Walkthrough Menu
- General Tips
- Chapter 1: Police Station
- Chapter 2: Landon's House
- Chapter 3: Cramer's House
- Chapter 4: The Quarry
- Chapter 5: The Factory
- Chapter 6: The TV Tower
General Tips
- This is the official guide for Mystery Tales: The Other Side.
- 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.
- A match-3 game can be played instead of an HOP.
- Use the Map to fast travel to a location.
Chapter 1: Police Station
- Talk (A).
- Go (B).
- Open (C). Take Note, Tasks book, GLASSES CASE and UMBRELLA.
- Play HOP (D); receive OILER.
- Use OILER (E); take PUZZLE PART 1/2, ANTENNA, SCREWDRIVER and Note.
- Expand ANTENNA; take EXTENDED ANTENNA.
- Use UMBRELLA (F); use EXTENDED ANTENNA; receive SPATULA.
- Use SPATULA (G); take HOUSE KEY.
- Insert HOUSE KEY (H).
- Enter.
- Take HAIRPIN (I), NOTEBOOK and PICTURES 1/3. Read Note.
- HAIRPIN on GLASSES CASE.
- Solution: (Easy) E-D-B-A-F-C (J).
- Solution: (Hard) D-F-E-B-A-G-C-H (K).
- Read Note (L); take Special Glasses.
- Use Special Glasses (M).
- Take Casket (N). Take PICTURES 2/3 and SCREW.
- Take Map (O). Use SCREW and SCREWDRIVER. Take PINS AND THREAD and DISCHARGED NAVIGATOR.
- Add PINS AND THREADS (P).
- Solution: (Q). Take BOOK COVER AMULET.
- Move down.
- BOOK COVER AMULET on NOTEBOOK; take PUZZLE PART 2/2 and PHONE NUMBER. Read Note.
- Read (R). Add PUZZLE PART.
- Solution: (Easy) Hx6-E-C-Hx5-B-C-H-B-A-Gx6-E-F-G-D-E-H-E-F (S).
- Solution: (Hard) C-D-J-B-C-J-B-A-Ix2-C-D-Jx6-E-F-C-F-Jx2-G-H (T).
- Take NAIL FILE and PICTURES 3/3.
- Enter.
- Add PICTURES (U).
- Solution: (Easy) (V).
- Solution: (Hard) (W).
- Take WALLET and TOY MOUSE.
- Move down.
- Use TOY MOUSE (X). Take BROKEN PENCIL and HANDKERCHIEF.
- Enter.
- Use HANDKERCHIEF (Y); receive GLASS SHARD. Take ELECTRICAL TAPE.
- Use GLASS SHARD (Z); take USB CHARGER and Note.
- Use ELECTRICAL TAPE (A). Add PHONE NUMBER. Take STATION ADDRESS.
- Move down.
- USB CHARGER to DISCHARGED NAVIGATOR; receive NAVIGATOR.
- Add NAVIGATOR (B), then STATION ADDRESS.
- Solution: (Easy) (C).
- Solution: (Easy) (D).
- Solution: (Hard) (E).
- Solution: (Hard) (F).
- Solution: (Hard) (G).
- Examine (H).
- Use Special Glasses (I).
- Use NAIL FILE (J). Take SAFETY PIN.
- SAFETY PIN on WALLET. Take TWEEZERS and COINS 1/3-3/3.
- Take POLICE BANDAGE (K). Insert COINS.
- Play HOP (L); receive PENCIL SHARPENER.
- BROKEN PENCIL on PENCIL SHARPENER; receive PENCIL.
- Take BATON (M). Use PENCIL.
- Solution: (Easy) (N).
- Solution: (Hard) Ex2-Ax2-Bx2 (O).
- Take STUN GUN (P) and Note.
- Use STUN GUN (Q).
- Enter.
- Talk (R).
- Take GUN MAGAZINE (S). Use POLICE BANDAGE; take SPIGOT and LIGHTER.
- Take ROPE (T).
- Move down.
- Tie ROPE into SMALL NOOSE.
- Use SMALL NOOSE (U). Take EMPTY GLASS and CASE KEY.
- Enter Police Station.
- Add SPIGOT (V) and EMPTY GLASS. Take GLASS OF WATER.
- Try to open (W). Use BATON. Take FIRST AID KIT. Insert CASE KEY; take UNLOADED GUN, STETHOSCOPE PART and MEDICINAL EMBLEM PART 1 /2.
