Walkthrough Menu
- General Tips
- Chapter 1: The Theater
- Chapter 2: the Rival Magicians
- Chapter 3: Addington's Mansion
- Chapter 4: The Estate Ruins
General Tips
- This is the official guide for Small Town Terrors: Galdor's Bluff.
- This guide will not show when 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, however, it will mention when an HOP is available and the inventory item you'll collect from it.
- Use the Map to fast travel to a location.
Chapter 1: The Theater
- Talk to the man (A).
- Take the STICK (B).
- Use the STICK to take the BANK NOTE (C).
- Give the BANK NOTE (D).
- Walk left.
- Take the BENT NAIL (E).
- Take the ROSE (F).
- Walk down.
- Use the BENT NAIL (G); take the MYSTERIOUS CUBE (H).
- Open the letter; take the INVITATION (I).
- Walk left.
- Use the INVITATION to receive the LIT INVITATION (J).
- Use the LIT INVITATION (K).
- Walk forward.
- Talk to the woman to receive the BACKSTAGE KEY (L).
- Open the bag; take the HAIRBRUSH (M).
- Use the BACKSTAGE KEY (N).
- Walk left.
- Take the RAKE (O); move the cloth (P).
- Play the HOP to receive the SWORD (Q).
- Use the SWORD (R).
- Take the EMPTY BUCKET (S).
- Place the MYSTERIOUS CUBE for a mini-game (T).
- Solution (U): Bx2, A, Bx3, A, Bx3, A, Bx3, A.
- Take the note and RED ORB (V).
- Walk down twice.
- Use the RAKE; take the TRIANGULAR PRISM (W).
- Use the EMPTY BUCKET to receive the BUCKET OF WATER (X).
- Walk forward.
- Use the BUCKET OF WATER (Y).
- Use the HAIRBRUSH; take the CUFF LINK (Z).
- Talk to the woman (A).
- Walk down twice, then right.
- Take the Map (B).
- Examine the rope for a mini-game (C).
- Solution (D-F).
- You receive the ROPE.
- Walk forward.
- Talk to the man (G).
- Take the VIAL OF LIQUID (H).
- Walk right.
- Take the MANHOLE HOOK (I).
- Use the ROPE to take the GRAPPLING HOOK (J).
- Take the RAG (K).
- Walk down twice.
- Use the MANHOLE HOOK; take the HAMMER and GARDEN SHEARS (L).
- Use the HAMMER to take the PLANKS (1/3) (M).
- Walk forward.
- Use the HAMMER to take the PLANKS (2/3) (N).
- Walk right.
- Use the HAMMER to take the PLANKS (3/3) (O).
- Play the HOP to receive the ARTIFACT PIECE (P).
- Try to walk forward.
- Place the PLANKS (3/3) (Q).
- Walk forward.
- Talk to the man to receive the LETTER H (R).
- Take the STEP LADDER (S).
- Use the GARDEN SHEARS to receive the FEVERFEW HERB (T).
- Walk down twice.
- Give the FEVERFEW HERB to receive the LETTER R (U).
- Walk left.
- Use the GRAPPLING HOOK to take the bag (V); open it.
- Take the photo and LETTER A (W).
- Walk forward.
- Open the lamp; use the RAG to take the LIGHT BULB (X).
- Walk down.
- Place the STEP LADDER (Y).
- Place the LIGHT BULB (Z).
- Play the HOP to receive the MEAT (A).
- Walk down twice.
- Give the MEAT (B); take the ARTIFACT PIECE (C).
- Go to Thurman's Castle.
- Place the ARTIFACT PIECES for a mini-game (D).
- Solution (E).
- Place the RED ORB to receive the FIRE ORB (F).
- Go to Addington's Mansion.
- Place the LETTER H, LETTER A, and LETTER R for a mini-game (G).
- Solution (H-J).
- Walk forward.
Chapter 2: The Rival Magicians
- Talk to the man (K).
- Move the screen; play the HOP to receive the GOLDEN MOUSE (L).
- Take the FIRE POKER (M).
- Place the GOLDEN MOUSE to receive the CUFF LINK (N).
- Place the CUFF LINKS (O).
- Walk forward.
- Take the note, CHEMICAL FORMULA, and LUBRICATING OIL (P).
- Take the LIGHT BULB (Q).
- Take the EMPTY SACK (R).
- Walk forward.
- Place the LIGHT BULB (S).
- Use the EMPTY SACK to receive the SACK OF COAL (T).
- Use the LUBRICATING OIL (U).
- Walk down.
- Place the SACK OF COAL; use the FIRE POKER (V).
- Use the VIAL of LIQUID and CHEMICAL FORMULA for a mini-game (W).
- Solution (X): A-B, C-B, E-B, D-B, A-B.
- You receive the COMPOUND FLASK.
- Walk forward.
- Pour the COMPOUND FLASK (Y).
