Interactive items in HOPs are color-coded.
- Mini-games and HOPs are sometimes randomized; your solution may vary.
- Refer to your Journal for clues and objectives (A).
- Use your map to see where you have something to accomplish (B).
- Select the raven for a hint (C).
Chapter 1: The White House, 1863
- You will have the option of a brief tutorial.
- Use the LEMON on the HOP list (A).
- Play the HOP, and then take the LOCKET (B).
- After talking to Lincoln, take his hand.
- Talk to Pinkerton (C).
- Take the DRAWER KEY (D), LINCOLN'S AXE (E) and the 1/6 SOLDIER (F).
- Note the battlefield mini-game (G).
- Use the DRAWER KEY in the lock, and then select the mini-game (H).
- Move the buttons in numerical order to solve (1-5).
- Flip the switch (I).
- Select the cabinet (J).
- Play the HOP to earn the 2/6 SOLDIER (K).
- Walk forward.
- Talk to Mary Lincoln; give her the LOCKET (L).
- Take the DESK HANDLE (M).
- Note the bookcase mini-game (N) and the piano mini-game (O).
- Enter the bedroom.
- Use LINCOLN'S AXE to cut, and then take a piece of WOOD (P).
- Take the KETTLE (Q).
- Take the SHEET MUSIC HALF and the 3/6 SOLDIER (R).
- Remove the portrait for a mini-game (S).
- Make a path that covers all the squares once (T).
- You can turn at any square, but you must turn at the marked squares (red).
- Walk down twice.
- Place the DESK HANDLE on the drawer, open the drawer, and touch the Morse code key to get the MORSE CODE (A).
- Take the PIANO KEY (B).
- Hang the KETTLE on the hook and place the WOOD in the fireplace (C).
- Read the 485 code on the mirror (D).
- Walk forward and select the bookcase mini-game.
- Place the MORSE CODE in the holder (E).
- Push books in for dots; pull books out for dashes to match the code (F).
- Take the 4/6 SOLDIER (G).
- Select the piano mini-game.
- Replace the PIANO KEY (H) and place the SHEET MUSIC HALF on the stand (I).
- Play the keys as the light hits them; some keys are played more than once.
- Take the 5/6 SOLDIER (J).
- Enter the bedroom.
- Enter the 485 code on the lock (K).
- Read the death certificate and journal (L).
- Take the 6/6 SOLDIER (M).
- Walk down twice and look at the battlefield mini-game.
- Place the 6 SOLDIERS in the tray (N).
- Place the soldiers so all the lines are lit (O).
- Take the 1/6 HELMET (P).
- Enter the MIRROR (Q).
Chapter 2: Albert Pike's Mansion, 1863
- Use LINCOLN'S AXE on the vines; take the UNLIT TORCH and the SKULL (R).
- Place the SKULL in the opening (S).
- Press Tx3 and Ux3.
- Use LINCOLN'S AXE on the stump and take the 2/6 HELMET (A).
- Note the arrows code (B).
- Take the CANNONBALL (C).
- Walk right.
- Remove the bricks and take the CRANK (D).
- Take the BARREL (E).
- Select the wagon (F).
- Play the HOP to earn the 1/4 PLATE (G).
- Walk down and go forward.
- Take the WATER PUMP HANDLE (H).
- Take the WHEEL (I).
- Walk to the patio (J).
- Place the BARREL on the tiles.
- Use the arrows to move the barrel under the window.
- Press Kx2, N, K, Nx2, M, N, K, L, and K.
- Enter the window (O).
- Take the POKER (P).
- Move the rug (Q).
- Press the arrows: right down, up, and up left (1-4).
- Take the SIGNET RING (R).
- Take the 2/4 PLATE (S).
- Take the 3/4 PLATE (T).
- Close the gargoyle's mouth and use the CRANK in the opening (U).
- Walk forward.
- Open the curtain and look at the safe (A).
- Find the window that has the 3 upper panes (B) that match the dots in the first row (C) and push the rectangular buttons (D) to match the panes at the bottom of that window (E).
- Do this for all 5 rows.
- Take the 3/6 HELMET from inside the safe.
- Walk down and look at the door on the upper floor.
- Place the SIGNET RING in the center (G).