- Use TWEEZERS (X); receive MEDICINAL EMBLEM PART 2/2.
- MEDICINAL EMBLEM PART on FIRST AID KIT.
- Solution: (Easy) (G-F)-(H-E)-(E-F)-(B-D)-(D-C)-(C-A)-(A-B)-(B-C)-I (Y).
- Solution: (Hard) (J-L)-(L-N)-(I-J)-(J-L)-(M-O)-(K-M)-(O-P)-(M-O)-(L-N)-(J-L)-(I-J)-(I-K)-(K-M)-(I-K)-(K-M)-(I-J)-(J-L)-(M-O)-(N-P)-(O-P)-(N-P)-(O-M)-(D-F)-(B-D)-(F-H)-(D-F)-(F-H)-(G-H)-(F-H)-(B-D)-(D-F)-(A-B)-(A-C)-(C-E)-(A-C)-(D-F)-(B-D)-(A-C)-(A-B)-(B-D)-(A-B)-(A-C)-(C-E)-(D-F)-(A-B)-Q (Z).
- Take SEDATIVE (A).
- SEDATIVE in GLASS OF WATER; receive LIQUID SEDATIVE.
- Offer LIQUID SEDATIVE (B).
- Take ACCESS CODE (C).
- Add ACCESS CODE (D).
- Solution: (Easy) (E).
- Solution: (Hard) B-A-C to match screenshot E (F).
- Move forward.
- Examine (G); open; take BULLET. Use LIGHTER; open; take HAMSTER FOOD and BROKEN STETHOSCOPE.
- GUN MAGAZINE and BULLET on UNLOADED GUN; receive LOADED GUN.
- Use LOADED GUN (H).
- Play HOP (I); receive JONATHAN'S BRACELET.
- Take DEAD BATTERY (J). Add JONATHAN'S BRACELET; read Note. Take POLICE BADGE 1/3 and STETHOSCOPE HEADPHONES.
- Move down.
- Add HAMSTER FOOD (K), then DEAD BATTERY. Take CHARGED BATTERY.
- STETHOSCOPE PART and STETHOSCOPE HEADPHONES on BROKEN STETHOSCOPE; receive STETHOSCOPE.
- Use STETHOSCOPE (L).
- Solution: (Easy) Cx3-Bx2-Ax3; (Hard) Ax2-Cx3 (M).
- Take KEYCHAIN, HEX KEY and HANDLE (N).
- Move forward.
- Insert DEAD BATTERY (O). Take POLICE BADGE 2/3.
- Remove (P). Add HANDLE. Find items; take SHERIFF STAR.
- Go to Outside the Police Station.
- Insert SHERIFF STAR (Q). Take NEWSPAPER and POLICE BADGE 3/3.
- Insert POLICE BADGE (R). Take JUMPER CABLES, FLASHLIGHT and FLASH DRIVE.
- Return to Archive.
- Insert FLASH DRIVE (S).
- Solution: (Easy) B-A-B-A-B (T).
- Solution: (Hard) Ax2-B-A-B-A-B-A-Bx3 (U).
- Press Print (V). Take COMBINATION.
- Add COMBINATION (W).
- Solution: (Easy) (T-U)-(L-T)-(S-R)-(K-S)-(J-K)-(P-O)-(I-P)-(G-C)-(D-I)-(B-G)-(C-B)-(A-C)-(B-A)-(G-B)-(I-D)-(P-I)-(T-L)-(U-T)-(Q-U)-(L-Q)-(O-P)-(K-O) (X).
- Solution: (Hard) (G-I)-(H-G)-(C-A)-(V-C)-(D-H)-(B-V)-(A-B)-(C-A)-(O-K)-(N-O)-(J-S)-(M-J)-(S-M)-(O-N)-(K-O)-(I-K)-(H-D)-(G-H)-(V-I)-(H-G)-(L-Q)-(P-H)-(O-P)-(K-O)-(I-L)-(J-I)-(F-K)-(I-V)-(K-F)-(L-J)-(O-I)-(N-O)-(J-S)-(F-K)-(G-F)-(H-G)-(P-H)-(O-P)-(K-N)-(F-O)-(G-K)-(H-G)-(D-H)-(V-C)-(H-D)-(G-H)-(K-F)-(I-G) (Y).
- Open (Z). Take LANDON'S ADDRESS; read Note.
- Go to Outside the Police Station.
- Offer LANDON'S ADDRESS (A).