- Pull the levers (Z).
- Walk forward.
- Place the FIRE ORB (A).
- Play the HOP to receive the CHAINS (B).
- Open the lock (C).
- Walk forward, then left.
- Take the FEATHER (D).
- Examine the chart for a mini-game (E).
- Solution (F).
- You receive the PAPER SYMBOL.
- Play the HOP to receive the TINY KEY (G).
- Walk down, forward, then right.
- Take the UMBRELLA (H).
- Use the TINY KEY (I).
- Move the newspaper; take the PAPER SYMBOL (J).
- Open the book; take the CREST PAGE and STAINED-GLASS SHARDS (1/3) (K).
- Take the BOLT CUTTERS and TONGS (L).
- Walk down.
- Place the UMBRELLA; take the STAINED-GLASS SHARDS (2/3) (M).
- Use the BOLT CUTTERS (N); open the box.
- Take the LEVER (O).
- Walk down twice.
- Use the TONGS to take the STAINED-GLASS SHARDS (3/3) (P).
- Walk forward twice, then right.
- Place the STAINED-GLASS SHARDS for a mini-game (Q).
- Solution (R).
- Move the sheet; take the CRANK (S).
- Walk down twice, then left.
- Place the CRANK; turn it (T).
- Take the WEIGHTS (1/3) (U).
- Place the 2 PAPER SYMBOLS (V).
- Press the button (W); turn the dial (X).
- Examine the lens (Y).
- Place the CREST PAGE for a mini-game (Z).
- Solution (@).
- Take the HALBERD (A).
- Walk down.
- Give the HALBERD (B); take the GEAR (C).
- Walk down.
- Place the CHAINS, LEVER, and GEAR; pull the LEVER (D).
- Walk down twice.
- Use the BOLT CUTTERS (E).
- Walk left.
- Play the HOP to receive the THREAD (F).
- Walk forward.
- Talk to the boy to receive the DIRTY CAPE (G).
- Walk right.
- Take the GLASS MOLD HALF (H).
- Walk down, then forward.
- Play the HOP to receive the CHALK (I).
- Use the BOLT CUTTERS (J).
- Take the KNIFE (K).
- Take the DUCT TAPE (L).
- Walk down, then right.
- Use the KNIFE; take the WASHBOARD (M).
- Use the CHALK for a mini-game (N).
- Solution (O).
- Play the HOP to receive the SCOOP (P).
- Walk down.
- Use the KNIFE (Q); use the SCOOP to take the LAUNDRY SOAP.
- Walk right.
- Place the WASHBOARD, LAUNDRY SOAP, and DIRTY CAPE to receive the CLEAN CAPE (R).
- Walk down.
- Give the CLEAN CAPE (S).
- Lift a cup to receive the MASTER KEYS (T).
- Go to the Town Square.
Chapter 3: Addington's Mansion
- Talk to the woman (U).
- Go to Addington's Mansion, then forward.
- Use the MASTER KEY; select the key (V).
- Walk left.
- Use the MASTER KEYS; select the key (W).
- Walk left.
- Play the HOP to receive the ROSETTE (X).
- Use the MASTER KEYS; select the key (Y).
- Walk left.
- Take the book and EARMUFFS (Z).
- Take the BLACK MARBLE (A).
- Walk down.
- Use the FEATHER (B).
- Take the PADLOCK KEY (C).
- Use the MASTER KEYS; select the key (D).
- Walk right.
- Play the HOP to receive the TELESCOPE LENS (E).
- Use the PADLOCK KEY (F).
- Take the GLASS OWL (G) and R SYMBOL (H).
- Take the WALKING CANE (I).
- Place the ROSETTE for a mini-game (J).
- Solution (K).
- Walk forward.
- Play the HOP to receive the WEIGHTS (2/3) (L).
- Move the curtains (M).
- Take the A SYMBOL and CHISEL (N).
- Examine the switchboard for a mini-game (O).
- Solution (P).
- Walk down.
- Place the R SYMBOL and A SYMBOL (Q).
- Take the SLEDGEHAMMER and CLOCK GEARS (1/4) (R).
- Walk down twice.
- Place the BLACK MARBLE; take the WEIGHTS (3/3) (S).
- Use the CHISEL; take the DISC KEY (T).
- Use the WALKING CANE to take the S HOOK (U).
- Walk left twice.
- Place the WEIGHTS for a mini-game (V).
- Solution (W).
- Place the TELESCOPE LENS; look through it (X).
- Walk down, right, then forward.
- Place the DISC KEY for a mini-game (Y).
- Solution (Z).
- Take the CRYSTAL BALL (A).
- Walk down twice, then left.
- Place the CRYSTAL BALL for a mini-game (B).
- Solution (C).
- Take the RECTANGULAR PRISM (D).
- Go to the Town Square.
- Use the SLEDGEHAMMER (E).
