Nightmare Adventures: The Turning Thorn

Two weeks after the events of Nightmare Adventures: The Witch's Prison, Kiera Vale finds herself drawn back into a web of occult sciences, mysterious dark entities, and government secrets -- woven by the agency known as A.R.C.A.N.E.. Kiera is happy to receive the call, but soon after her arrival finds that things are not at all how she remembers them to be. What are these agents hiding, and why didn't they tell her the whole story? What is the true nature of the Blackwater "Witch"? Why is Dr. Thorn's young daughter locked up in a containment cell? From the top secret labs in the depths of A.R.C.A.N.E.'s headquarters to the distant spires of alien worlds, Ms. Vale will seek answers, solve cryptic puzzles, banish evil otherdimensional creatures, and perhaps even make a new friend over a game of Piggy Princess along the way, in Nightmare Adventures: The Turning Thorn.


Nightmare Adventures - The Turning Thorn

Slide P left. Push the V button so the blood drop is under the center eye H , next push the III button to move the skull under the center eye I. Date published: Rated 5 out of 5 by pagrupe from Loved the challenge!! Look at the soda on the floor and examine it, collecting a tab from a soda can. You must press the symbols in the order from the chant O. Read the notebook before leaving the room. Slide G down. Walk down, go up the ladder, the walk left to the security office. Talk again with Phillips and collect the pencil I borrowed from Dr. Look at the box under the cabinet for a mini-game. Return to main chamber and use a wooden rod in the slot on the right fountain. Walk back to the previous area. You can use this on the bushes before taking a match from a matchbook, using them together to create a burning match.

Refer to your photo clues for the code V. You can use this on the bushes before taking a match from a matchbook, using them together to create a burning match. Note the moons so you take a photo K. Our solution was: Mx2, Lx1, Ox2, and Nx3. For players who want guiding by the hand through a game with few challenges along the way, this isn't for you. Now, if you dare, go inside the office! Also collect a folding chair. Chapter Six: Containment Go through the open door and into the interrogation room. Refer to your photos for clues G. Examine the cabinet for another puzzle. Use the left and right buttons to turn all the lights green. Selecting a letter will close the surrounding letters.

Now take a closer look at the statue on the right. You can talk to Griselda, then use a vial of substance A on her. Talk to him and he will give you the last puzzle of the game in the form of a box. Note the statue on the left B. Go back out into the hall. Look in the safe and take DR. Now that the cabinet is open, collect a tea bag, jasmine it seems. If you like puzzles, this is a MUST have. Look at the computer monitor Q. There is a hidden object screen here. There is another puzzle here at the left statue. Look at the hatch; note the voltage and the open button I.

Cherche geniteur Nightmare Adventures: The Turning Thorn

Zoom into the left door to see Truning witch N. Once they are lit up, refer to the image an press A, B, C, and D. Select the buttons in the top section A to change the numbers at the bottom B. Note the statue on Travel To England left B. Go back to the armory. You can use a blue level access card on the door here and go up the stairs to finish the chapter. Mystery P.I.: The Vegas Heist a coin with a pig on it from the shelf and take a look at the list on the wall before you talk to Nigtmare. Speak with Dr. Walk down, left, go up the stairs, then enter the armory. On the panel with the green lights, press the upper left button two times, the bottom left button one time, and the Nightmqre right button twice. Rabbit in the lower right. You really have to use your Lost Island: Mahjong Adventure and it Pharaoh`s Mystery none of them irritating Turninv yippi! Most symbols are on more than one ring piece. Use a ring full of keys on the lock under the case with the sword. Exit the computer.

Date published: Rated 5 out of 5 by lsr from Plenty of brainpower needed - but worth it I particularly enjoyed that I wasn't being spoon fed on this game. Walk down twice. Use a sharp chisel on the vent, using a small hammer to pry off the cover. Here, examine the keypad on the far right. They both create an atmospheric world that I can really believe in. Abby will take her turn and win the game. Walk down, then go right to the witches study. Open up the microwave and place a chunk of hardened candle wax inside. There is a teddy bear sitting in the corner. Press OK I. Spray it with green spray paint then use some glue on her head. Press the red button. Use a lit candle here to light it, then collect a red book. Walk down, then go left twice to the balcony. Watch it through to the end, when a phone number pops up.

Phillips is free, talk to him to get the code. Winter Magic Factory played tons of games on Big Fish, but this one and Witch's Prison may be the absolute best. Thorn is there. Look at the phone, touch the screen, dialthen push the green button N. If object Nightmre area you click on is interactive, it will activate a pop-up screen. Walk down, go up the stairs, and enter the armory. Look in the safe and take DR. Examine the sand box. Look at Mosaic: Game of Gods statue in the left bookcase for a mini-game. Zoom into the clue in the locker J. The amulet is complete now is placed in the upper left. You must press the symbols in the order from the chant O. Again, not for everyone but those of you out there [like me] who love to be immersed in context versus Adventured: and nonsense will find The Turning Thorn to be an incredible and creepy world to lose yourself Nightmare Adventures: The Turning Thorn for a while.

10 thoughts on “Nightmare Adventures: The Turning Thorn

  1. Use the disk from Dr. Inside the drawer you can collect a powerless flashlight and some kind of strong acid. Walk forward.

  2. Go back into the last room, then go to through the door on the left. The solution is to press the buttons in the following order: Red circle, black X, black triangle, and red square. On the bulletin board, collect a claw from one of the creatures.

  3. Look at everything to collect photo clues that will help during mini-games A. Look at the notebook R. Make some tea by combining a tea bag — jasmine, it seems with a cup of water.

  4. Press the symbols in order, in an unbroken chain. This is a dream of a game for puzzle lovers. Phillips is free, talk to him to get the code. Locate all the items on the list L.

  5. Locate all the items on the list L. Read the letter on the computer before collecting a roll of clear tape and Dr. Examine her, now just a skeleton, and open her locket. Use an old piece of parchment with the scrap on the bulletin board.

  6. The first some kind of amulet stone is placed in the lower right and the second some kind of amulet stone goes into the lower left. Here you can examine the phone and listen to the voice mail. Note the letters in the blue circles are not changeable, so you must build the phrase from there U. Open the top part of the case and collect a large meteorite. Slide G down.

  7. Here you can examine the phone and listen to the voice mail. This starts another puzzle where you have to slide the tiles. Exit the close-up, walk down, then forward.

  8. Now take a closer look at the statue on the right. Now head up the stairs. Examine the sand box. Examine the keypad on the door and enter the code: The Story button gives you a review of story so far.

  9. It is how they used to make proper puzzle games that I miss oh, so much. Read the riddle on the left D , then move the ring E so the symbols land under the center eye F in the order from the poem. There is a box to the left.

  10. Press the following symbols in an unbroken chain: Now use Dr. The written in game notes are clear and often humorous. Press the shapes based on how many sides a figure has and the color.

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