Ask about Mystery Case Files: Return to Ravenhearst Discuss your gaming experiences. Share your friend codes / gamer tag. Find friends to play with. For general chat and discussions not related to Mystery Case Files: Return to Ravenhearst you can try our General Discussion Boards ©. More Cheats and Tips for Mystery Case Files: Return to Ravenhurst If you need more help with this game, then check out the following pages which are our most popular hints and cheats for this game: The Shovel. THE MAPS Click here to view Mystery Case Files: Return to Ravenhearst - The Maps. This set of maps. Continue reading. Mystery Case Files: Key to Ravenhearst is the latest installment of the iconic hidden object game series. Have fun detective, as you explore the manor in search of the missing pages of Emma Ravenhearsts’ diary, the key to revealing the secrets of the manor.
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Walkthrough Menu
General Tips
- This is the official guide for Mystery Case Files Ravenhearst Unlocked.
- This guide will not tell you 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.
- On the Master Puzzles, select 'Info' to view a clue for the next step. You can select 'skip this part' to skip only that part of the puzzle.
Chapter 1: The Asylum
- Take the ROCK (A); use it twice (B); slide the door open.
- Select the handle twice; pour the bag; take the CANDY and SPORK (C).
- Look at the chart; take the HOLDING MAGNET (D).
- Take the RUBBER DUCK (E); look at the journal (F) and the left page. Turn off the water (G). Use the SPORK in the water to get the HANDKERCHIEF. Use the HOLDING MAGNET; take the ANCIENT COIN (H).
- Use the ANCIENT COIN to get the MOP STICK (I).
- Remove the sheet, note and pillow; look at the book (J).
- Use the MOP STICK (K); move the bed twice. Select the ground and go to the Alister's lair (L).
- Select the wall 3x (M).
- Open both latches and look at the note. Open the book (N) and flip all the pages.
- Place the bottles in the right spots (O).
- Select the ALCHEMICAL LANTERN twice (P).
- Take the PALM-READING MODEL (Q).
- Place the ALCHEMICAL LANTERN (R) for an HOP. Play the HOP to get the SKELETON RAVEN.
- Select the wall twice (S).
- Place the SKELETON RAVEN. Look at the scroll; take the WINDER (T); you receive the CUTTLEBONE POWDER.
Mystery Case Files Return To Ravenhearst
- Use the CUTTLEBONE POWDER; select 1-3.
- Remove the two items; look at the paper and flip it; take the MANNEQUIN FOREARM (T).
- Place the PALM-READING MODEL on the MANNEQUIN FOREARM. Select each button; take the VALVE and REACHING ARM (inventory).
- Use the REACHING ARM (U) to get the BURNED DOLL and ALISTER'S BLOOD VIAL.
- Go down.
- Place ALISTER'S BLOOD VIAL (V). Select Charles, Gwendolyn and Charlotte (W); take the METAL PLATE (X).
- Use the HANDKERCHIEF on the METAL PLATE to get the POLISHED PLATE (inventory).
- Walk down.
- Use the POLISHED PLATE for a puzzle (Y).
- Solution one: A-Bx2.
- Solution two: D-B-C-Ax2.
- Solution three: Dx2-C-Ax2.
- Solution four: Dx2-Ax2.
- Enter the Hallway and try to go forward.
- Touch the arm (E); go forward.
- Give the RUBBER DUCK (F); go forward.
- Give the CANDY (G). Select the four blue pills (H) to receive the Map.
- Take the STAR OF LIFE 1/3 (I).
- Take the SWITCH (J). Look at the card (K).
- Go to Asylum hall (L).
- Play the HOP (M) to get the LIGHTER FLUID.
- Select the handle (N); look at the note and take the SHREDDER OIL (O).
- Go right.
- Take the BATON (P).
- Walk down.
- Use the BATON to get the WIND-UP DOLL (Q).
- Place the WINDER on the WIND-UP DOLL; select the winder; take the ASYLUM INSIGNIA and TWO-FACED DOLL (inventory).
- Use the SHREDDER OIL (R); turn the valve; take the ID CARD (S).
- Go to the Asylum hall.
- Place the ASYLUM INSIGNIA; take the TOURNIQUET RUBBER (T).
- Place the BURNED DOLL and TWO-FACED DOLL for a puzzle. Solution (U).
- Take the BURNER WICK and RUBBER-COATED FORCEPS (V).
- Use the ID CARD (W); enter the Security room.
- Take the SILICONE STICK (X).
- Look at the note (Y); take the OXYGEN TANK (Z).
- Use the RUBBER-COATED FORCEPS and place the SWITCH (Z1). Select the switch 2x for a puzzle.
- Solution one (A). Select the screen.
- Solution two (1-16).
- Select the screen and then choose the Mad-man character, then easy or hard. Collect all the pills on the board. Press the red button (B).
- Take the STAR OF LIFE 2/3 (C).
- Move the joystick; take the GLUE GUN CASE (D).
- Walk down.
- Take the STAR OF LIFE 3/3 (E); remove the panel.
- Walk down.
- Place the 3 STARS OF LIFE for a puzzle. Solution: 5-6-1-7-5-6-7-1-2-3-7-1-2-3-7-4-3-2-7.
- Take the OXYGEN TUBE (F).
- Place the VALVE and OXYGEN TUBE on the OXYGEN TANK to get the OXYGEN SPRAY (inventory).
- Use the OXYGEN SPRAY; take the FILE (G).
- Go to Asylum hall.
- Use the FILE for a HOP (H); play it to get the BATTERY. HOP solution one (I). HOP solution two (J).
