Walkthrough Menu
- General Tips
- Chapter 1: Maria's Magical Present
- Chapter 2: The Fortune Teller
- Chapter 3: Finding Davor
- Chapter 4: The Island of Butterflies
- Chapter 5: Activating the Artifact
- Chapter 6: Cold Fire
General Tips
- This is the official guide for Secrets of the Dark: The Flower of Shadow.
- 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 screenshots of the HOPs, but it will mention when a HOP is available and the inventory item you'll collect from it.
- This guide will give step-by-step solutions for all puzzles that are not random. Please read the instructions in the game for each puzzle.
Chapter 1: Maria's Magical Present
- Take the map, LOCK PART and FAUCET HANDLE PIECE (A).
- Open the box; assemble the device and take it (B).
- Use the Device (C) for a mini-game.
- Use the knobs to set the numbers on the device.
- Solution: (E-Dx2), (Ex2-D), (Ex2-Dx2).
- Remove the tape.
- Take the HANDLE (F).
- Place the LOCK PART and HANDLE; open the gate (G).
- Go forward.
- Take the FAUCET HANDLE PIECE (H).
- Take the poster and WOODEN BUTTON (I).
- Walk forward.
- Take the WOODEN BUTTON (J).
- Walk down.
- Place the WOODEN BUTTONS for a mini-game.
- Move the sliders with the arrows to make the balls drop down into the buckets of the same color.
- Solution: K-Lx2-M-N-Ox2.
- Go into the café.
- Take the HOUSE KEY (P).
- Walk down twice.
- Open the door with the HOUSE KEY (Q).
- Go left.
- Take the PIN and note (R).
- Take the BANKNOTE and MAGNET (S).
- Use the Device (T).
- Walk down.
- Open the compartment with the PIN; take the BATTERY (U).
- Go left.
- Remove the battery and place your BATTERY; take the Device (V).
- Use the Device on the glowing door.
- Go forward.
- Move the blue flame (W).
- Touch the Magic Lamp (X).
- Use the Device for a mini-game.
- Solution: (Z-Yx2), (Zx2), (Zx3), (Zx2-Y),(Zx2).
- Take the SCISSORS (A).
- Use the SCISSORS (B).
- Play the HOP to get the TOE SHOES (C).
- Place the TOE SHOES for a mini-game (D).
- Repeat the ballerina's movements with the rag doll.
- Solution: (1-3-4) (1-2-3-4-5) (1-4-3-2-5-1-4).
- Take the BALLERINA and LAMP PART.
- Place the LAMP PART (E).
- Touch the Magic Lamp (F).
- Walk forward.
- Touch the plane; inspect the camera (G).
- Take the BINOCULARS (H).
- Take the BURNING BRANCH (I).
- Distract the owl with the BALLERINA; take the JACK (J).
- Take the JAR (K).
- Place the JAR for a mini-game (L).
- Guide the fireflies into the jar with your cursor.
- Take the JAR WITH LIGHTENING BUGS.
- Walk down.
- Use the BURNING BRANCH on the bugs (M).
- Take the SKULL PART (N).
- Place the JAR WITH LIGHTENING BUGS; take the SKULL PART and BAS-RELIEF FRAGMENT (O).
- Open the jaws with the JACK; take MARIA'S PET and the CAGE KEY (P).
- Walk forward.
- Place the SKULL PARTS (Q).
- Walk forward.
- Use the BINOCULARS (R).
- Take the MACHETE (S) and MACE (T).
- Walk down twice.
- Place the MACE; take the GOLDEN APPLE and GLOVE (U).
- Use the MACHETE; take the OIL CAN (V).
- Use the OIL CAN for a mini-game (W).
- Push the buttons in the correct order to unlock all hooks.
- Take the CAGE KEY (X).
- Walk forward.
- Move the mushrooms with the GLOVE; take the SMALL SNAIL (Y).
- Place the SMALL SNAIL (Z).
- Take the CAGE KEY (A).
- Walk forward.
- Place the three CAGE KEYS (B); take the LAMP PART (C).