- Select 2 matching symbols that are in the same column or row to remove those symbols and the ones between (H).
- Remove enough to have a full space below the laser line (I).
- There are 3 boards to complete.
- Take the 2 JEWELS and place them in the door (J).
- Enter the sitting room.
- Take the MUSIC BOX KEY (K).
- Move the painting, pull the rope, and take the 4/6 HELMET (L).
- Use the POKER in the fireplace and then use the UNLIT TORCH on the fire to get the LIT TORCH (N).
- Use the MUSIC BOX KEY on the lock (O).
- Walk down 3 times and then go right.
- Place the WHEEL on the cannon (P).
- Put the CANNONBALL in the cannon and use the LIT TORCH on it (Q).
- Take the GARDEN SHEARS, the 5/6 HELMET, and the 4/4 PLATE (R).
- Exit the close-up, walk down, and go forward.
- Use the GARDEN SHEARS on the rose stems (S).
- After the rats run off, look in the window and use the LIT TORCH on the darkness.
- Place the 4 PLATES on the mechanism.
- Place the WATER PUMP HANDLE to make the lever (T).
- Swap the plates so the flowers match horizontally when the lever is pulled (U).
- Take the 6/6 HELMET (V).
- Walk forward twice and look at the skulls.
- Place the 6 HELMETS on the skulls (A).
- After the cut scene, look at the helmets again.
- Take the SPUR (B).
- Take the 6 STAINED GLASS (green).
- Walk down and enter the upper door.
- Place the SPUR in the music box (C).
- Walk forward (D).
- Note the mini-game on the cabinet (E).
- Select the table (F).
- Locate 22 pairs of items and then take the TALISMAN (G).
- Select the cabinet mini-game.
- Place the 6 STAINED GLASS on the board.
- Place the panes so all touching symbols match (H).
- Use the TALISMAN on the curse (I).
- Take the TELEGRAPH KEY (J).
- Walk down 4 times and go right.
- Use the TELEGRAPH KEY on the telegraph (K).
- Get on the train (L).
Chapter 3: South Central Missouri, 1876
- Note the tombstone mini-game (A).
- Note the paths to the River Bank (B), the Train Crash (C), and the Sentry's House (D).
- Select the Barn (E).
- Play the HOP to earn the GOLD BULLION MOLD (F).
- Go to the Train Crash.
- Move the 2 branches and take the 1/11 TOMBSTONE (G).
- Take the FURNACE HANDLE (H).
- Note the entrance to the Locomotive (I).
- Enter the Baggage Car (J).
- Take the GLASS BOTTLE (K).
- Look at the safe (L).
- Select the debris (M).
- Play the HOP to earn the HAND DRILL (N).
- Open the door and walk forward.
- Use LINCOLN'S AXE on the branches (O).
- Take the SEAT CUSHION (P).
- Take the 2/11 TOMBSTONE (Q) and the SEAT SUPPORT (R).
- Walk down twice and enter the engine.
- Take the VALVE (S) and the SLEDGEHAMMER (T).
- Place the VALVE on the pipe (U).
- Place the FURNACE HANDLE on the door (V).
- Walk down twice and go to the Sentry's House on the right.
- Take the WASHBOARD (A).
- Take the 3/11 TOMBSTONE (B).
- Talk to the Sentry (C).
- Walk forward.
- Use the SLEDGEHAMMER to take the 4/11 TOMBSTONE (D).
- Take the PICKAXE (E).
- Use the SEAT SUPPORT to break the lock (F).
- Take the note and the WIRE CUTTERS (G).
- Walk down twice.
- Use the WIRE CUTTERS on the fence (H).
- Take the 5/11 TOMBSTONE and COOP PLANK (I).
- Take the PITCHFORK (J).
- Use the PITCHFORK on the hay; take the 6/11 TOMBSTONE (K).
- Walk left to the River Bank.
- Talk to Lincoln; give him the SEAT CUSHION, the WASHBOARD, and the COOP PLANK (L).
- Give him LINCOLN'S AXE last.
- Move Lincoln to collect the 2 tombstones. He can only move if he has a walkway for the distance.
- Make sure you do not abandon any boards or you will be stuck.