- Open the two latches on the GLUE GUN CASE; place the SILICONE STICK and BATTERY Assemble the GLUE GUN as shown (K) (inventory).
- Use the GLUE GUN (L); select the handle. Look at the calendar; take the REMOTE CONTROL and KEY BUNDLE.
- Go to the Security room.
- Place the REMOTE CONTROL for a puzzle. Solution (1-4). Take the LED DISPLAY (M).
- Use the KEY BUNDLE; select all three keys (N). Take ALISTER'S ENIGMA (O). Look at all the folders; take the KEYPAD CODE.
- Open ALISTER'S ENIGMA; select the four skulls (inventory).
- Walk down and go left.
- Place the LED DISPLAY and KEYPAD CODE for a puzzle (P).
- Solution (6471).
- Return to Ravenhearst (Q).
Chapter 2: Return to Ravenhearst
- Take the SOLVENT (R); look at the note.
- Select the wood pile twice (S) for a HOP; play it to get the PUNCH CARD. HOP solutions one 1-2-3 (T). HOP and two (U).
- Take the FEATHERS 1/3 (V). Arrange the ship as shown; take the SHIP MODEL (1-3).
- Go to the Museum ruins.
- Take the SELF-INFLATING VEST (W). Place the SHIP MODEL (X); take the SMALL ANCHOR (Y).
- Go left.
- Move the hand; place the PUNCH CARD (A) and select the TV (B). Take the NYLON CORD (C).
- Place the TOURNIQUET RUBBER on the stick (D) to get the SLINGSHOT.
- Walk down.
- Use the SLINGSHOT (E); take the MOTH and FEATHERS 2/3 (F).
- Place the MOTH on ALISTER'S ENIGMA for a puzzle (inventory). Solution (G).
- Take the FEATHERS 3/3.
- Place the 3 FEATHERS; take the SHACKLE LINK (H).
- Place the NYLON CORD and SHACKLE LINK on the SMALL ANCHOR; select it to get the GRAPPLING HOOK (inventory).
- Go to the Museum ruins; go right.
- Use the GRAPPLING HOOK (I).
- Go to the Memorial garden (J).
- Select the camera 3x to get the SCOPE (K). Place the BURNER WICK; select the lantern and use the LIGHTER FLUID (L). Use the flint (M); take the PARAFFIN LAMP.
- Take the CIRCUIT BOARD (N) and NET (O).
- Place the SELF-INFLATING VEST (P) and select it; take VICTOR'S COTTAGE (Q).
- Walk down; go left.
- Place the PARAFFIN LAMP; select the zipper 2x (R) to get the ZIPPER HEAD.
- Place the CIRCUIT BOARD. Select the dials to make the choices (S). Take the RAVEN TWINS 1/3 (S1).
- Go right.
- Place VICTOR'S COTTAGE (T); take the RAVEN TWINS 2/3 (U).
- Go to the Memorial garden.
- Place the ZIPPER HEAD; take the RAVEN TWINS 3/3 (V).
- Place the 3 RAVEN TWINS for a puzzle (W).
- Arrange the wires as shown; pull the lever (A).
- Swap the fuses as shown (pink).
- Move the token on the path (B).
- Find the matching pieces on the clock (C-color-coded).
- Place the two cards as shown (D).
- Place the wings (E) on the caterpillar (F).
- Set the clock to (10:10) using the clue provided (G) by dragging the two cogs (H).
- Use the arrows to change the lock (I) to fit the key. Place the key (J) in the lock.
- Select the tiles until they are the right height (K).
- Select the dial (L).
- Place the 3 cards (red) as shown (M).
- Take the manor (N); place it (O).
- Select the lights as shown (P) by using the clue (Q).
- Place the seal (R) on the scroll (S).
- Place the coins (green) in the right spots (T).
- Select 1-14.
- Select the five souls (U).
- Go through the door for the Cemetery.
Chapter 3: City Gate
- Play the HOP (A) to get the LOCKPICK SET.
- Take the SWING PLANK (B).
- Go to the City gate (C).
- Select the boat (D).
- Take the SHIELD PARTS 1/3 (E).Use the SWING PLANK; take the FISH (F).
- Use the LOCKPICK SET on the lock; move the bottle; take the BROKEN CROSSBOW (G).
- Take the SHIELD PARTS 2/3 (H). Select the moss twice.
- Walk down.
- Give the FISH to the cat; take the STRING (I).
- Go to the City gate.
- Assemble the BROKEN CROSSBOW (1-6), then place the SCOPE and STRING to get the CROSSBOW (inventory).
- Place the CROSSBOW (J); aim and shoot (K).
- Go to the Tower (L).
- Take the SHIELD PARTS 3/3 (M).
- Take the LEATHER BELT (N). Place the 3 SHIELD PART; select the crown and two towers (O) to get the SHIELD. Take the CRANK HANDLE (P).
- Remove the debris (P1).
- Place the NET (Q); select the three rocks (orange). Look at the note; take the SNAKE and BANNER (R).
- Return to the Cemetery.
- Use the SHIELD 3x; take the CLAW WRENCH (S).
- Use the BANNER (1-4); take the WRENCH PIECE.
- Place the WRENCH PIECE on the CLAW WRENCH to get the WRENCH (inventory).
- Return to the Tower.
- Use the WRENCH for an HOP (T); play it to get the HOP to get the WOOD TILES.
- Select the WOOD TILES, then select the circles I, II, III, IV and V to get the PERFORATED BOARD (inventory).
- Walk down.
- Place the PERFORATED BOARD (U).
- Select the symbols (V).
- Enter Gallows square.
