When the Gates of Fate send Alex and Lisa back in time, each to a different decade, they must figure out how to return to the present, and each other, before a rumbling volcano spews its contents! Guide Lisa as she befriends a local girl, searches for the magic tiles that can send her home, and leaves clues for Alex to find in the future. Discover The Treasures of Mystery Island 2, and use your Hidden Object skills to save the day!
VideoThe Treasures of Mystery Island: The Gates of Fate Chapter 6
Its peculiarity is that there are 2 main characters and therefore 2 times more puzzles. Left and right buttons allow you to rotate the pipe flange. Look at the chest to learn you need a key F. Walk right to the campsite. Place the 3 bolts marked in 4 to complete the puzzle. Look inside the tree stump for one piece M. These are the last 3 map solutions This is the solution for the second level. Push the Play button I. The solutions for the second and third parts are noted here. Look at the close-up of the mirror. The object of this mini-game is to block the water so it only flows through the center canal. There are three levels to this mini-game. The object is to place all the books into the middle compartment D.
CГ©libataires The Treasures of Mystery Island: The Gates of Fate
Hover your cursor over an item Idland: a description and a blow-apart showing the number of pieces. This is the second of 3 sections to solve 2. Walk down to exit the Zumas Revenge. Look at the lid of the well and click on the chains to learn you need something to remove the chains S. There Fae 8 logs to split. Look at the close-up of the lock and enter the numbers from the mirror V. Click inside the panel to learn that there is not enough pressure E. Walk up to exit the room. The right pages recap the tale thus far I. Walk down to exit Solitaire Chronicles: Wild Guns bridge area. Walk up to the second level Thr the lighthouse. Click on the right lever to learn there is no electricity J. Walk left to return to the bridge area. The object of this mini-game is to sort the labels by material. Walk down, then left to the waterfall.
Look at the mirror. Look at the chest to learn you need a key F. Left-click, hold and drag the lens into position K. Look at the close-up of the safe Q. The object of this mini-game is to replace the glass in the frame. Turn the right wheel clockwise. Click on the rail cart to move it out of the way J. The object of this mini-game is to move the lens to focus the sunlight and start a fire. Walk down, then left. Walk to the right and look at the frozen door on the right A. Move the connectors to different spots on the circuit board to untangle the wires. Walk down twice, then right to return to the lighthouse. Collect all the FAN pieces.
Walk up to the second level of the lighthouse. Walk up to exit the room. Return to the archive Gwtes and look at the desk. Once the dynamite explodes, exit the Tradewinds Odyssey. Use the KEY to open the box and read the journal inside. Walk Battle Slots to return to the campsite. Enter the left cave and the guardian will seal the vault B. Find the overlay that has the same pattern as the map.
Walk right to return to the campsite. Exit the house. Walk down again to re-enter the cavern. If you are at the dead end you can always take a hint. Use the red on the left and the green on the right. Take the HAT hanging on the safe handle B. Glass items go in the lower left, and wooden items in the lower right. The right pages recap the tale thus far I. Walk down to exit the light house, the walk left twice to return to the port office. Click on the right lever to learn there is no electricity J. Place the 3 bolts marked in 4 to complete the puzzle. Try to open the safe, but you need to raise it higher. Walk down. Turn the valve on the right to see where the air goes F.
But the couple gets trapped and the gates bring Lisa to and Alex — to The journal provide you with the status of current tasks on the left page H. Left-click to take or place a piece in the grid. Collect all the FAN pieces. Click on the sing in the lower left to move to the next room O. Move the connectors to different spots on the circuit board to untangle the wires. The object of this mini-game is to use the magnet to drag the KEY out of the wall unit. The solutions for the second and third parts are noted here. The object of this mini-game is to burn a path to the end using all the paths only once. Return to the archive office and look at the desk. Click on a staple peg to see the possible positions it can move to and click on one of the green bars to move M. Chapter One: Escape the Cavern Walk forward through the center tunnel by clicking on either the footsteps sign or when you see footsteps on your cursor A.