- Walk down twice.
- Place the LAMP PART; touch the Magic Lamp (D).
Chapter 2: The Fortune Teller
- Open the cage with the GOLDEN APPLE and place MARIA'S PET; take MARIA'S PET (E) and the PHOTO ALBUM KEY (F).
- Use the PHOTO ALBUM KEY (G).
- Play the reverse-HOP to get the PHOTO (H).
- Walk down.
- Place the PHOTO for a mini-game (I).
- Put the photos in the correct frames.
- Take the album (J) and SMALL KEY (K).
- Walk down.
- Open the compartment with the SMALL KEY; take the PROPELLER (L).
- Go left.
- Place the PROPELLER (M).
- Go left.
- Open the camera; take the FILM (N).
- Take the PLASTIC BONE (O).
- Put the FAUCET HANDLE PIECES down, dip the iron (1) in the wax (2), then the led (3), then use it on the valve (4); repeat twice and take the FAUCET HANDLE and BULB (P).
- Use MARIA'S PET; take the ACETONE (Q).
- Shred the paper, shred the FILM, put the film and ACETONE in the jar, take the GLUE (R).
- Play the HOP, GLUE the plane and take the PLANE (S).
- Walk down.
- Place the PLANE; take the DOMINOES (T).
- Place the DOMINOES for a mini-game (U).
- Place the dominoes so each end is next to an end with a matching image.
- Take the MAGNET (V).
- Go left.
- Place the MAGNETS (W).
- Take the ACCESS CARD (X).
- Walk down twice.
- Try to go forward.
- Throw the PLASTIC BONE (Y).
- Remove the old bulb and place the BULB (Z); take the STRING LIGHTS (A).
- Walk forward.
- Use MARIA'S PET; play the HOP to receive the KITTENS (B).
- Go into the café.
- Take the KEY (C).
- Put the KITTENS in the basket (D).
- Go right.
- Put down MARIA'S PET; plug in the STRING LIGHTS (E).
- Place the BAS-RELIEF FRAGMENT (F); take the CLAY JUG (G).
- Take the HAMMER (H).
- Walk down twice.
- Place the FAUCET HANDLE and CLAY JUG; turn the handle and take the WATER (I).
- Go into the café.
- Use the SCISSORS; take the COFFEE BEANS (J).
- Put the COFFEE BEANS in the grinder, grind, open the drawer and take the GROUND COFFEE (K).
- Use the KEY; take the COFFEE POT (L).
- Place the COFFEE POT and put the GROUND COFFEE and WATER in it; place the pot on the heater, pour the coffee into the cup and take the CUP OF COFFEE (M).
- Give the CUP OF COFFEE to Stephania (N).
- Take the METAL CAT (O).
- Go right.
- Place the METAL CAT (P).
- Take the POTION (Q).
- Place the POTION for a mini-game (R).
- Put the bottles in the correct order.
- Take the GOLDEN COIN (S).
- Walk down twice.
- Put the GOLDEN COIN in the slot for a mini-game (T).
- Each row, column or color block may only contain one of each number.
- Select a tile and then a number to place a number.
- Take the PLANE (U).
- Open the gate with the ACCESS CARD (V).
- Go left.
- Open the freezer; take the ICE CREAM (W).
- Put the rungs on the ladder; use the HAMMER and take the LADDER (X).
- Walk down.
- Place the LADDER (Y).
- Give the ICE CREAM to the monkey; take the PLANE (Z).
- Go to the Workroom.
- Place the PLANES for a mini-game (A).
- Pick up all passengers and bring them to the landing strip; pick up fuel so the plane doesn't run out (B).
- Take the KEY (C).
- Go to the Beach.
- Use the KEY (D); take the SCUBA GEAR (E).
- Use the SCUBA GEAR; take the WRENCH (F).
- Walk down and forward.
Chapter 3: Finding Davor
- Remove the bolts with the WRENCH (G).
- Break the window with the HAMMER; take the NAIL FILE and RAG (H).
- Use the NAIL FILE (I); take FUSE 1/3 (J).