Chapter 4: The City
- Look at the note. Use the SOLVENT; take the LORD CEDRIC and EMBLEM PARTS 1/2 (A).
- Go left.
- Select the lattice twice; take the WAGON JACK (B).
- Remove the chains (C).
- Go right and then to the Street fair (D).
- Read the note. Take the EMBLEM PARTS 2/2 (E).
- Walk down.
- Place the 2 EMBLEM PARTS and assemble them for a puzzle (F).
- Solution (G).
- Enter the Bailiff's office.
- Take the PULLEY WHEEL (H) and PLAQUE 1/3 (I).
- Use the WAGON JACK; read the note and take the COPPER ENGRAVING (J).
- Walk down.
- Place the COPPER ENGRAVING (L); remove the rocks; take the COPPER ENGRAVING (M).
- Go left.
- Place the COPPER ENGRAVING (N); remove the stone; take the COPPER ENGRAVING (O).
- Go right.
- Place the COPPER ENGRAVING (P); move the shield; take the SUPPORTER (Q). Select the rocks; take the PLAQUE 2/3 (R).
- Go left.
- Place the PULLEY WHEEL, CRANK HANDLE and LEATHER BELT (S). Take the SEAL WAX (T); crank the handle twice; take the PLAQUE 3/3 (U).
- Enter the Bailiff's office.
- Place the 3 PLAQUES and arrange them as shown (V) for an HOP; play it to get the LOCKSMITH TOKEN.
- Walk down.
- Place the LOCKSMITH TOKEN; select the four keys (W).
- Enter the Locksmith's workshop.
- Take the SHIP SAILS (X) and RAVENHEARST TOWER (X1).
- Use the SEAL WAX (Y); move the cabinet (Y1). Play the puzzle (Z).
- Solution: U-D-L-D-Ux2-R-Ux3-L-Dx5-R-D-U-R-U-R-U-R-Ux2-Dx4.
- Look At the note. Take the BLANK KEY BOX.
- Lift the glass; place the SNAKE (A) and take the JAW MECHANISM (B).
- Go to Alister's dwelling (C).
- Read the note; take the VICE BAR (D). Place the JAW MECHANISM; take the WYVERN 1/2 (E).
- Take the GARGOYLE 1/3 (F). Place the RAVENHEARST TOWER (G). Look at the three notes (orange). Place the building pieces as shown (H). Take the WYVERN 2/2.
- Walk down.
- Use the VICE BAR; take LADY MORWYN (I).
- Place the 2 WYVERNS; take the ROTATING DIAL and MECHANICAL SPIDER (J).
- Return to Alister's dwelling.
- Place the ROTATING DIAL; change the dates to 1457 for an HOP; play it to get the KEY DRAWING (K).
- Place LORD CEDRIC, LADY MORWYN and the MECHANICAL SPIDER () for a puzzle.
- Solution (1-13).
- Take the SCALE PAN and DRAGON.
- Walk down.
- Place the DRAGON; look at the note and take the BOX PARTS (L).
- Place the BOX PARTS in the BLANK KEY BOX. Put the pieces in the right spots and take the BLANK KEY (inventory).
- Place the KEY DRAWING and BLANK KEY for a puzzle. Solution (M). Pull the handle (N); take the FACE-LOCK KEY.
- Return to the Bailiff's office.
- Place the FACE-LOCK KEY for a puzzle (O).
- Set the dial to 7 (@).
- Solution: G-D; I-H; H-G; F-I; I-H; C-F; F-I; E-F; F-I; I-H; D-E; H-E; G-H; H-I; I-F; E-F; F-E; E-B; A-D; D-E; B-E.
- Select Kx2-L-Mx3-K-Lx2-K-M-J.
- Place the numbers as shown (N).
- Select Ox7.
- Combine pairs of bubbles (P-R).
- Move the single bubble to (S) and select it.
- Set the dial to 3 (T).
- Move AA right x3. Move BB right x2-up-left-down-right x2. Move AA left-down x2-right.
- Set the dials (CC); select (DD).
- Set the dials (EE); select (DD).
- Select (FF).
- Divide the items as shown (GG).
- Select (HH).
- Select the symbols 1-5.
- Take the JUSTICE SCALES (A).
- Place the JUSTICE SCALES; pull in the swords as shown (1-4). Select the handle; take the SLEDGEHAMMER (B).
- Return to the Street fair.
- Use the SLEDGEHAMMER 3x on the scene (C).
- Read the note; take the SPINNING TOP (D).
- Remove the planks (E). Play the HOP (F) to get the JESTER MASK.
- Select the mast (G) to get a note; remove the mast. Place the SHIP SAILS.
- Select the sails (H). Take the VINEGAR (I).
- Go to the Mystery play (J).
- Take the PEG LEG (L), BARREL TOP (M) and HALF MAN (N).
- Place the JESTER MASKS; assemble as shown (O); take the FAMILY CREST 1/2 (P).
- Place the SPINNING TOP (Q).
- Move all the clothes aside; take the DAMAGED HELMET (R).
- Walk down.
- Place the DAMAGED HELMET (S); select the hammer twice (T). Take the FAMILY CREST 2/2 (U).
- Place the 2 FAMILY CRESTS on the PEG LEG; read the note and take the TAP (inventory).
- Place the SUPPORTER, TAP and BARREL TOP; select the tap. Move the supporter and the wheel (V).
- Move the cart.
- Enter the Apothecary (W).
Chapter 5: The Apothecary
- Find the matching pairs (A). Read the note. Take the ARMOR EMBLEM (B).