Chapter 2: Landon's House
- Use HEX KEY (B); take MAGNET.
- Use JUMPER CABLES (C). Take NAIL and BROKEN WIRE CUTTER.
- Add NEWSPAPER (D), then NAIL. Insert Key in keyhole.
- Enter.
- Pull (E).
- Add KEYCHAIN (F); take SCREW and BATTERIES.
- Take BROKEN TAPE PLAYER (G).
- BATTERIES in FLASHLIGHT.
- Take BELT (H) and album. Turn pages; take CHEST EMBLEM 1/2. Use FLASHLIGHT; take GLOVE.
- Use MAGNET (I). Take WAXED JAR and KNIFE.
- Move down.
- Use GLOVE (J); take PLASTIC BAG, CHEST EMBLEM 2/2 and WIRE CUTTER PART.
- SCREW and WIRE CUTTER PART on BROKEN WIRE CUTTER; receive NIPPERS.
- Use KNIFE (K); take STATUE'S EYES 1/2. Use NIPPERS; receive SPEAKER.
- Enter Landon's House.
- Add CHEST EMBLEM (L).
- Solution: (Easy) (F-C)-(L-H)-(E-J)-(D-E)-(G-M)-(K-B)-(C-D)-(A-G)-(D-C) (M).
- Solution: (Hard) (F-C)-(L-M)-(E-J)-(A-E)-(K-H)-(C-A)-(D-C)-(H-B)-(C-D)-(A-C)-(M-H)-(G-F)-(J-M)-(E-L)-(F-K)-(C-A)-(D-G)-(L-C)-(G-E)-(C-G)-(A-C)-(M-J) (N).
- Play HOP (O); receive CASSETTE.
- SPEAKER to BROKEN TAPE PLAYER. Open; add CASSETTE. Receive PLAYER WITH CASSETTE.
- Use PLAYER WITH CASSETTE (P).
- Enter Laboratory.
- Use Special Glasses (Q).
- Take NITROGEN (R). Add PLASTIC BAG, then BELT. Open, add WAXED JAR. Take JAR and STATUE'S EYES 2/2.
- Open (S). Take HAMMER.
- Use NITROGEN (T), then HAMMER. Find bottles; take RUST CLEANER.
- Go to Outside Landon's House.
- Add STATUE'S EYES (U); take BRUSH, HOSE and BONE.
- Enter.
- Use RUST CLEANER (V); open; take FIRE ALARM CODE.
- Offer BONE (W); take PUPPY.
- Move down.
- Use PUPPY (X); take COIN and PASSWORD.
- Return to Laboratory.
- Add FIRE ALARM CODE (Y).
- Solution: (Easy) (H-G-D)-(B-F)-(A-C)-(F-E)-(P-I)-(E-F)-(T-R-J-K-G-H)-(O-T-R-J-K)-(Q-T-O) (Z).
- Solution: (Hard) (I-E-C)-(B-G)-(V-E)-(C-D)-(A-C)-(J-N-P-K-M)-(S-V)-(V-Q)-(E-I)-(M-K-T)-(R-S)-(T-K-M)- (S-O-P-K)-(M-L)-(G-F)-(K-T-R-J)-(F-G) (A).
- Open PASSWORD; receive KEYWORDS.
- Use BRUSH (B). Take CORKSCREW and LOCKPICK. Press Button. Take laptop. Read Note. Open. Press. Add KEYWORDS.
- Solution: (C).
- Solution: (D).
- Solution: (E). Receive CRAMER'S ADDRESS.
- Return to Outside Landon's House.
- Offer CRAMER'S ADDRESS (F).
Chapter 3: Cramer's House
- Use CORKSCREW (G). Add HOSE and JAR. Take FUEL.
- Pour FUEL (H). Pull. Take DOOR KNOCKER and KNIFE.
- Add DOOR KNOCKER (I).
- Enter.
- Talk (J).
- Take CLOSED MED KIT (K).
- Use Special Glasses (L).
- Read Note (M). Take CORKSCREW. Use KNIFE; take COTTON; read Note.
- Use COIN (N); read Note; take LATCH.
- Use LOCKPICK (O). Take SPONGE.
- Move down.
- Insert LATCH (P).
- Play HOP (Q); receive GLOVE.
- Use GLOVE (R); take CADUCEUS EMBLEM.
- CADUCEUS EMBLEM on CLOSED MED KIT; take LIGHTER. Add COTTON; take AMMONIA.
