Walkthrough Menu
- General Tips
- Chapter 1: The Estate
- Chapter 2: The Annex
- Chapter 3: Iris
- Chapter 4: The Ghost Dog
- Chapter 5: The Factory
- Chapter 6: The Sanctuary
General Tips
- This is the official guide for Scarlett Mysteries: Cursed Child.
- 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: The Estate
- Open (A). Read. Take PURSE and Signet.
- Read (B). Take TIN FOIL.
- Add TIN FOIL (C).
- Pull (D). Remove; remove plugs.
- Move down.
- Enter (E).
- Take CRANK (F). Examine.
- Use Signet (G).
- Solution: (H).
- Take CIPHER (I).
- Examine (J). Add CIPHER; enter 7-4-9.
- Open case (K); take book; take CHILD ALBUM, then COIN. Take Map.
- Insert COIN (L). Take TRAIN PART and PLUG 1/3.
- Insert CRANK (M). Take UMBRELLA. Add TRAIN PART; take PLUGS 2/3.
- Move down.
- Use UMBRELLA (N); take CASE KEY.
- Enter Waiting Room.
- Insert CASE KEY (O); take PLUGS 3/3 and TROLLEY MANUAL.
- Move down.
- Add PLUGS (P).
- Solution: (Q).
- Add TROLLEY MANUAL (R). Play HOP.
- Take BROKEN HEDGE TRIMMER (S).
- Take SCREW (T).
- SCREW to BROKEN HEDGE TRIMMER; receive HEDGE TRIMMER.
- Use HEDGE TRIMMER (U); take LANTERN.
- PARAFFIN OIL and TASSEL from LANTERN.
- Use TASSEL (V); receive GREASE.
- Use GREASE (W); open panels.
- Solution: (X).
- Solution: (Y).
- Solution: (Z).
- Solution: (A).
- Solution: (B).
- Enter Main Hall.
- Take CLOCK HAND (C).
- Pull (D).
- EMPTY LIGHTER from PURSE.
- PARAFFIN OIL on EMTPY LIGHTER; receive LIGHTER.
- Use LIGHTER (E). Take HAIR PIN and DRAWING OF A HOUSE.
- Move down.
- Examine (F). Insert CLOCK HAND and HAIR PIN.
- Rotate pins to match screenshot (G). Take PADLOCK, then GLOVES.
- Enter Main Hall.
- Use GLOVES (H); take RIFLE CLASP.
- Use PADLOCK (I).
- Lift (J).
- Move forward.
- Use Signet (K). Solution.
- Insert RIFLE CLASP (L); take HORN.
- Take DRAWING OF DOCTORS (M).
- Add HORN (N).
- Solution: (O).
- Solution: D-E-C; A-B-C-D; C-E-B-D-A (P).
- DRAWING OF A HOUSE and DRAWING OF DOCTORS on CHILD ALBUM.
- Use CHILD ALBUM (Q). Play HOP; receive COOKIE TIN.
- Open COOKIE TIN; take SCOBS and DOLL. Receive EMPTY BOX.
- Use EMPTY BOX (R); receive COAL.
- Take SUGAR TONGS (S).
- Move down.
- Use SUGAR TONGS (T); take GLUE.
- Move forward.
- Add GLUE (U).
- Solution: (V). Take VASE.
- Return to Residence Courtyard.
- Use VASE (W); take VASE WITH WATER.
- Enter Main Hall.
- Open (X). Add COAL, SCOBS, then use LIGHTER. Pour VASE WITH WATER.
- Solution: (Y).
- Solution: (Z).
- Solution: (A).
Chapter 2: The Annex
- Take KNIFE (B) and FORK.
- Take BENT KEY (C).
- Go (D).
- Take LOCKER SEAL (E).
- Move down.
- Add LOCKER SEAL (F); then BENT KEY.
- Solution: (G). Receive GUEST ROOM KEY.
- Insert GUEST ROOM KEY (H).
- Play HOP (I); receive WALKING STICK.
- Go to Rooftop Ropeway.
- FORK on WALKING STICK; remove vial; take WALKING STICK and ECTOPLASM.
- Use WALKING STICK (J); take WRENCH.
- Move down.
- Use WRENCH two times (K); receive CART WHEEL.
- Push (L).
- Use LIGHTER (M). Open; take MIRROR. Move; take CONVEYOR BELT.
- Go to Rooftop Ropeway.