- Look at the book (C) and flip all the pages. Place the SCALE PAN (D). Select the 3 and 5 weights; remove weight 1 from scale (E). Use the spoon (F) to get the flour. Use the spoon to remove the flour on the scale pan. Place the flour in the beaker (G).
- Add VINEGAR to the beaker. Take the INFLATING GAS.
- Walk down.
- Place the ARMOR EMBLEM; take the METAL SKULL (H).
- Use the INFLATING GAS (I); take the FISHING LURE (J).
- Enter the Apothecary.
- Remove the panel; open the three compartments. Place the 2 skulls (K) and METAL SKULL. Face the skulls as shown (L); take the WOODEN ANEMONE.
- Use the FISHING LURE to get the CHEST TOKEN (M).
- Place the CHEST TOKEN; arrange the pieces as shown to get the APOTHECARY STEPS (N).
- Read the note. Take the ORNATE BRACELET (O); play the puzzle (P).
- Solution (Q).
- Go to Mystery play.
- Place the APOTHECARY STEPS (R) for a HOP; play the HOP (S) to get the EMBLEM HALF. HOP puzzle solution (T).
- Place the WOODEN ANEMONE for a puzzle. Solution (U). Take the GRAVEYARD EMBLEM (V).
- Place the EMBLEM HALF on the GRAVEYARD EMBLEM (inventory).
- Go to the Graveyard (W).
- Place the GRAVEYARD EMBLEM on the gate.
- Take the HALBERD (X) and LEVER (Y).
- Place the ORNATE BRACELET (Z); select it twice; take the WOODEN CAMPION (Z1).
- Walk down.
- Use the HALBERD; take the GARGOYLE 2/3 (A).
- Place the WOODEN CAMPION (B) for a puzzle. Solution (1-5). Take the RAVEN NUT and GUARDIAN.
- Return to the Graveyard.
- Place the GUARDIAN; take the GARGOYLE 3/3 (C).
- Return to the Apothecary.
- Place the 3 GARGOYLES; take the GRAVE DESCRIPTION and GEAR 1/2 (D).
- Return to the Graveyard.
- Place the GRAVE DESCRIPTION for a HOP (E).
- Go to the Crypt (F).
- Select the symbols (1-6).
- Enter the Passage (H).
- Select the symbol (1).
- Use the pick (J). Select the symbols (2 and 3).
- Go forward (K).
- Select the symbols (1-8).
- Go to the Body pit (L).
- Take the PIPE (M). Place the LEVER and pull it; take the SKELETON HALF (N).
- Slide up.
- Open the mechanism; select the gears (O).
- Select the device; place the RAVEN NUT; take the WRIST CRUSHER (P).
- Slide down and enter the Correction chamber (Q).
- Remove the sheet (R) for a HOP; play it to get the EYE. HOP Puzzle solution (S).
- Take the DROPLETS 1/4 (T) and RAVEN FLINT (U).
- Look at the note; place the SKELETON HALF and HALF MAN; take the GEAR 2/2 (V).
- Walk down and slide up.
- Place the 2 GEARS (A); close the compartment. Take the GOLDEN EMBLEMS 1/3 and MOSAIC TILE (B).
- Select the arm (C) and shoe (D). Play the HOP (E) to get the HOOK WHIP.
- Use the HOOK WHIP (F) to get the BELT CHEWER.
- Use the BELT CHEWER (G).
- Slide up.
- Place the EYE; take the SPREADER (H).
- Select the SPREADER 4x (inventory).
- Return to the Correction chamber.
- Use the SPREADER; take the GOLDEN EMBLEMS 2/3 (I).
- Place the MOSAIC TILE for a puzzle. Solution (J).
- Take the LORD'S SEAL and GOLDEN EMBLEMS 3/3.
- Walk down and slide up.
- Place the 3 GOLDEN EMBLEMS for a puzzle (K).
- Solution (1-5).
- Enter the Distillery.
- Place the RAVEN FLINT (L).
- Take the BARREL (M). Remove the pipe piece (N).
- Remove the scarf; take the DROPLETS 2/4 (O).
- Use the LORD'S SEAL; look at the note; take the JEWELS (P).
- Go to the Preparation room (Q).
- Select the pieces 1-3. Place the PIPE and WRIST CRUSHER to get the HAND PUMP (R).
- Select the stack of books (S) for a HOP; play it to get the BOOK. HOP puzzle solution (T).
- Take the LEATHER GLOVE (U).
- Walk down.
- Place the BOOK and arrange as shown (V). Look at the note and take the DROPLETS 3/4 (W).
- Place the HAND PUMP (X); take the METAL BEAK (Y).
- Go to the Preparation room.
- Place the METAL BEAK; take the CLAW EMBLEM (1).
- Select the left and down arrows; place the CLAW EMBLEM; take the RAVEN EMBLEM (2).
- Select the up arrow; place the RAVEN EMBLEM; take the RAVEN BODY EMBLEM (3).
- Select the right and down arrows; place the RAVEN BODY EMBLEM; take the DROPLETS 4/4 (4).
- Place the 4 DROPLETS (Z) for a puzzle.
- Connect the numbers as shown (A).
- Rotate the inner circle to match up each of the 3 symbols (B).
- Take the disk (C) and place it (D).
- Select 1-5.
- Move (E) to (F) and select.
- Select 1-12.
- Move (G) to (H).
- Connect the colored squares (I).
- Take the piece (J) and place it (K).
- Move the 5 pieces (green) to the frame (L).
- Turn the left page 3x (M).
- Place the 3 tiles (red) in the grid (N); arrange as shown (O).
- Take the test tube (P); place it (R).
- Select 1-4.
- Select (S-R)-(R-Q)-(Q-S)-(R-Q)-(S-R).