- Select the stones in this order: Ax2, Bx2, Cx2, Dx2, E, C, Fx2, Gx2, Hx2, I, Jx2, Kx2, Lx2, M, K, J, Hx2, I, Gx2, F, C, Nx3, O, Px2, Qx2.
- Use the PICKAXE to take the 1/6 FOOL'S GOLD (R).
- Walk forward.
- Move the 2 rocks (S).
- Use the PICKAXE to take the 2/6 and 3/6 FOOL'S GOLD (T).
- Use the PICKAXE to take the 4/6 and 5/6 FOOL'S GOLD (U).
- Walk down twice and go to the Train Crash.
- Use the PICKAXE to take the 6/6 FOOL'S GOLD (V).
- Enter the Locomotive (W).
- Place the GOLD BULLION MOLD on the floor (A).
- Place the 6 FOOL'S GOLD in the mold (B).
- Turn the valve (C).
- Use the GLASS BOTTLE to get the SULPHURIC ACID (D).
- Take the FOOL'S GOLD INGOT (E).
- Walk down and enter the Baggage Car.
- Use the HAND DRILL on the dial (F).
- Use the SULFURIC ACID on the hole, and then turn the valve (G).
- Remove the box and poster; take the 9/11 TOMBSTONE (H).
- Walk down twice and select the barn.
- Play the HOP to earn the PLOW (I).
- Go right to the Sentry's House.
- Give the FOOL'S GOLD INGOT to the Sentry (J).
- Enter the Sentry Room (K).
- Restore the 17 misplaced items (L).
- Take the 10/11 TOMBSTONE (M).
- Walk down, go to the River Bank, and forward.
- Use the PLOW on the horse (N).
- Take the 11/11 TOMBSTONE (O).
- Walk down twice and look at the tombstone mini-game.
- Place the 11 TOMBSTONES on the circles to begin.
- Arrange the tombstones so that those in the same circle have similar elements (P), like having a rectangular base or a cross.
- Some will belong to several circles.
- Enter the hole (Q).
- Take the iron pipe and use it on the brake (R).
- Take the KNIFE (S).
- Enter the tunnel (T).
- Use the KNIFE to cut the ropes in numerical order so they knock down the bags (1-8).
- Wait for the rope to stop swinging before making cut number 8.
- There are 3 levels.
- Take the IRON PIPE (U).
- Take the WET ROPE (V).
- Use the WET ROPE on the bars followed by the IRON PIPE (W).
- Walk forward and look at the crates in the water.
- Move from the starting point (A) to the crystal (B) by tipping the boxes.
- The number on the box tells how many boxes are stacked.
- Press the arrows right x 2, up, right x 5, down x 2, left x 4, up x 2, right, up, left x 2, up, right x 4, up, right, down x 2, right x 2, and up x 2.
- See the screenshot for the path and pattern of the boxes (C).
- Drag the tiles to create a continuous path.
- Drag row D left 1 tile, column G down 2 tiles, column F down 1 tile, row E left 1 tile, and row D left 1 tile.
- Out solution is shown here (H).
- Take the HABSBURG CROSS (I).
- Take Lincoln's hand (J).
Chapter 4: The White House, 1876
- Take the BRUSH (A).
- Use the BRUSH on the web (B).
- Look at the mirror (C).
- Select pieces with the same shape (color-coded).
- Take the SMALL DESKTOP MIRROR (D).
- Walk forward.
- Talk to Mary (E).
- Note the stairs (F).
- Look at the mirror (G).
- Restore the 2 mirrors (H).
- Drag and place the pieces in numerical order (1-15).
- You will earn the LARGE DESKTOP MIRROR.
- Go down the stairs.
- Take the reward poster and the 1/2 LOCK PLATE (I).
- Take the BAS-RELIEF (J).
- Look at the lock (K).
- Walk down twice and select the cabinet on the right.
- Play the HOP to earn the 2/2 LOCK PLATE (L).
- Walk forward and go down the stairs.
- Place the 2 LOCK PLATES in the lock (M).
- Talk to Lincoln to receive the BEDROOM KEY (N).
- Walk down.
- Use the BEDROOM KEY on the door and enter (O).
- Use the HABSBURG CROSS on the shadows (P).
