In the northern part of the state, near the upper reaches of the Hudson River, there is a town named Sleepy Hollow. As is often the case, small towns hide big mysteries. A chain of bloody events commenced one ordinary night. A secret marriage and a new will have inflicted a dreadful curse upon this town. A terrible legend has become reality. The legend of a terrifying creature returned from hell. This is a special Collector's Edition release full of exclusive extras you won’t find in the standard version. As a bonus, Collector's Edition purchases count toward three stamps on your Monthly Game Club Punch Card! The Collector’s Edition includes:
VideoCursed Fates: The Headless Horseman Collector's Edition part 3
Zoom into the shelf again to play the mini-game. You will receive the CODE. Put the figs L on the board and cut them twice with the knife green. Turn left, move forward, and go up the ladder. There are two different varieties here. Walk down twice. This adds a good hour or so of gameplay, and basically ends the headless horseman by destroying his magical sword. As such, there have been countless media interpretations of it. Move forward and go up the ladder. Find the 15 items marked in yellow K. Find the 15 items marked in yellow R. Move forward three times and turn right. Take the KEY E.
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Zoom into the window again and play Risen Dragons mini-game. Walk down and move forward. Place the honey P and the swamp flower Q into the small jar R. To solve this puzzle Zyou have find pairs of identical runes. Talk to the boy. Turn left. Turn right, go towards the cottage, and move forward. Pairs of runes have been marked with Luxor Solitaire colors. Move aside the iron and take the cork B. Make note of the time O. Remove the barrel lid and take the purse R. Go up the ladder. Turn right, go towards the cottage, and move forward. Zumas Revenge forward twice and turn right. Zoom into the table once more to play a mini-game.
The story follows that of Ichabod Crane, a detective from New York who aims to use his new forensic methods to solve a series of gruesome beheadings in the small town of Sleepy Hollow. Zoom into the lamp again to play the mini-game. Try to move towards the cottage. This solution is random. Place the honey P and the swamp flower Q into the small jar R. Move aside the iron and take the cork B. Move aside the feather and take the fly X. Rotate the circle pieces to create a coherent picture Y. Move aside the straw hat and take the hedgehog M. Move forward and go up the ladder. Find the 15 items marked in yellow R. Find the 15 items marked in yellow Z. Along the way, a tail of families and wills sort of gets told. Turn right and go towards the cottage. Finally, we have the more traditional puzzles.
Find the items marked in yellow G. Turn down the boot and Horsekan the queen J. Enter the left room. You will receive the WIG. Walk down twice and turn left. Move aside the curtain and take the chalice Q. There are two different varieties here. Remove the carpet marked in purple. Place the moss N into Funky Farm 2 mortar O and use the pestle blue to crush the moss.
Enter the mill. Catch pairs of identical fish P to complete this mini-game. However, it makes a few key mistakes. You will receive the BELT. You can place items in your inventory to use at a different time, as well as combine some items to create new one. Walk down twice and turn right twice. The first gives you a list of items to find. Clothes and accessories can be picked up from the section marked in green; correctly placed items will flash and lock in place. Zoom into the window again and play the mini-game. Walk down, go towards the mill, and move forward. Go towards the cottage and move forward. Talk to the man. Go up the ladder.
Remove the curtain Z. Zoom into the wall to play a mini-game. Move the latch marked in blue. This solution is random. Move the corpse J to talk to the ghost. Open the hatch L to talk to the woman. Use the ladle S in the pot and dip the flask T into the pot. Go towards the cottage and move forward. Flip the mirror and take the stamp K. Make note of the code Z. Open the trapdoor A. Turn right. Also, despite the game going out of its way to mention that he is a forensic scientist at the beginning of the game, there is not one single moment after that he uses such method or even mentions it.