- Take (S) and pour it (T).
- Move the 2 arrows (U) to (V).
- Enter the code 6-5-1-2-8-7 (W).
- Select the gears when all 5 are over the opening (X).
- Use (T) on (Y).
- Take the WEIGHT and GRYPHON HEAD (Z).
- Walk down.
- Place the GRYPHON HEAD (Z1).
- Enter Lord Cedric's Bedroom.
Chapter 6: Lord Cedric's Bedroom
- Move the table (A); play the HOP (B) to get the FRAME CORNER. HOP puzzle solution (C).
- Place the WEIGHT (D); take the SMALL QUIVER (E).
- Go to the Palace hallway (F).
- Take the TAPESTRY (G) and BOX TOKEN 1/3 (H).
- Place the FRAME CORNER; take the TRANSFORMABLE KEY (I).
- Go to Lady Morwyn's boudoir (J).
- Take MORWYN'S BOX (K) and RIBCAGE (L).
- Select the bone that's in the cauldron. Place the pin (M) in the cauldron; take the INITIALS 1/2.
- Return to the Lord Cedric's bedroom.
- Use the TAPESTRY and LEATHER GLOVE to get the ASH SHOVEL (N).
- Place the TRANSFORMABLE KEY for a puzzle (O). Solution (P-Q-R). Take the BOX TOKEN 2/3 and WALL DECORATION.
- Go to the Palace hallway.
- Place the WALL DECORATION; slide all three pieces down; take the MINIATURE HEADDRESS (S).
- Use the ASH SHOVEL; open the drawer; take the BOX TOKEN 3/3 and INITIALS 2/2 (T).
- Place the 3 BOX TOKENS on MORWYN'S BOX for a puzzle. Solution (1-4). Take the COLORED FAN (inventory).
- Walk down.
- Place the 2 INITIALS; take the ENGRAVED WOOD and SCROLL DRAWING 1/2 (U).
- Return to Lady Mowry's boudoir.
- Place the SMALL QUIVER and MINIATURE HEADDRESS; take the SCROLL DRAWING 2/2 ( V).
- Place the JEWELS and COLORED FAN; arrange the gems as shown (W). Look at the note and take the TRIPTYCH PANEL.
- Walk down twice.
- Place the TRIPTYCH PANEL; change the number to 216 (X). Take the SCROLL CASE and SHARP RING.
- Place the 2 SCROLL DRAWINGS on the SCROLL CASE to get the BOUDOIR CLUE (inventory).
- Go to lady Morwyn's boudoir.
- Place the BOUDOIR CLUE on the scene. Select the items shown (Y).
- Play the HOP (Z) to get the SWORD. HOP puzzle solution (Z1).
- Walk down.
- Use the SAW SWORD 3x for a puzzle (Z2).
- Solution one (A).
- Solution two (B).
- Solution three (C).
- Throw the SHARP RING (D); take the MECHANISM PART 1/2 (E) and play the HOP to get the PICTOGRAPH.
- Take the SPEARHEAD (F) and BLADE HANDLE (G).
- Go to the Spiral Staircase (H).
- Take the MECHANISM PART 2/2 (I).
- Select the handle (J).
- Walk down.
- Place the 2 MECHANISM PARTS for a puzzle (K).
- Solution: D – left, down; 17x2; A – down, right; 10x3; A-up; 17; 19x3.
- A-down, right x2, down;16; 17x2; D-up, left, down; 17x2.
- C-left x3; down, right; 17; C-left, down; 2; 15x3; 16x2; 9x3; 10; 17x3; 19; 12; 5x3;7x3; 14x2; 13x3; 20.
- B-left x3, down x2, right, up, right, down, right x2, up x2, right x2, down, left, down x2.
- Enter the Balcony.
- Take the BOW (E) and STAINED GLASS (F).
- Use the SPEARHEAD to get the STATUETTE (G).
- Slide right.
- Take the SHARP CRYSTAL (H).
- Walk down.
- Place the STAINED GLASS and select it (I). Touch the ground and take the POWDER POUCH (J).
- Place the STATUETTE for a puzzle. Solution (K). Take the STAKE and HERALD.
- Go to the Balcony and slide left.
- Place the ENGRAVED WOOD and STAKE on the BOW to get the BOW DRILL (inventory).
- Place the POWDER POUCH and BOW DRILL; take the OBSIDIAN PIECES and RAVEN FIGURINE (L).
- Slide right.
- Place the HERALD; select 1-4 for a HOP (M); play it to get the SCEPTER BASE.
- Return to the Spiral staircase.
- Place the RAVEN FIGURINE on the SCEPTER BASE to get the SCEPTER (inventory).
- Place the SCEPTER (N) and touch it. Try to go forward.
- Throw the BARREL on the steps (O).
- Remove the vines (P).
- Go to the Cave (Q).
- Place the RIBCAGE and select the bones (R); take the SIGIL OF THE WELL 1/3 (S).
- Go to the Priest's terrace (T).
- Place the BLADE HANDLE (U); take the HOLLOW HORN (V).
- Place the PICTOGRAPH; slide the hand to the three positions (1-2-3); take the FLY IN AMBER.
- Take the SIGIL OF THE WELL 2/3 (W).
- Return to the Spiral staircase.
- Use the HOLLOW HORN; take the WATER-FILLED HORN (X).
- Place the FLY IN AMBER; take the RUNE (Y).
- Go to the Cave.
- Use the WATER FILLED HORN; take the OBSIDIAN SILHOUETTE (Z).
- Place the RUNE (Z1). Select the runes (1-5) for an HOP; play it to get the RITUAL MASK.