- Use LIGHTER (S); take EMPTY WATERING CAN.
- Enter.
- Use AMMONIA (T).
- Take DOOR TOKEN (U).
- Add DOOR TOKEN (V).
- Solution: (Easy) (A-J)-(F-A)-(J-F)-(D-G)-(E-J)-(C-E)-(B-L)-(G-C)-(J-B)-(L-D) (W).
- Solution: (Hard) (B-K)-(D-G)-(K-D)-(C-B)-(G-C)-(E-L)-(B-E)-(L-B)-(A-I)-(F-A)-(I-F) (X).
- Enter Cramer's Office.
- Take PLUNGER (Y). Use CORKSCREW; take FRAME DECORATION.
- Insert FRAME DECORATION (Z). Take DETERGENT and CHISEL.
- Use DETERGENT (A), then SPONGE. Press B-A-C-D. Read Note. Take HAMMER and BROKEN COMPASS.
- Use PLUNGER (B); examine. Take CASE ARROW.
- Move down.
- Insert CASE ARROW (C).
- Solution: (Easy) Cx2-Dx4-B-D-C-A-C-D-B-Ax3-Cx3-Ax2-Bx3-Dx6-Ax6-C-D-B-D-Cx2-B-Ax2-Cx2-Dx6-C-D-B-C-Dx2-Ax4-B-A-C-D-Cx2-Ax3-Bx4-Dx2-B-D-C-A-C-Dx4-B-D-C-A-C-D-B-Ax4-Cx2-A-Bx2-D-Bx2-Ax2-C-D-B-D-C-A-C-Dx4-C-D-B-A-B-D (D).
- Solution: (Hard) Cx2-Dx4-Bx2-A-C-D-C-Ax3-B-Ax2-C-Dx8-B-D-C-A-C-D-B-Ax3-Cx2-Bx2-Ax2-Cx3-Dx6-C-D-B-Dx7-Bx2-D-A-Cx2-Dx2-Bx2-A-B-Dx5-C-Ax2-Bx2-A-Cx2-D-Cx2-Ax3-Bx3-Dx2-B-D-C-A-C-Dx5-Ax4-Cx2-A-Bx2-D-Bx2-Ax2-C-D-B-D-C-A-C-Dx4-B-D-C-A-C-D-B-Ax5-B-Ax4-C-D-B-Dx3-Cx3-Ax2-Bx2-A-B-Dx3-B-D-C-A-C-Dx4-C-D-B-A-B-D (E).
- Read Note (F); take BOW EMBLEM.
- Move down.
- Use CHISEL (G), then HAMMER. Take COMPASS PART. Add EMPTY WATERING CAN; take FULL WATERING CAN.
- Touch (H). Use FULL WATERING CAN; take NUT and CLOCK HANDS 1/2.
- Return to Cramer's Office.
- Insert BOW EMBLEM (I); take PENCIL.
- COMPASS PART and PENCIL on BROKEN COMPASS; receive COMPASS.
- Add COMPASS (J). Receive CRYSTALS COORDINATES. Take CLOCK HANDS 2/2.
- Move down.
- Remove (K). Add CLOCK HANDS; take FILE and MINER EMBLEM.
- Add MINER EMBLEM (L); take FILM REEL.
- Enter Cramer's Office.
- Add FILM REEL (M) and NUT. Take METAL PLATE and TRUNK KEY.
- Read Note (N). Insert TRUNK KEY.
- Play HOP (O); receive QUARRY LOCATION.
- Return to Outside Cramer's House.
Chapter 4: The Quarry
- Use Special Glasses (P).
- Take EXTENSION CORD (Q).
- Take MAGNET (R). Add EXTENSION CORD; take STAKE and CLOTH.
- Use FILE (S); take ROPE LADDER.
- Remove (T). Add STAKE and ROPE LADDER. Take AXE and INSECTICIDE RECIPE.
- Use AXE (U).
- Enter.
- Use METAL PLATE (V); take MOSS.
- Take ACID (W). Use CLOTH; take MINER'S EMBLEM.
- Add MINER'S EMBLEM (X).
- Solution: (Easy) C-D-B-A-D-C-A-B-A-B-D-B-D-B-C-D-B-C-B-A-C-A-C-D-B-A-C-D-B-A-B-D-B-D-B-A-C-D-B-A-C-A-C-A-C-D-B-A-D-C-A-C-D-A-B-D-A-C-D-B-A-B-D-B-D-C (Y).