- Use KNIFE (N). Remove. Add CART WHEEL and CONVEYOR BELT. Adjust belt. Pull lever.
- Press (O).
- Open (P).
- Enter (Q).
- Use WALKING STICK (R).
- Solution: Screenshots are an example on how to move cursor (S).
- Take PINCERS (T).
- Open (U). Take MEASURE.
- Use PINCERS (V); take PLANKS 2/4. Use MIRROR, then MEASURE. Examine. Lift.
- Move forward.
- Use Signet (W). Solution.
- Take SLIDE 1/2 (X).
- Go (Y).
- Open (Z). Take BULB.
- Take HIP FLASK (A) and PLANKS 3/4. Read.
- Move down.
- Take PLANKS 4/4 (B). Use HIP FLASK; take ACID.
- Move down.
- Use ACID (C). Take SPEAKER. Open; take ADHESIVE TAPE.
- Add PLANKS (D). Examine; take SIGIL 1/2.
- Move forward.
- Use ADHESIVE TAPE (E); receive GRAPHITE TAPE.
- Go to Archive.
- Add GRAPHITE TAPE (F). Read; take SLIDES 2/2.
- Move down.
- Open (G); remove. Add BULB, then SLIDES. Play HOP; receive SANCTUARY BLUEPRINTS.
- Add SANCTUARY BLUEPRINTS (H). Push buttons; remove top; add DOLL. Take SOUND CYLINDER.
- Go to Archive.
- Add SPEAKER (I) and SOUND CYLINDER. Press. Receive DRAWER NUMBER.
- Add DRAWER NUMBER (J). Open; take CAMERA.
- Move down.
- SIGIL 2/2 from CAMERA.
- Add SIGILS (K).
- Go (L).
Chapter 3: Iris
- Take WINDOW HANDLE (M).
- Insert WINDOW HANDLE (N); turn; take ROUNDED GLASS.
- Open (O); enter.
- Take FEEDER (P).
- Take MAGNIFIER (Q).
- Examine (R); take CHEMICALS LIST.
- Open (S). Take ROLLER KNIFE. Add CHEMICALS LIST. Add FEEDER; take CHEMICALS 1/3-3/3.
- Move down.
- Turn over (T). Remove tape; use ROLLER KNIFE; take PHOTOGRAPHIC PAPER.
- ROUNDED GLASS on MAGNIFIER.
- Use MAGNIFIER (U); note symbols. Examine. Press symbols: Ax2-Bx2-A. Take BROOCH.
- Enter Dark Room.
- Examine (V). Use BROOCH. Examine; take SCREWDRIVER and TWEEZERS.
- SCREWDRIVER on CAMERA; take NEGATIVE.
- Add PHOTOGRAPHIC PAPER (W). Lift lever; insert NEGATIVE. Adjust focus: Ax3. Set timer. Press button. Take CONTACT PRINT.
- Add CHEMICALS (X), TWEEZERS, ECTOPLASM and CONTACT PRINT.
- Remove cap (Y); pour ectoplasm into brown bottle.
- Solution: (C-B)-(B-A)-(B-F), (D-B)-(B-A)-(A-I)-(B-A)-(B-G); (E-A)-(A-B)-(E-A)-(A-B)-(B-H) (Z).
- Use tweezers (A) to pick up contact sheet.
- Use Signet (B). Solution.
- Take SMALL SPOON (C) and NEWSPAPER.
- Add NEWSPAPER (D).
- Insert SMALL SPOON (E).
- Pull (F); take IRIS KEY.
- Insert IRIS KEY (G).
- Enter.
- Play HOP (H); receive CRANK.
- Take HAIRBRUSH (I) and NEEDLE AND THREAD.
- Move bears (J); take BANDAGES.
- Move down.
- Take STORM MATCHES (K) and CANE. Insert CRANK; take LOCK OF BRIDGET'S HAIR.
- Open CANE; take BAG KEY.
- Take BROKEN DOLL (L). Use BAG KEY; take BROKEN CAMERA and HERBS. Read.
- Use STORM MATCHES (M). Add HERBS, then BANDAGES. Take CURE.
- Place CURE (N); receive EMPTY VIAL.
- Offer BROKEN CAMERA (O).
- Enter Iris's Bedroom.
- LOCK OF IRIS'S HAIR from HAIRBRUSH.
- LOCK OF IRIS'S HAIR and LOCK OF BRIDGET'S HAIR on BROKEN DOLL; use NEEDLE AND THREAD.