- Place the OBSIDIAN PIECES on the OBSIDIAN SILHOUETTE for a puzzle (inventory). Solution (Z2) the puzzle to get the RAVEN SILHOUETTE.
- Return to the Priest's terrace.
- Place the RAVEN SILHOUETTE and select it 2 times; look at the note and select all the pieces to get the STAFF OF OSCILLATIONS (A).
- Place the RITUAL MASK. Place items as shown 1-6.
- Take the EMERALD (B).
- Return to the Spiral staircase.
Mystery Case Files Return To Ravenhearst Walkthrough
- Use the STAFF OF OSCILLATIONS and SHARP CRYSTAL; take the SIGIL OF THE WELL 3/3 (C).
- Place the EMERALD; take the ACTIVATOR BASE (D).
- Place the 3 SIGILS OF THE WELL on the ACTIVATOR BASE to get the SIGIL OF THE WELL (inventory).
- Go to the Cave.
- Place the SIGIL OF THE WELL for a puzzle (E).
- Solution: Ax2-Ex2-D-Ex2-G-Ex2-G-E-Cx2-E-G-E-B-Ex2-G-Ex2-G-E-Dx2-E-G-F-Gx2-F-Bx2-E-D-F-Gx2-E-D-F-B-E-G-F-B-E-G-F-Gx2.
- Look at the picture (H); find the differences (red).
- Slider solution (1-18).
- Solution: L-J-L-K-I-L-K-J.
- Place the token (M) in the slot (N).
- Solution: (7-11)-(6-7)-(7-8)-(5-6)-(6-7)-(4-5)-(5-6)-(1-5)-(5-4)-(2-1)-(1-5)-(3-2)-(2-1)-(7-3)-(3-2)-(8-7)-(7-3)-(6-7)-(7-8).
- Place the leaf (O), potion (P), and gold bar (Q) in the cauldron (R).
- Place the book lock (S) in the slot (T).
- Select the numbers (U-V), then select (W).
- Select the ball (X), then the nodes (Y).
- Go to the Well of Souls (A).
- Place the STAFF OF OSCILLATIONS (B). Select the green-red-blue-green.
- Descend the stairs (C).
- Talk to the lady (D).
- Select all the skulls on the scene for a puzzle (E). Solution is random (F).
- Select the skulls on the screen for a puzzle. Solution is random (G).
- Congratulations, you've completed Mystery Case Files: Ravenhearst Unlocked!.
Created at: 2015-12-25
- Think outside the box. For example, the word 'horn' could be a musical instrument or an animal's horn. An egg could be a shell, an egg over easy, or a painted egg.
- You can click on the telephone to automatically solve a locked door challenge, but you will forfeit all remaining hints. So make sure to use up your hints before using the telephone!
- You don't have to clear every single room to find the diary page, so if you get stuck, move to another room and come back instead of wasting a lot of time on a single clue
- Keep an eye out for Felix the Fish (the Big Fish mascot). Click on him and you'll get the chance to enter a contest to have your own image in the next Mystery Case Files game!
Several of the doors in Ravenhearst Manor have elaborate locks on them. Here's a guide to solving the puzzles needed to unlock the doors.
Parlor Lock
- Hint: To unlock this door, the wooden tokens must be fit into the appropriate slots. The circle of slots is divided into two halves, the left being light and the right being dark. You must fit the tokens that have sun/light themes into the left side, and darkness themes in the right.
- Step 1:
- Left: sun, sun hat, sunflower, umbrella, sundial, sunglasses
- Right: owl, bat, moon, Saturn, star, flashlight
- Left: sun, sun hat, sunflower, umbrella, sundial, sunglasses
- Step 2: Flick the light switches on either side to unlock the door
- Step 1: Click the valve to the left of the clock at the bottom of the screen so that it moves to the other side.
- Step 2: Set the clock hands to read 9:30.
- Step 3: Click on the bottle opener hanging on the wooden shelf and drag it over to the purple bottle to uncap it.
- Step 4: Click on the red wheel twice to turn the bottle upside down and empty the liquid into the container.
- Step 5: Click on the wind-up car to cause a spark that ignites the flame under the pot and causes the liquid to roll down the pipe into the bath tub.
- Step 6: Inflate the balloon with the air pump until it rises and causes an event that reveals a valve.
- Step 7: Click the valve to steam away the lock and open the door.
- Step 1: Click the Death tarot card to reveal a Z button. Click the Z button to make the fortune teller appear.
- Step 2: Click the green button to make the fish move, then click the blue button to make the fisherman lower his rod so that he catches the fish. Time your button presses so that the fish and hook meet. (Hint: Click the blue button first, and when the rod is on its way down, click the green button.)
- Step 3: Once the fish is in the grinder, flick the yellow switch to the right of the slot machine to create a fishbone in the slot machine.
- Step 4: On the chalk board is a tic tac toe game. Play tic tac toe by clicking on any square to fill in an X. Win the game and the board will explode to reveal a lever. (Hint: if you lose, you can exit to the map and re-click on the guest bath room to restart the scenario. Or, better yet, play the game again (and again) until you win so you can go to the next level.)
- Step 5: Pull the lever to play the slot machine until you get double fishes (paired with the fish bone equals triple fishes). A nickel will roll out into the coin catcher.
- Step 6: Click the nickel and drag it into the coin slot to the left of the fortune teller. A paper key will appear.
- Step 7: Click and drag the paper key on top of the paper key cutout on top of the door handle to unlock the door.
Music Room Lock
- Step 1: Press the red 'on' button on the orange panel to reveal three dice.