- Go through the opening.
Chapter 4: The Estate Ruins
- Take the BRICK (F).
- Take the HATCHET (G).
- Walk left.
- Use the CHISEL to take the STATUE PARTS (1/5) (H).
- Place the S HOOK (I).
- Turn the handle (J).
- Take the STATUE PARTS (2/5) and CLOCK GEARS (2/4) (K).
- Walk down, then right.
- Take the STATUE PARTS (3/5) (L).
- Walk forward.
- Use the BRICK (M).
- Play the HOP to receive the JAR (N).
- Move the rock; take the STATUE PARTS (4/5) (O).
- Use the HATCHET (P).
- Take the DOOR KNOCKER (Q).
- Walk down.
- Use the JAR to receive the FIREFLIES (R).
- Walk forward.
- Use the FIREFLIES (S).
- Take the STATUE PARTS (5/5) (T).
- Walk down twice, then left.
- Place the STATUE PARTS for a mini-game (U).
- Solution (V).
- Take the card and GALDOR GLASS (W).
- Go to Thurman's Castle, then forward.
- Talk to the man (X).
- Go to Addington's Mansion, then walk forward four times.
- Examine the door for a mini-game (Y).
- Solution (Z): D, B, E, C, F, B, D, A, E, C, F, B, E.
- Walk left.
- Play the HOP to receive the PAINTBRUSH (A).
- Take the BELLOWS (B).
- Open the drawer; take the SET OF KEYS (C) and paper (D).
- Examine the drawers for a mini-game (E).
- Solution (F).
- Take the recipe (G).
- Walk down.
- Use the SET OF KEYS; select the key (H).
- Take the CLOCK GEARS (3/4) (I).
- Use the SET OF KEYS; select the key (J).
- Move the vases; take the MAGNET (K).
- Place the GLASS OWL for a mini-game (L).
- Solution (M).
- Walk down three times.
- Use the MAGNET to take the SEWING NEEDLE (N); you receive the SEWING KIT.
- Go to Thurman's Castle, then forward.
- Place the DOORKNOCKER for a mini-game (O).
- Solution (P).
- Walk right.
- Take the flyer (Q).
- Walk forward.
- Take the PALETTE to receive the PAINTING TOOLS (R).
- Take the letter and VINYL RECORD (S).
- Walk down.
- Move the curtain (T).
- Use the PAINTING TOOLS for a mini-game (U).
- Solution (V).
- Take the SLEEP MASK (W).
- Walk forward.
- Place the EARMUFFS (X).
- Place the DUCT TAPE (Y).
- Place the SLEEP MASK (Z).
- Walk right.
- Open the cupboard; play the HOP to receive the WOODEN KNOB (A).
- Take the TWEEZERS (B) and COMB (C).
- Walk down twice.
- Use the COMB to take the MAGIC POWDER (D).
- Use the MAGIC POWDER (E).
- Walk forward.
- Use the MAGIC POWDER (F).
- Walk right.
- Turn the symbols (G); take the CLOCK GEARS (4/4) (H).
- Walk down three times, then forward.
- Use the TWEEZERS to take the THORN (I).
- Place the WOODEN KNOB; open the drawer (J).
- Take the CRANK (K).
- Walk down, right, forward, then right.
- Place the VINYL RECORD, THORN, and CRANK (L); turn the crank.
- Talk to the man (M); move his hat, wig, glasses, beard, scarf, and HEXAGONAL PRISM.
- Go to the Glassworks; walk forward three times.
- Take the SHOVEL (N).
- Take the PICK AXE (O).
- Use the SEWING KIT (P).
- Use the BELLOWS (Q).
- Go to the Estate Ruins.
- Use the SHOVEL to take the SAND (R).
- Walk left.
- Use the PICK AXE to take the COBALT ORE (S).
- Go to the Market; walk left.
- Open the grinder; place the COBALT ORE (T).
- Turn the crank; open the drawer.
- Take the COBALT POWDER (U).
- Place the SAND and COBALT POWDER (V); take the GLASS POWDER.
- Go to the Glassworks; walk forward three times.
- Place the GLASS MOLD HALF and GLASS POWDER; take the GLASS MOLD (W).
- Use the GLASS MOLD; take the HOT GLASS MOLD (X).
- Use the HOT GLASS MOLD; open it to receive the PENTAGONAL PRISM (Y).
- Go to the Town Square.
- Place the TRIANGULAR PRISM, RECTANGULAR PRISM, HEXAGONAL PRISM, and PENTAGONAL PRISM (Z); take the CLOCK HANDS (A).
- Go to the Estate Ruins; walk right.
- Open the clock; place the CLOCK GEARS for a mini-game (B).
- Solution (C-E).
- Place the CLOCK HANDS (F).
- Congratulations! You have completed Small Town Terrors: Galdor's Bluff.
Created at: 2015-04-06