- Solution: (Hard) A-D-C-A-C-D-B-A-B-D-B-D-C-D-B-A-B-D-B-A-B-C-A-C-D-B-A-B-D-B-D-B-C (Z).
- Take INSECTICIDE POWDER (A); read Note; take DETONATOR HANDLE.
- Add DETONATOR HANDLE (B).
- Solution: (Easy and Hard) (C).
- Solution: (Easy and Hard) (D).
- Move forward.
- Use MAGNET (E); take WRENCH.
- Take SAW (F). Use ACID; take JACK.
- Use SAW (G); take WHEEL.
- Take BOTTLE OF WATER (H).
- Move down.
- Add WHEEL (I); replace bolt; use WRENCH. Pull. Take BROKEN SLINGSHOT and LEVERS 1/3.
- Move down.
- MOSS, BOTTLE OF WATER and INSECTICIDE POWDER on INSECTICIDE RECIPE; receive INSECTICIDE.
- Use INSECTICIDE (J); take PLIERS and SLING.
- Use JACK (K).
- Solution: Bx2-C-B-A (L).
- Take RAZOR (M).
- Use PLIERS (N); take LEVERS 2/3 and PAPER.
- Enter.
- Use RAZOR (O).
- Play HOP (P); receive DEMONIC AMULET.
- Insert DEMONIC AMULET (Q). Take LEVERS 3/3 and STONE.
- Move forward.
- SLING and STONE on BROKEN SLINGSHOT; receive SLINGSHOT.
- Use SLINGSHOT (R).
- Solution: (Easy and Hard) (S).
- Take SHOVEL (T) and WIRE.
- Add LEVERS (U); take PLIERS and CROWBAR.
- Use CROWBAR (V); take DUCT TAPE. Use SHOVEL; take DRILL BATTERY and BROKEN FLASK.
- Remove (W). Add WIRE, then DUCT TAPE.
- Move forward.
- Take INCOMPLETE DRILL (X). Read Note. Use PLIERS; take VALVE HANDLE.
- Remove (Y); add PAPER.
- Solution: (Easy and Hard) Solution is random but starts as shown in screenshot (Z).
- Take ENTRANCE CODE (A).
- Add ENTRANCE CODE (B).
- Move forward.
Chapter 5: The Factory
- Take CABLE (C).
- Add CABLE (D). Take PUZZLE PART.
- Add PUZZLE PART (E).
- Solution: (Easy) A-B-C-D-E (F).
- Solution: (Hard) A-B-C-D-E-F-G-H (G).
- Take DRILL BIT (H) and COGWHEELS 1/4.
- DRILL BATTERY and DRILL BIT on INCOMPLETE DRILL; receive DRILL.
- Use DRILL (I); take COGWHEELS 2/4 and SCREW.
- Return to Mine Elevator.
- Add VALVE HANDLE (J).
- Play HOP (K); receive FIREFIGHTER'S EMBLEM.
- Insert FIREFIGHTER'S EMBLEM (L); take DEVIL'S HORN.
- Move down.
- Attach DEVIL'S HORN (M); take COGWHEELS 3/4 and ROD.
- Return to Store Room.
- Take COGWHEELS 4/4 (N).
- Add COGWHEELS (O); take BROKEN GLASS CUTTER and CORD.
- Add CORD (P).
- Solution: (Easy and Hard) Sliders to match screenshot, Ax4 (Q); Sliders to match screenshot, B (R).
- Take TRAIN KEY (S).
- Move forward.
- Insert TRAIN KEY (T); pull.
- Take GLASS CUTTER BLADE (U).
- GLASS CUTTER BLADE and SCREW on BROKEN GLASS CUTTER; receive GLASS CUTTER.
- Use GLASS CUTTER (V); take SAFE NUMBER 1/3, WALNUT and MACHINE BUTTON.
- Insert ASSEMBLY LINE BUTTON (W). Take SAFE NUMBER 2/3-3/3. Take CHEST EMBLEMS 1/3. Place BROKEN FLASK; take FLASK.
- Add SAFE NUMBER (X).
- Solution: (Easy) A-C-Ax2-B-Ax4-C-B-Ax3-C-Ax2-B-Ax5-B-C-Ax2-C-Ax4-B-Ax3-C-Ax6; (Hard) A-C-Ax2-B-Ax4-C-Ax3-C-Ax4-B-Ax3-C-Ax3-B-A-C-Ax4-B-Ax6-B-Ax5-B-Ax7-C-Ax5 (Y).