- Step 2: Press the valves above the dice the number of times corresponding to the dice (i.e. if the die says '4' press the valve 4 times.
- Step 3: When you press all the valves, a coin will roll into the elephant's mouth and raise the bellows, and a new set of dice will appear.
- Step 4: Repeat Step 3 two more times until the lips on the end of the bellows are in front of the horn mouthpiece.
- Step 5: Press the bellows to blow the horn, causing three music notes to appear on the staff paper below
- Step 6: Play the notes on the keyboard to unlock the door
- Step 1: To the left of the Venus Fly Trap you'll see a severed wire. Click on the hole to reconnect the wire, which sends power to the electronic device.
- Step 2: Click the switch on the black device above to turn it on and power the light.
- Step 3: Click the orange button on the TV to turn it on. Adjust both the antenna and the knob with the pliers until you get an image with some numbers on it.
- Step 4: Type that string of numbers using the keys on the typewriter to let the fly out of the cage.
- Step 5: Click on the fly and it will fall into the mouth of the Venus Fly Trap.
- Step 6: Click the Venus Fly Trap to solve the puzzle and unlock the door.
- Step 1: There are seven clocks in this room, plus the big white clock with moveable hands. Do the following for each clock: Move the hands of the big clock to match the hands on the little clocks, and press the red button next to the big clock. This will cause one of the panels at the bottom of the screen to open, revealing an object.
- Step 2: For each revealed object, find and drag the corresponding opposite object into the empty slot behind it. These objects are scattered throughout the room.
- Angel - the red devil head in the upper right of the screen
- Female symbol - the male symbol hooked around the bottom dial on the square brown clock
- Fire - the icycle hanging from the square black clock
- Girl photograph - the black and white boy photograph handing on the wall
- Moon - the sun in the face of the clock with Roman numerals to the left of the big white clock
- Rabbit - the tortoise sitting on top of the big white clock
- Salt - the pepper shaker sitting on the white clock in the lower left of the screen
- Angel - the red devil head in the upper right of the screen
- Step 3: The closed panels now contain a variety of objects that represent numbers (5 fingers, 2 cards, 6 pointed star, 4 leaf clover, 3 point triangle, 5 fingers, 3 pronged trident) key these numbers in sequence into the keypad to unlock the door.
- Step 1: There is a device with symbols and Roman numerals on it. Find these objects on the screen (snake, doll's hand, dagger inside the large clock, grey arrow with lamb's head on it) and rotate them fully by clicking multiple times to cause letters to be revealed.
- Step 2: The revealed letters correspond to the four lettered blocks on the shelf next to the Buddha statue. Pay close attention to the direction each revealed letter is facing, then rotate the blocks to match.
- Step 3: When you've done this correctly, the green WC light will begin to flash. Click on the toilet seat to lower it, then press the handle to flush the toilet and a yodeler will appear in the painting. Flush the toilet a few more times until the yodeler climbs all the way up the mountain. Eventually this will trigger the hammer to fall, breaking open the doll's head and revealing a key to unlock the door.
- Step 1: Click the paper with the '1' on it to get the animation of the man laying the egg.
- Step 2: Rotate the '3' slot until the card with the spade suit is showing
- Step 3: Click the '2' day sale so that the cent sign appears
- Step 4: There is a numbered slot machine in the upper right. Click each number until it matches each numbered picture on the screen. (1 should be an egg, 2 should be the cent symbol, and 3 should be a spade). When you've done it correctly, a mouse will come out of the box.
- Step 4: Click on the 'Feed me' paper on the shelf to reveal a mouse hole.
- Step 5: Click on the cupboard in the upper left to reveal a can opener. Click on the can opener to open the can.
- Step 6: Click on the can twice so it rotates upside down.
- Step 7: Rotate the magnet so it's pointing at the can lid, to make the lid open and food to come halfway out.
- Step 8: Click on the food to make it fall onto the plate, then click on the cat. The mouse will now come through the hole and emerge at the bottom of the screen. Click the mouse and it will run into the wheel. After a few seconds, the door will unlock.
- Step 1: Click on the turquoise can so that a fly pops out of it.
- Step 2: Click on the amber-colored bottle on the top shelf to remove the cork. A second fly will come out.
- Step 3: Click on the yellow can on its side and a third fly will fly out.
- Step 4: Click on each fly and drag it onto the glowing turquoise electrical current. The fly will get stuck and close the electrical circuit, which powers up the horse racing game.
- Step 5: Click the red button on the black number dial and rotate it so that the pointer falls on the number 35. A piggybank will descend.
- Step 4: Click on the piggybank and it will drop a nickel through the pipe.
- Step 5: Drag the nickel into the coin slot to the right to activate the horse racing game.
- Step 6: Click on one of the colored buttons to choose which horse you bet on to win, then click the lever above to start the game.
- Step 7: Keep playing the game until your horse wins. It's best to stick with one color until it wins instead of going from color to color, since winning seems completely random. When your horse wins, the lock will break.
- Step 1: There's a grid with lightbulbs, some of which are on and some off. Clicking on the bulbs turns some on and others off. Your goal is to get all the lights on. To solve, click the following lights in sequence:
- Upper right corner
- Bottom right corner (this light will now be off)
- Lower left corner
- The upper left light should be on, and there should be a row of four 'off' lights in a diagonal row heading down to the bottom right. Click these four lights in order, starting with the topmost one. Voila! (Hint: If you find yourself in a mess, click the switch on the right to reset the grid.)
- Upper right corner
- Step 2: Once you've lighted the entire grid, the green light bulb will go on. Turn the crank below to produce a green battery. Fit this battery into the green battery slot.
