-Use the screwdriver to unscrew the reflective gem from the top of the box.
-Use the earth marble on the box and note the items indicated: clock, plant, and symbol found on the frog statue.
-Insert the earth marble into the frog’s eye. Make him face left. Place the frog on the shelf with the plants so the red plant is on its left. Turn on the lights.
-Note where the light from the frog’s eye is pointing on the clock. Insert the reflective gem in that slot.
-Note the spot where the light is shining on the floor. Click it and use the crank handle to open the niche under the plants. Get the metal piece (2).
-Click the metal stand to move it aside. View the handle you got earlier and press the correct pins so that it fits in the 3 holes in the wall. Get the wrench. Note the gear is moving.
-Use the wrench on the nuts on either side of the couch.
-Move the couch and get the metal piece (3). Insert all three metal pieces in the circle above the couch.
-Get the drawer key. Use this key on the left side of the shelving above the cabinet that required the 4-digit codes. Get the desert marble.
-Remember the 4 items in the painting? Note their position in this 4 x 4 sea grid. Number the squares 1 thru 16 from left to right, top to bottom (to make it easier on yourself).
-Use the desert marble in the box. Note the position of the fishbones. Remove the marble.
-Go back to the view of the desk with the map. Click the shelf on the wall on the left side. Position the fish in the correct position and then press the buttons that correspond with the location of the 4 items in the sea grid (6, 7, 12, 14). Open the box and get the sketch book and the head key. Read the sketchbook.
-Go back to the wall where the couch was. Reposition the wooden figure to match it so it fits among the metal pieces. Insert the head key into the top of the figure. Put the completed figure in the wall with the metal pieces.
-A door opens BUT you’re not out yet!
-Go outside. According to your sketch book, the Venus fly trap should open in the sunlight. View the fly trap and get the air marble. Note the code. Each symbol represents the location of numbers (Roman numerals) found outside: windmill, hexagon, cog, semi-circle, windmill. Remove the marble.
-View the right side of the balcony. Note the semi-circle number. Pull the handle to stop the windmill.
-Now look out the front of the balcony and close up on the windmill blade. Get the windmill number.
-Get the rusted cog piece (1) from the left side of the balcony.
-Go left again and open the panel. Get the cog. Oops! You’re stuck outside!
-View the cog to get the cog number.
-Click the handle again to move the windmill. Click above the door and you will eventually see on the windmill a blurred out spot. Click down.
-Click the right side rungs and go all the way up. Keep watching the windmill until you see the hexagon number.
-Go down once to the keypad.
-Following the pattern in the sketch book and the code from the air marble, press the numbers accordingly.
-Insert the cog to re-open the door. Phew! Get the drawer key (2).
-Use the drawer key (2) to open the locked drawer on the right side of the long dark desk/shelf. Get the rusted cog piece (2).
-Go back outside and take the cog piece back from the panel. Go up the ladder and insert the 2 rusted cog pieces.
-Stop the windmill before you go back inside.
-Go inside and use the cog piece on the gears under the plants.
-Go outside and restart the windmill.
-Back inside again to the moving gears. Watch the gears and get the cog key.
-Go into the doorway to outside but don’t go all the way out. You should have 4 marbles at this point:
-Click the panel in the side wall and press the button. Down you go!
-Leave the elevator and go forward to the puzzle. Click the puzzle to begin.
-Since you have 4 marbles (and is already inserted), you will be creating 5 characters: human, snail, bird, seahorse, and snake.
-Once you complete them insert the correct marbles: snail – earth, seahorse – water, bird – air, and snake – desert.
-Get the red key.
-Use the red key on the door and you’re out!