- Take FLASH DRIVE (Z).
- Return to Store Room.
- Insert FLASH DRIVE (A); take STONE AMULET, BICHROMATE and CHEST EMBLEMS 2/3.
- Move forward.
- Insert STONE AMULET (B); take KNIFE.
- Move forward.
- Use KNIFE (C); take VALVE and BULLET.
- Add VALVE (D); take BRUSH, HEX WRENCH and CHEST EMBLEMS 3/3; insert ROD. Take SOLVENT RECIPE. Add WALNUT; turn rod; take NUT.
- Move down.
- Add CHEST EMBLEMS (E).
- Play HOP (F). Solution (Easy and Hard). Receive PHOSPHORIC ACID.
- Move down.
- Offer NUT (G). Take BOWL OF WATER.
- Move forward.
- BOWL OF WATER, BICHROMATE, PHOSPHORIC ACID and FLASK on SOLVENT RECIPE; receive SOLVENT.
- Pour SOLVENT (H); open; take UNLOADED GUN and SHARP TOOTH.
- Move forward.
- BULLET in UNLOADED GUN; receive LOADED GUN.
- Use LOADED GUN (I).
- Enter Secret Room.
- Use Special Glasses (J).
- Use BRUSH (K); take SKULL EMBLEM and BRUSH.
- Take GARGOYLE (L). Insert SKULL EMBLEM.
- Solution: (Easy) D-F-A-E-C-D-A-E-C-Fx2; (Hard) C-E-D-C-E-D (M).
- Take CRYSTALS (N). Break away.
- Add GARGOYLE (O). Take PALETTE. Use HEX WRENCH; take CHESS PIECE.
- Add CRYSTALS (P); take CORK and CODE 1/2.
- Move down.
- Add CHESS PIECE (Q). Take HOSE and CODE 2/2.
- Enter Secret Room.
- Add CODE (R).
- Solution: (Easy) Ax2-B-Dx2-E-I-G-H-F-G-H (S).
- Solution: (Hard) Ax2-Cx2-D-E-F-H-J-G-J-K (T).
- Enter Hallway.
- Use SHARP TOOTH (U); take MALLET, SOCKET WRENCH and ROPE.
- Insert CORK (V). Take RED PAINT.
- RED PAINT and BRUSH on PALETTE; receive PALETTE AND BRUSH.
- Use PALETTE AND BRUSH (W). Take CHISEL, BROKEN WELDER and SMALL HOOK.
- Move down.
- Use CHISEL (X), then MALLET. Take TENTACLE PART and GAS TANK.
- Enter Hallway.
- HOSE and GAS TANK on BROKEN WELDER; receive WELDER.
- Use WELDER (Y).
- Enter News Studio.
- Take TENTACLE PART (Z) and HACKSAW.
- Use ROPE (A); take TENTACLE PART and GEMSTONES 1/3.
- Use HACKSAW (B); take LEVER.
- Use SOCKET WRENCH (C); remove.
- Play HOP (D); receive MICROPHONE RING.
- Insert MICROPHONE RING (E); take RUBBER SCRAPER. Use SMALL HOOK; take HEART AMULET.
- Move down.
- TENTACLE PARTS on TENTACLE PART; receive TENTACLE EMBLEM.
- Insert TENTACLE EMBLEM (F). Take HAIR PIN and GEMSTONES 2/3.
- Insert LEVER (G); take TOKEN.
- Move down.
- Move items (H). Insert HEART AMULET; take GEMSTONES 3/3 and BROKEN TOKENS EMBLEM.
- Insert GEMSTONES (I); take JUMPER CABLE and TOKEN.
- Return to News Studio.
- Use RUBBER SCRAPER (J); take TOKEN. Use HAIRPIN; take HANDKERCHIEF.
- TOKENS on BROKEN TOKENS EMBLEM; receive TOKENS EMBLEM.
- Insert TOKENS EMBLEM (K).
- Solution: (Easy) E-G-F-Ax2-G-E-F-C-E-D-G-B-F-A-G-E-F-C-E-B-F-D-G-A-G-E-F-C-E-B-F-D-G-Ax2-F-E-G (L).
- Solution: (Hard) F-C-E-A-Cx2-E-F-A-G-E-A-G-A-B-A-F-Ax2-D-G-F-A-Dx2-G-Cx3-E-A-Bx2-F-G-A-F-Cx4-E-A-E-Cx2-A-E-Dx3-G-A-D-G-A-Bx4-F-E-A-G-A-F (M).