- Use LINCOLN'S AXE on the stump (Q).
- Place the BAS-RELIEF by the fireplace (R).
- Place the SMALL DESKTOP MIRROR on the mantle (S).
- Place the LARGE DESKTOP MIRROR on the nightstand (T).
- Pull the cloth from the mirror (U).
- Take the LOCKET from Mary (V).
- Walk down twice.
- Talk to Lincoln (W).
- Place LINCOLN'S AXE in the frame (X).
- Enter the portal in the mirror (Y).
Chapter 5: Enid, 1905
- Show the LOCKET to Jesse James (A).
- Take the 1/7 PIECE OF SKETCH (B).
- Move the board and take the 2/7 PIECE OF SKETCH (C).
- Take the 3/7 PIECE OF SKETCH (D).
- Enter the Wagon (E).
- Read the note and take the SCRAP (F).
- Note the combination lock (G).
- Walk down and enter the hotel.
- Place the SCRAP in the register (H).
- Take the 4/7 PIECE OF SKETCH, BOX OF PAPERCLIPS, and SCREWDRIVER (I).
- Note the door to room 34 (J).
- Look at the key box (K).
- Move the keys so the each of the 4 center boxes add up to 34 (L).
- Take the ROOM 34 KEY (M).
- Use the ROOM 34 KEY in the door lock and go forward.
- Note the frame (N).
- Use the SCREWDRIVER on the trunk lock (O).
- Use the BOX OF PAPERCLIPS on the trunk lock (P).
- Turn the paperclip to find the combination.
- From the starting point (Q), drag the paper clip 2 notches clockwise.
- The paperclip should be positioned at 9 o'clock (R).
- Drag it 3 notches counterclockwise to 3 o'clock (S).
- Last, drag the paperclip 5 notches clockwise (T).
- Select the chest.
- Play the HOP to earn the 5/7 PIECE OF SKETCH (A).
- Note the date on the book, 1865 (B).
- Walk down twice and enter the wagon.
- Enter 1865 on the lock (C).
- Take the ROSARY and the 6/7 PIECE OF SKETCH (D).
- Walk down, go left, and then forward.
- Talk to Jesse James (E).
- Move the blanket and take the 7/7 PIECE OF SKETCH (F).
- Look at the frame (G).
- Place the 7 PIECES OF SKETCH on the frame to activate the mini-game.
- Select a piece to rotate it, and then drag it into position to complete the sketch (H).
- Enter the portal that appears.
Chapter 6: Maxi Oil Company, 1905
- Note the pattern and take the CANDLE (A).
- Note the paths to the Hacienda Gates (B) and the Oil Well (C).
- Go to the Smithy (D).
- Note the scales mini-game on the table (E).
- Look at the furnace (F).
- Take the SHEARS and note the mini-game beneath (G).
- Walk down and go forward to the Oil Well.
- Note the entrance to the Oil Well Pump (H).
- Select the sign (I).
- Rotate the rings to restore the sign.
- Moving one ring may cause others to move.
- Rotate the rings so the text is right side up in this order: I, J, K, L, and M.
- Enter the Oil Well Pump.
- Take the FLINT AND STEEL (N).
- Use the SHEARS on the tile (O).
- Make 2 cuts so the pieces will form a square when put together (P).
- Walk down twice and go left to the Hacienda Gates.
- Place the CANDLE in the lantern and use the FLINT AND STEEL to light it (Q).
- Turn the 3 cubes on the gate to match the screenshot (R).
- Take the photographs and the KEY (S); use the KEY in the lock (T).
- Go forward.
- Talk to John Maxi (A).
- Take the LEVER (B).
- Walk forward.
- Turn over the portrait; take the note and the BLUEPRINT (C).
- Take the PITCHER (D).
- Move the 3 pieces of paper and take the SPY DEVICE (E).
- Select the cupboard (F).
- Play the HOP to earn the TONGS (G).
- Walk down.
- Use the PITCHER on the fountain to get the PITCHER OF WATER (H).
- Walk down twice and enter the Smithy.
- Use the TONGS to take the 8 UNITS OF GOLD (I).
- Select the scales mini-game on the left.
- Place the 8 UNITS OF GOLD on the left platform (J).