- Walk forward.
- Open the toolbox; take the PRUNER and PLIERS (K).
- Use the PLIERS, take the SPOKE, use the SPOKE on the lock and take the BATTERY (L).
- Take the CUPBOARD KEY (M).
- Put the BANKNOTE in the slot; use the hammer and take the TAIL (N).
- Walk down.
- Put the TAIL on the lizard; take the CASH REGISTER KEY (O).
- Cut the chains with the PLIERS; take the FISH TANK (P).
- Prune the tree with the PRUNER; take the RING and put it in the hole (Q).
- Go right and forward.
- Place the BATTERY; take the REMOTE CONTROL and FUSE 2/3 (R).
- Use the REMOTE CONTROL (S).
- Take the note (T).
- Walk down.
- Take the JAR (U).
- Place the CASH REGISTER KEY, enter 37251 and turn the handle; take the SILVER COIN (V).
- Walk down twice.
- Put the SILVER COIN in the slot for a mini-game (W).
- Play as before.
- Take the DRAGONFLY (X).
- Go to the Pet Shop.
- Place the DRAGONFLY (Y).
- Play the HOP to receive the FROG (Z).
- Walk down.
- Place the FROG for a mini-game (A).
- Move the green frogs left and the brown frogs right; they can jump over each other.
- Move the frogs in the following order: 5-3-2-4-6-7-5-3-1-2-4-6-5-3-4.
- Take the REFRIGERATOR HANDLE.
- Go right.
- Place the REFRIGERATOR HANDLE.
- Collect the FLIES in the JAR; take the EGG (C).
- Release the FLIES for a mini-game (D).
- Catch 4 flies with each lizard.
- Take FUSE 3/3 (E).
- Walk forward.
- Place the FISH TANK and EGG (F).
- Go right.
- Walk down.
- Remove the fuse and place the FUSES for a mini-game (G).
- Place the connectors until all lights are lit.
- Go right.
- Take the PLANE KEY (H).
- Take the LIGHTER (I).
- Go to the Dock.
- Place the PLANE KEY for a mini-game (J).
- Turn the dials so the correct amount of power goes to each panel; the number is equally divided among the panels a dial is connected to.
- Enter the plane.
Chapter 4: The Island of Butterflies
- Take the SAW (K).
- Open the wallet and take the BANKNOTE (L).
- Use the BANKNOTE; take the TOKEN, map and ZIPPER (M).
- Use the TOKEN (N).
- Walk forward.
- Open the bench and take the GAS CAN. Open the bag with the ZIPPER and take INSTRUCTION (O).
- Use the Device (P).
- Take the BUTTON (Q).
- Walk down.
- Place the BUTTON and INSTRUCTION; turn the buttons according to the instructions and take the HERBICIDE (R).
- Walk forward.
- Use the HERBICIDE; take the Device (S).
- Use the Device.
- Walk forward.
- Use the SAW (T); take the KEY (U).
- Take the METAL FINDER (V).
- Turn the box twice and open it with the KEY (W); take the CARD (X).
- Walk down.
- Open the door with the CARD (Y).
- Go in.
- Open the diary and take the note and KEY (Z).
- Open the cabinet with the KEY for a mini-game (A).
- Select two matching wings next to each other or separated by empty spaces.
- Take the STONE BUTTERFLY (B).
- Place the STONE BUTTERFLY (C); take the SCOOP NET (D).
- Walk down.
- Catch the BUTTERFLY with the SCOOP NET (E).
- Go left.
- Release the BUTTERFLY; take the LAMP PART (F).
- Go down and forward.
- Place the LAMP PART (G).
- Touch the Magic Lamp (H).
- Take the SHOVEL (I).
- Touch the switch (J).
- Use the METAL FINDER and move it until all lights are on (K); take SWITCH 1/2 (L).
- Walk forward.
- Use MARIA'S PET; take SWITCH 2/2 and MARIA'S PET (M).
- Put MARIA'S PET down the well; take the MIRROR PART (N).
- Walk down.
- Place the SWITCHES for a mini-game (O).