- Take CAN OPENER (N) and MICROPHONE.
- Insert MICROPHONE (O); take CAMERA PIECE.
- Examine (P); place CAMERA PIECE. Take BATTERY.
- Insert BATTERY (Q); examine. Open; take TWEEZERS and CARD.
- Move down.
- Insert CARD (R).
- Solution: (Easy) Ax2-Bx4-Cx6-Ex4-Hx6-L-S-L-U-N-Dx2-U-Kx6-T-R-O-M-Cx6-Q-T-R-O-M-P-M-O-R-T-Q-Ex4-O-R-T-Jx4-Fx2 (S).
- Solution: (Hard) Ax2-Bx4-CX6-Ex4-L-S-O-R-T-Q-L-P-M-O-R-T-Q-Ex4-O-M-P-U-Kx6-R-N-Dx2-T-R-O-M-P-O-R-T-O-Bx6-Jx4-Cx6-Fx2 (T).
- Take PUNCH CARD (U).
- Read note (V); remove. Insert PUNCH CARD.
- Receive ACCESS CARD.
- Use ACCESS CARD (W).
- Talk (X).
- Take CASE BUTTON (Y).
- Use Special Glasses (Z).
- Use HANDKERCHIEF (A); take REGULATORS 1/2. Add JUMPER CABLE; take BRUSH and REGULATORS 2/2.
- Take CRYSTAL RING (B). Use TWEEZERS; take TRANSISTOR. Use CAN OPENER; take ANTENNA.
- Insert TRANSISTOR (C); play HOP; receive MAGNETIC DEVICE.
- Insert CASE BUTTON (D); take BROKEN RADIO SET. Try to take; use MAGNETIC DEVICE; take HAIRPIN.
- Use HAIRPIN (E).
- Take MICROCIRCUIT (F).
- Lift (G); insert MICROCIRCUIT. Take LOCKPICK, SPONGE and SPEAKER.
- REGULATORS, ANTENNA and SPEAKER on BROKEN RADIO SET.
- Solution: (Easy) Ax3-Bx2-Ex3-C-Fx3-Dx2 (H).
- Solution: (Hard) Ax3-D-Cx2-Ex2 (I).
Chapter 6: The TV Tower
- Use Special Glasses (J).
- Take COINS 1/2 (K).
- Take STICK (L). Use CRYSTAL RING; take ZIP TIE.
- Use STICK (M); take AXE and SCARF.
- Use SCARF (N), then ZIP TIE.
- Move forward.
- Take CODE 1/3 (O). Use AXE; take NOZZLE.
- Take COINS 2/2 (P). Use BRUSH; take DUCT TAPE. Add SPONGE; receive SPONGE WITH VINEGAR.
- Insert COINS (Q).
- Solution: (Easy and Hard) 1: D-C-A-Cx2 (R); 2: D-C-D-B-Ax2-C-Dx2-C-A-C (S); 3: A-C-D-B-D-C-Ax2-B-Dx2-B-A-Cx3 (T).
- Solution: (Hard) 4: D-B-A-C-D-Cx2-A-C (U); 5: C-A-Bx4-D-C-A-Cx3-D-C (V).
- Take LATCH (W) and CODE 2/3.
- Use SPONGE WITH VINEGAR (X); take JACKSCREW and CODE 3/3.
- Move down.
- Add CODE (Y).
- Solution: (Easy) Gx3-Hx3-Ex2-Fx3-Ax2-Cx2-Fx3 (Z).
- Solution: (Hard) Bx3-Ex3-Fx3-Ax3-Dx3-Fx3-Ex2-Hx3-Ax2-Cx2-Fx3-Ax2-Gx3-Ax2-G-Cx2-Gx3-Cx2 (A).
- Play HOP (B); receive SMELLING SALTS.
- Use SMELLING SALTS (C). Take CAR TOKEN.
- Try lock (D), then use LOCKPICK. Take BROKEN FLAMETHROWER. Insert CAR TOKEN; take GAS TANK and BROKEN STONE.
- Move forward.
- NOZZLE and GAS TANK on BROKEN FLAMETHROWER; receive FLAMETHROWER.
- Use FLAMETHROWER (E).
- Enter.
- Use Special Glasses (F).
- Take BROKEN LADDER (G).
- Add LATCH (H); take METAL HOOK.
- Take GLUE (I).