- Move the crucibles to get 4 units in one of the containers.
- Move J to K, K to L, L to J, K to L, J to K, and K to L.
- You will earn the 4 UNITS OF GOLD.
- Select the table mini-game on the right.
- Place the LEVER on the device and close the lid (M).
- Use the 4 UNITS OF GOLD on the opening (N).
- Turn the lever, and then use the PITCHER OF WATER on the opening.
- Open the lid, release the lever, and take the RING BLANK (O).
- Place the BLUEPRINT in the device (P).
- Place the RING BLANK in the center (Q).
- Use the FLINT AND STEEL on the candle (R).
- Look at the chart (S), and then select the 2 colored gems (T) that make the color in the lighted area (U).
- The pairs in order are (green, blue), (yellow, purple), (red, blue), (green red), (light blue, purple), and (yellow, light blue).
- You will earn the WEDDING RING.
- Walk down, go to the Hacienda Gates, and walk forward.
- Give the WEDDING RING to John Maxi (V).
- You will receive the ENGINE KEY.
- Walk down twice, go to the Oil Well, and enter the Oil Well Pump.
- Use the ENGINE KEY on the lock (W).
- Place the gears to make both side gears turn (X).
- Walk down twice, and go left twice.
- Take the potion recipe (Y).
- Enter the fountain (Z).
Chapter 7: Den of Witches, 1905
- Take the ONYX KEY (A).
- Note the Lock Mechanism (B) and the path to the Wall of Elements (C).
- Use the SPY DEVICE on the lock (D).
- Drag the magnet (E) in the opposite direction of how you want the ball to move.
- Release the magnet if you run out of room.
- Move the ball (F) to the end (G).
- Enter the Pantry.
- Take the SAPPHIRE KEY (H).
- Select the table (I).
- Select matching pieces of greenery (color-coded).
- Take the HYSSOP LEAVES (J).
- Walk down and look at the Lock Mechanism.
- Enter the pattern from the left signpost to open the left door (K).
- Refer to your journal for the code (L).
- Enter the left door.
- Take the DIAMOND KEY (M).
- Take the VESSELS (N).
- Walk forward.
- Take the POUCH OF GUNPOWDER (O).
- Walk down twice and look at the Lock Mechanism.
- Enter the pattern from the right signpost (P) and enter the right door.
- Take the SILVER POT (Q).
- Select the niche (R).
- Place the VESSEL on the mechanism.
- Turn the valves to move 16 units of water in to the center tube.
- Turn Sx2 and Tx1.
- Take the RUBY KEY (U).
- Walk down and go forward to the Wall of Elements.
- Place the DIAMOND KEY in the wind symbol (A) and the SAPPHIRE KEY in the water symbol (B).
- Place the RUBY KEY in the fire symbol (C) and the ONYX KEY in the earth symbol (D).
- Walk forward.
- Take the 1/2 SILVER PLATES (E).
- Note the 2 frames (red).
- Walk forward.
- Take the 1/2 GOLDEN PLATE (F).
- Note the path to the Statue Room (G).
- Walk right to Quantrill's Room (H).
- Show the LOCKET to Quantrill (I).
- Hang the SILVER POT on the hook (J).
- Use the PITCHER OF WATER on the pot (K).
- Use the FLINT AND STEEL on the wood (L).
- Use the POUCH OF GUNPOWDER on the wood, and then add the HYSSOP LEAVES to the pot.
- Place the ROSARY BEADS on the wood.
- Take the 2/2 SILVER PLATE (A) and the ASHES (B).
- Place the HABSBURG CROSS on the stand (C).
- Note the code that appears (D).
- Walk down and go left to the Statue Room.
- Take the 2/2 GOLDEN PLATE (E).
- Note the door in the floor (F).
- Walk down twice.
- Place the 2 SILVER PLATES in the left frame and use the ASHES on the plates (G).
- Select the 4 symbols from the code (H).
- Place the 2 GOLD PLATES in the right frame followed by the ASHES (I).
- Select the 4 symbols from the code (J).
- Walk forward, go left, and enter the door in the floor.
- Congratulations! You have completed Midnight Mysteries: Witches of Abraham!
Created at: 2013-10-27