- Toggle the switches so only the red bugs are directed to the hole; the monster counts how many bugs it has eaten.
- Take BAS-RELIEF 1/3 (P).
- Place the MIRROR PART for a mini-game (Q).
- Restore the mirror; select a piece to turn it.
- Take the MIRROR.
- Walk forward.
- Place the MIRROR (R).
- Walk down.
- Touch the Magic Lamp (S).
- Walk down and left.
- Remove the greens, use the SHOVEL and take the CARROT (T).
- Walk down and up.
- Give the CARROT to the rabbit; take the PLAQUE (U).
- Touch the Magic Lamp (V).
- Walk forward.
- Place the PLAQUE for a mini-game (W).
- Push the tiles according to the number code.
- Take the COLORED TILES.
- Place the COLORED TILES for a mini-game.
- Place shapes in the lit part of the circle (X) to recreate the image on the left.
- Go forward.
- Use MARIA'S PET (Y); take the MECHANISM PART (Z).
- Walk down.
- Place the MECHANISM PART; take the HAMMER (A).
- Walk forward.
- Use the HAMMER (B).
- Use the HAMMER (C).
- Take the GREEN GEM (D).
- Place the GREEN GEM; take the BAS-RELIEF PART (E).
- Place the BAS-RELIEF PART (F).
- Play the HOP to receive the WEAPONS (G).
- Place the WEAPONS (H); take BAS-RELIEF 2/3 and the MURAL (I).
- Walk down.
- Place the MURAL; take the RED GEM (J).
- Walk forward.
- Place the RED GEM; take BAS-RELIEF 3/3 (K).
- Walk down twice.
- Place the BAS-RELIEF (L).
- Touch the Magic Lamp (M).
- Take the LASER (N).
- Walk down.
- Play the HOP to receive a ROPE (O).
- Walk down.
- Place the ROPE for a mini-game (P).
- Guide the rope around all nails; each track may only be used once.
- Follow the line from dark to light.
- Take the NET.
- Use the NET; take the VALVE (Q).
- Go forward and left.
- Place the VALVE; take the HOSE (R).
- Walk down twice.
- Open the fuel tank, place the GAS CAN and HOSE, and take the GASOLINE (S).
- Use the GASOLINE (T).
- Enter the plane.
Chapter 5: Activating the Artifact
- Go to Davor's Bedroom.
- Use the Device (U).
- Use the NAIL FILE; remove the circuit board (V).
- Touch the Magic Lamp (W).
- Place MARIA'S PET; take the WIRE (X).
- Take the LENS (Y).
- Go forward.
- Take the SILVER (Z).
- Walk down.
- Touch the Magic Lamp (A).
- Walk down twice.
- Unlatch the door with the WIRE (B).
- Go right.
- Take the AQUARIUM KEY (C).
- Take the CAULDRON (D).
- Take the notebook and use the CUPBOARD KEY (E); light the burner with the LIGHTER and take the EYE and ACID (F).
- Place the AQUARIUM KEY for a mini-game (G).
- Find pairs of turtles with the same shell (H).
- Take the CODE (I).
- Go to Davor's Bedroom.
- Place the CODE; trace the code on the panel (J).
- Take the CROSSBOW (K).
- Touch the Magic Lamp (L).
- Place the CAULDRON and SILVER; take the MOLTEN SILVER (M).
- Touch the Magic Lamp.
- Go to the Store Room.
- Use the MOLTEN SILVER; take the METAL PART (N).
- Go to Davor's Bedroom.
- Place the METAL PART; take the ARROWS (O).
- Touch the Magic Lamp (P).
- Walk forward.
- Place the CROSSBOW and ARROWS for a mini-game (Q).
- Shoot the birds.
- Walk forward.
- Select the shoe twice; take the LACE (R).
- Use the ACID and open the cabinet; take the SAND and SPADE (S).
- Walk down.
- Place the RAG, LACE and SPADE; take the KNIFE and SPHERE HANDLE (T).
- Pour out the SAND (U).
- Go right.
- Use the KNIFE (V); put the handle on the hatch (W).