- Step 3: The grid of lights will reset itself, but this time it's easy to solve. Click each of the four corners, then the light in the exact middle. Turn the crank to get the red battery.
- Step 4: On the grid, click the middle light in each of the four outer rows, then the exact middle light. Turn crank for yellow battery.
- Step 5: Click the exact middle light, then the light above it, then the light below it. Turn crank for the purple battery.
- Step 6: Click each of the four corners, then each of the 'off' lights diagonally next to each corner. Turn crank for turquoise battery.
- Step 7: Once you've fit all the batteries in, the TV will turn on. There are three videogames that you must beat to continue. You can toggle between them by pressing the three green buttons below the screen.
- Step 8: The first game is a Pong-inspired game. Use the crank on the right to control the paddle. You must return the ball 15 times in a row to pass.
- Step 9: In the second game, you must keep your square in between the two lines for 35 seconds.
- Step 10: In the third game, your goal is to collect 25 of the circular objects while avoiding being hit by the heart-shaped objects.
- Step 11: When you beat all three games, the words 'Game Over' will appear followed by the silhouette of a key. Turn the door handle in the lower left to continue.
- Step 1: There are eight pictures depicting the growth cycle of a frog. By pressing the green buttons, you must put these pictures into sequence from earliest to latest. Starting from the bottom and curving right, the number should be set to: 4, 8, 6, 1, 7, 3, 5, 2. When you've done it correctly, a roll of duct tape will appear in the upper right corner
- Step 2: In the lower left corner, click the water pump switch twice until the water turns on and starts dripping out of the hose.
- Step 3: Click and drag a piece of tape over the leaky hole to fix it.
- Step 4: Click the switch below the middle flower pot once so that the color turns to yellow.
- Step 5: Click the switch below the right flower pot twice so that the color turns to blue.
- Step 6: Turn the dial on the pump to extend it over each of the flowers. Click the green dial near the plant food bottle, then click the red lever on top of the pump to feed the plant. Do the same with the blue dial for water. Feed and water all three plants so that a flower grows in each pot.
- Step 7: Now you have the pluck off certain petals so that the plants match the picture on the wall. When you've done it correctly, the key will appear.
- Step 1: This is a memorization game. Press the button on the device in the lower right, and it will flash a series of objects in sequence. You must select these objects and drag them into the correct spaces in the grid below. The first one will be 3 objects, the second time will be 4 objects, and the third will be 5.
- Tips: This isn't easy. Concentrate, and if it helps, write down what the objects are on a piece of paper to help you remember. As soon as you know what the first item is, try to click on it without taking your eye off the rest of the flashing items to get a head start. Move fast! You don't have a lot of time.
- Step 2: After you've completed the final Match 5 challenge, five paper symbols will appear: Sheep, dog, turtle, bird, reptile. Push the buttons corresponding to the symbols on the large middle pbject (i.e. snake = turtle).
- Step 1: There's a battery to the left of the apple. Drag it to the battery receptacle in the lower right of the screen
- Step 2: Rotate the pistol so it's pointing at the apple. When you have it positioned right, it will fire and break a piece off the apple, revealing symbols scribbled onto paper
- Step 3: Type the symbols from the paper using the keys in the upper right corner, and press the green button to cause a boot to appear behind the chicken.
- Step 4 (optional): Pull down the lever on the toaster. When the toasted bread comes back up, it will read 3 ½'.
- Step 5: There's a counter next to the wooden ruler. Set the arrow to 3 1/2 inches, and press the red button below, which will cause three bottles to lower.
- Step 6: There are two levers to the left of the bottles. The upper lever slides the bottles, and the lower lever pours out contents into the mixer below. Use the levers to create a feed by combining ingredients from the bottles.
- Step 7: Use 2 doses from the Diamonds jar, 3 doses from the Spades jar, and 2 doses from the Moon jar. Pull the lever on the mixer to create chicken feed. Turn the crank on the box with the typing keys to cause the boot to kick the chicken. The chicken will feed, then produce an egg.
- Step 8: Repeat the process using 2 doses from Moon jar, 1 dose from Spades jar, and 1 dose from Diamond jar.
- Step 9: There should now be four eggs in the carton. Use the dials on the right to adjust the colors in each window to match the colors on the eggs. Click on the lever to the right to unlock the door.
Mystery Case Files Ravenhearst Games
- Step 1: Manipulate the Click n' Slide blocks so that you can slide the battery down into the receiver below.
- Step 2: Click the switch to the left to turn on the fan.
- Step 3: Click the white button on the fan twice to move the fan to the bottom position.
- Step 4: Click the '03' panel to reveal a red button.
- Step 5: Press the red button to cause a multi-colored ball to fall into the fan, get launched, break the Santa egg in half to reveal a battery.
- Step 6: Take the battery and place it in the beige square with the +/- symbol to the right of the guitar.
- Step 7: Set the dials on the voltage meter above to read + (left dial) 8 and - (right dial) 3.
- Step 8: Click on the pick taped to the guitar and drag it across the strings. The noise will cause the monkey to jump, revealing a swipe card inside the amp speaker.
- Step 9: Click on the card and drag it through the card reader below the amp. Voila!
Mystery Case Files Return To Ravenhearst Walkthrough Big Fish Games
- Each key has a symbol its end that corresponds to the symbol etched into the door near each of the circular displays. Drag each key into the screen in the top middle of the door, and the screen will display a letter. Click the red button next to the symbol that corresponds to the key so that it turns green, and use the rotating dial at the bottom of the door to rotate to the corresponding letter. Repeat for each key until you've spelled out the word.
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