- Solution: (P). Receive SPIRITIST DOLL.
- Offer SPIRITIST DOLL (Q).
- Use EMPTY VIAL (R); receive ECTOPLASM SAMPLE.
- Insert ECTOPLASM SAMPLE into CANE; receive SPIRITIST'S CANE.
- Move down.
- Take CAMERA (S).
- Enter Iris's Bedroom.
- Use CAMERA (T).
- Examine (U). Play HOP.
Chapter 4: The Ghost Dog
- Take STRAW HAT (V) and SCARF.
- Take GOGGLES (W).
- Use STRAW HAT (X); take BOTA BAG.
- SCARF and BOTA BAG on GOGGLES.
- Take BRANCH (Y).
- Insert BRANCH (Z); take HATCHET.
- Use HATCHET (A); open.
- Go (B).
- Examine (C). Remove flowers; take VASE.
- Take GARDEN HOSE (D). Place VASE; take VASE FULL OF WATER.
- Go (E).
- Take GRIP (F).
- Take RAKE (G).
- Return to Greenhouse.
- Use VASE FULL OF WATER (H).
- Play HOP (I); receive IRISES.
- Add GRIP (J); take GOBLET WITH CREST and SHED KNOCKER.
- Move forward.
- Use RAKE (K). Take MEDALLION.
- Move forward.
- Examine (L). Add SHED KNOCKER. Open. Take SHOVEL.
- Move down.
- Open MEDALLION.
- Place GOBLET WITH CREST (M), MEDALLION and IRISES.
- Use Signet (N). Solution.
- Use SHOVEL (O); take DOG TOY.
- Move forward.
- Throw DOG TOY (P); take PUMP.
- Use PUMP (Q).
- Move forward.
- Solution: (R).
- Solution: (S).
Chapter 5: The Factory
- Take DRILL (T).
- Take TAP (U).
- Take CROWBAR (V). Add TAP and GARDEN HOSE. Turn dial to 9.
- Use DRILL (W). Remove window. Enter Production Hall.
- Examine (X). Take JAR.
- Move forward.
- Take STATUETTE (Y). Examine.
- Take BLUNT RAZOR (Z).
- Use CROWBAR (A). Take PUNCHER. Use BLUNT RAZOR. Receive RAZOR.
- Move down.
- Take PUNCH CARD (B). Use RAZOR; receive TWINE.
- Move stones (C); take ELEVATOR GEAR 1/2. Place STATUETTE; take JACK.
- Use JACK (D). Take OIL.
- Move down.
- PUNCHER on PUNCH CARD.
- Add PUNCH CARD (E); take PIPE and MATCHES.
- Return to Locker Room.
- Lift lid from JAR; add OIL, TWINE, then MATCHES. Receive OIL LAMP.
- Use OIL LAMP (F). Play HOP; receive TONGS.
- Move down.
- Remove panel (G); use TONGS. Take POST TUBE.
- Move forward.
- Examine POST TUBE.
- Solution: Adjust in following order: A-B-C-D (H). Lift panels; take SAFE CIPHER.
- Add SAFE CIPHER (I). Adjust dials to 6-4-1. Take VAULT KEY.
- Move down.
- Examine (J). Lift window. Insert VAULT KEY.
- Solution: Press center button to reset (K).
- Lift panel (L).
- Solution: Press amulet to reveal more markings (M).
- Play HOP (N); receive DIARY.
- Take IRON (O).
- Take PLUNGER (P). Open; use PIPE; receive SODA.
- POSTCARD from DIARY.
- Place POSTCARD (Q), then separate.
- Use Signet (R). Solution.
- Add SODA (S), then IRON. Take POSTCARD.
- POSTCARD on DIARY.
- Solution: (T). Open Diary; examine.
- Take BROKEN FAN (U).
- Take EMPTY CENSER (V).
- Take INCENSE (W).
- Move forward.
- Open EMPTY CENSER; take FAN PANEL 1/3. Add INCENSE; receive CENSER.
- Take SMALL HOE (X). Use CENSER; take BLUEBERRIES.
- Move forward.
- Play HOP (Y); receive BOX KEY.
- Take STOOL (Z). Use SMALL HOE; take POPPY.
- Use BOX KEY (A); open latches; take FISHING LURE and TOOLKIT.
- Offer TOOLKIT (B).
- Examine (C). Move gears.