- Use DUCT TAPE (J); receive FINGERPRINT.
- Place FINGERPRINT (K); take VALVE.
- Use JACKSCREW (L); take STONE PLATE PART.
- Move down.
- Lift (M). Add VALVE; take CLAWED FORK and GLOVE.
- Move down.
- Use METAL HOOK (N); receive KEYS.
- Return to TV Tower.
- Use KEYS (O).
- Solution: B-Ex3-Cx3-G; A-E-Cx3-J; A-F-C-I; A-C-E-H (P).
- Take CHEST AMULET (Q).
- Move down.
- Add CHEST AMULET (R); take DOG TOY.
- Move down.
- Offer DOG TOY (S); take STONE PART. Use GLOVE; take NUMBER BUTTONS 1/2.
- STONE PLATE PART, STONE PART, then GLUE on BROKEN STONE; receive STONE.
- Add STONE (T); take HAND DRILL, NUMBER BUTTONS 2/2 and METAL STEPS.
- Return to TV Tower.
- Add NUMBER BUTTONS (U).
- Solution: (Easy) B-A-C-B-C-Bx2-Cx3-Bx2-C-B-C-Bx2-Cx2-B-C-D. (Hard) B-D-Ax2-D-C-B-Cx2-D-C-Dx2-C-B-Cx2 (V).
- Enter Storage.
- Use HAND DRILL (W); take FILE.
- Use CLAWED FORK (X); take BOLTS 1/2-2/2 and WALLET.
- Move down.
- Expand BROKEN LADDER; add METAL STEPS and BOLTS; receive LADDER.
- Use LADDER (Y).
- Take DYNAMITE CAP (Z) and SAFE HANDLE.
- Add SAFE HANDLE (A); take CUP WITH SULFUR, HEX WRENCH and DYNAMITE STICK.
- Move down.
- Use FILE (B).
- Play HOP (C); receive BELL EMBLEM.
- Insert BELL EMBLEM (D); take COOLING SPRAY.
- Return to Storage.
- Use HEX WRENCH (E); take CHAIN and GUNPOWDER.
- Add CHAIN (F).
- Solution: (Easy) G-I-J-H-A-I-F-D-C-E-P-F-F-D-I-A-A-G-L-B-Q-I-I-G-B-L (G).
- Solution: (Hard) A-I-F-D-I-A-B-D-P-F-A-K-Q-I-L-N-O-E-H-J-K-I-E-C-N-D-D-B-B-L (H).
- Take BACKPACK (I).
- Move down.
- Open BACKPACK; take ROD, EMPTY FLASK and BRICK.
- Insert BRICK (J); take FLINT AND STEEL, ADJUSTABLE WRENCH and BURNER.
- Open WALLET; read Note; use COOLING SPRAY; take WICK.
- DYNAMITE CAP, WICK, GUNPOWDER and ROD on DYNAMITE STICK; receive DYNAMITE.
- Add DYNAMITE (K), then FLINT AND STEEL. Receive AMP METER.
- Enter Storage.
- Use AMP METER (L).
- Find symbols (M).
- Enter Generator Room.
- EMPTY FLASK, then CUP WITH SULFUR on BURNER; receive ACID.
- Pour ACID (N); take PRUNERS HANDLE.
- Take PRUNERS (O) and DOORS AMULETS 1/2.
- Use ADJUSTABLE WRENCH (P); take KEY.
- Return to TV Tower.
- Insert KEY (Q); take DOORS AMULETS 2/2 and CHEESE.
- Enter Storage.
- Give CHEESE (R); take CLOTH.
- Use CLOTH (S); take STONE.
- Enter Generator Room.
- PRUNERS HANDLE on PRUNERS; use STONE; receive PRUNERS.
- Use PRUNERS (T); take WIRE.
- Insert DOORS AMULETS (U).
- Play HOP (V); receive ELECTRIC CURRENT SCHEME.
- Add ELECTRIC CURRENT SCHEME (W).
- Find wires (X).
- Take TRANSFORMER (Y).
- Add WIRE (Z); remove transformer; add TRANSFORMER. Pull. Take ELECTRO WEAPON.
- Move down.
- Use ELECTRO WEAPON (A). Solution.
- Solution: (Easy and Hard) A-B-C-D-E-F-G-H-I; then select any two to randomly shuffle symbols; find all pairs (B).
- Congratulations! You've completed Mystery Tales: The Other Side.
Created at: 2018-04-15