- Play the HOP to receive a LENS (X).
- Go down and left.
- Place the SPHERE HANDLE for a mini-game (Y).
- Drag and turn the sphere until you see the constellation.
- Take the EYE (Z).
- Walk down twice.
- Touch the Magic Lamp.
- Place the two EYES; take the FLASH CARD (A).
- Play the FLASH CARD (B).
- Take the WOODEN PLATE (C).
- Touch the Magic Lamp.
- Place the WOODEN PLATE for a mini-game (D).
- Drag the discs to the slots with the same color; all discs move in unison until they hit an obstacle.
- Take the THING (E).
- Walk forward and left.
- Place the THING (F); take the LENS (G).
- Go down and right.
- Place the three LENSES for a mini-game (H).
- Place all the fragments in the frame.
- You receive a SPOTLIGHT.
- Go down and left.
- Remove the old spotlight (I); place the SPOTLIGHT (J).
- Take the MACHETE and KEY (K).
- Walk down.
- Place the KEY (L).
- Touch the Magic Lamp (M).
- Play the HOP; take the CIRCUIT BOARD (N).
- Place the CIRCUIT BOARD and take the Device (O); use the Device and Laser and take the ARTIFACT (P).
Chapter 6: Cold Fire
- Go all the way back to Maria's Bedroom.
- Touch the Magic Lamp (Q).
- Go forward twice.
- Place the ARTIFACT (R).
- Go forward.
- Fire the Device at a creature until it is gone (S).
- Move the STICK until it comes off (T).
- Use the MACHETE (U).
- Take the ROPE (V).
- Take the note, place the STICK and ROPE and take the HAMMER (W).
- Use the HAMMER (X).
- Attach the vines to the tree (Y).
- Break the wall with the tree.
- Go right.
- Use the Device (Z).
- Take the STONE (A).
- Use the STONE and take the CRYSTAL (B).
- Walk down.
- Place the CRYSTAL (C).
- Place the MACHETE for a mini-game (D).
- Cut off all the heads.
- You receive the HEADS.
- Go right.
- Place the HEADS for a mini-game (E).
- Place the heads to make them all light up; not all colors may be next to each other.
- Take the ENERGY GRATE (F).
- Throw the ENERGY GRATE (G).
- Walk forward.
- Repeat the sequences (H).
- Solution: (4-2-7), (3-5-2-8), (6-4-8-7-1-5).
- Take the SHARP STICK (I).
- Go right.
- Take the EYE (J).
- Use the SHARP STICK (K); take the CAGE KEY (L).
- Walk down.
- Place the CAGE KEY (M); take the PLATE PART (N).
- Walk right.
- Place the PLATE PART (O) and touch the lamp part (P); take the CARNIVOROUS PLANT (Q).
- Walk down twice.
- Use the CARNIVOROUS PLANT and take the EYE (R).
- Place the two EYES (S); take the GLASS PART (T).
- Go forward and right.
- Place the GLASS PART for a mini-game (U).
- Swap the wedges until all light is blocked.
- Take the LAMP PART (V).
- Walk down.
- Place the LAMP PART for a mini-game (W).
- Pick up pieces and put them where they belong (X).
- Take the PETALS (Y).
- Go right.
- Place the PETALS for a mini-game (Z).
- Turn the mirrors to direct the beams to the lamp.
- Take the LAMP PART.
- Walk down.
- Place the LAMP PART (A).
- Touch the Magic Lamp (B).
- Take the 18 SHARDS (C).
- Place the SHARDS for a mini-game (D).
- Move the shards over the frame to find out where they go.
- Take the BAS-RELIEF PART and note the symbols (E).
- Place the BAS-RELIEF PART for a mini-game (F).
- Turn the discs to line up the symbols as on the stained glass window.
- Take the CUP (G).
- Use the CUP (H); take the COLD FIRE (I).
- Touch the Magic Lamp.
- Release the COLD FIRE (J).
- Congratulations, you've completed Secrets of the Dark: The Flower of Shadow.
Created at: 2014-08-03