- Solution: (D).
- Solution: (E).
- Take GARDENING KNIFE (F).
- Return to Greenhouse.
- Use STOOL (G); take MINT.
- Use GARDENING KNIFE (H); take BONE.
- Move forward.
- Throw BONE (I).
- Take FAN PANELS 2/3 (J). Use SMALL HOE; take LAVENDER.
- Take IRIS (K). Use FISHING LURE; take FAN PANELS 3/3.
- Move down.
- Add BLUEBERRIES (L), POPPY, LAVENDER, MINT and IRIS.
- Solution: (A-F)-(E-F)-(C-F); stir (use spoon to change color of the water). (B-F)-(D-F)-(C-F); stir. (B-F)-(C-F)-(E-F); stir (M). Take MIXTURE.
- Go to Orchard.
- FAN PANELS on BROKEN FAN; receive FAN.
- Pour MIXTURE (N). Use FAN.
- Receive INSTRUCTIONS.
Chapter 6: The Sanctuary
- Take BED WARMER (O).
- INSTRUCTIONS on BED WARMER; take BED WARMER WITH INSTRUCTIONS.
- Play HOP (P); receive MYRHH.
- Open (Q); use tongs on coals; take TONGS WITH COAL.
- MYRHH and TONGS WITH COAL on BED WARMER WITH INSTRUCTIONS; close; receive INCENSE.
- Offer INCENSE (R).
- Return to Locker Room.
- Use PLUNGER (S); take ELEVATOR GEARS 2/2.
- Move down.
- Add ELEVATOR GEARS (T).
- Take HELMET (U).
- Move stones (V); take COAL SHOVEL.
- Use COAL SHOVEL (W); take CUFFLINK.
- Remove clasp (X); add CUFFLINK; move items; take SHOWER CAP. Open; take SODA.
- Turn over HELMET; remove head part; add SHOWER CAP. Receive STRAINER.
- Use STRAINER (Y), then use coal shovel; examine.
- Go (Z).
- Examine (A).
- Take DUSTPAN (B).
- Move forward.
- Take MAGNET (C).
- Take HACKSAW (D).
- Unbutton (E); open; take ICE PICK.
- Move down.
- Use MAGNET (F); take TOOL BOX KEY.
- Use ICE PICK (G), then TOOL BOX KEY. Lift latches; open; take POCKET KNIFE and HAMMER.
- Move forward.
- Use HAMMER (H); receive BROKEN HAMMER.
- Play HOP (I); receive EMPTY BLOWTORCH.
- Move down.
- HACKSAW on BROKEN HAMMER; take STICK and HAMMER HEAD.
- Use DUSTPAN (J); receive IRON FILINGS. Add HAMMER HEAD. Take CAN.
- Take GEAR FORM (K). Place CAN; turn tap; take KEROSENE.
- Move forward.
- KEROSENE on EMPTY BLOWTORCH; receive BLOWTORCH.
- POCKET KNIFE on SODA.
- Add IRON FILINGS (L), then BLOWTORCH. Place GEAR FORM. Pour. Add STICK, then pour SODA. Take CAULDRON KEY.
- Insert CAULDRON KEY (M). Take necklace (press two times). Examine.
- Solution: (N). Take PRESENT.
- Unwrap PRESENT; receive NECKLACE.
- Add NECKLACE (O).
- Take MUSICAL NOTE 1/3 (P).
- Take HANDLE (Q).
- Go upstairs.
- Take MUSICAL NOTES 2/3 (R). Add HANDLE; take NAIL FILE.
- Take MUSICAL NOTES 3/3 (S). Open; use NAIL FILE; take SCORE FOLDER.
- Move down.
- Open (T); add SCORE FOLDER. Take scores in order shown; receive ETUDE.
- Add MUSICAL NOTES (U); press notes. Add ETUDE.
- Solution: E-Cx2-D-Bx2-A-C-E; E-Cx2-D-Bx2-A-C-A (V).
- Go upstairs.
- Play HOP (W); receive CABINET KEY.
- Insert CABINET KEY (X); take FILES.
- Show FILES (Y).
- Move down.
- Wake Iris (Z).
- Move down.
- CLASP from BROKEN NECKLACE.
- Use CLASP (A). Take WIRES.
- Add WIRES (B).
- Solution: (C).
- Go (D).
- Congratulations! You've completed Scarlett Mysteries: Cursed Child.
Created at: 2018-04-11