The Mystery of Haunted Hollow ============================= FAQ / WALKTHROUGH 1. Introduction The Mystery of Haunted Hollow is a very enjoyable, atmospheric point and click game for android devices, I played it on the Kindle Fire. It is not very long, and not very difficult, but I got myself quite stuck twice because I was missing an item and a clue, and I noticed there was no guide for the game so upon eventual completion I decided to play through it again and put together a guide. Clearly any guide will spoil the enjoyment and satisfaction of having come to the conclusion yourself, but sometimes it is useful to have a bit of a hint when you are really stuck. I have, however, avoided any story spoilers altogether. There are 3 types of puzzles in this game: puzzles that require an item, puzzles that require a clue, and a few that you simply have to puzzle out for yourself. Items used in a puzzle disappear from the bag once the puzzle is solved, there is only one item that is used more than once and will remain until its final use. In your inventory you have a journal with diary entries, those provide the evolving back story, and you have Notes which are clues to puzzles. Ensure that you tap on all Notes and clues in the game and that they are entered in your journal, because you cannot complete some puzzles without the corresponding clue, even if you find the correct solution yourself without the clue. Also very useful is the map, try consulting it if you are stuck; if you have darker map screens in amongst a bunch of discovered maps you have probably missed something in one of the areas leading to the yet undiscovered one; note the arrows depicting the flow of the screens. In the Walkthrough I tried to describe the most straightforward as well as logical path without too much backtracking, but that is not to say there is no quicker way, and some backtracking is inevitable. I am also providing a table listing items that can be found, where they are found and where they are used. Refering to this table might be preferable if you are just stuck on one bit and won’t spoil the enjoyment of the game as much as the full description. 2. Item Reference Table ITEM - WHERE FOUND - WHERE USED --------------------------------------------------------------------- Key - At Hollow Manor Junction - Dilapidated House --------------------------------------------------------------------- Chest Key - Radio Picture Puzzle - Chest Dilapidated House --------------------------------------------------------------------- Mouse Trap - Dilapidated House - Hospital upstairs --------------------------------------------------------------------- Square Gem - Chest Dilapidated House - Cat Statue --------------------------------------------------------------------- Fuse - Cat Statue - Machine outside of Mine --------------------------------------------------------------------- Crowbar - Outside of Mine - Wrecked Train x 2 --------------------------------------------------------------------- Lantern - Inside the mine - Dark hole/grave --------------------------------------------------------------------- Mine Key - Tiles puzzle in the mine - Back door in mine --------------------------------------------------------------------- Hammer - Inside the mine - Treehouse tree panels --------------------------------------------------------------------- Scope - Symbols puzzle in the mine - Telescope in treehouse --------------------------------------------------------------------- Lighter - Glove compartment car wreck - Candles upstairs room in Manor --------------------------------------------------------------------- Rope Ladder - Dark hole/grave - Tree before log cabin --------------------------------------------------------------------- Typewriter - Scrabble puzzle treehouse - Typewriter in keys dilapidated house --------------------------------------------------------------------- Handle - Wrecked Train Cart - Wall fountain --------------------------------------------------------------------- Tangram Pc. 1 - Symbols puzzle in the mine - Tangram puzzle through Pentagram door in Manor --------------------------------------------------------------------- Eye - Birds Nest before Log Cabin - Doll in Hospital --------------------------------------------------------------------- Axe - Outside Log Cabin - Thorns path to Hospital --------------------------------------------------------------------- Blue Diamond - Doll in Hospital - Portrait Room in the Manor --------------------------------------------------------------------- Light Bulb - Hospital upstairs - Hospital Operating Theatre --------------------------------------------------------------------- Mouse - Use Mouse trap in hospital - Owl at Log Cabin --------------------------------------------------------------------- Hook - Hospital clock puzzle - Bath upstairs in hospital --------------------------------------------------------------------- Rope - Bath upstairs in hospital - Floor hole in Portrait Room in the Manor --------------------------------------------------------------------- Red Pendant - Owl at Log Cabin - Portrait Room in Manor --------------------------------------------------------------------- Shovel - Manor Flower Puzzle - Pile of sand in church --------------------------------------------------------------------- Candle - Hole in Portrait Room - Upstairs room in Manor --------------------------------------------------------------------- Tangram Pc. 2 - Fruit Machine room in Manor - Tangram puzzle through Pentagram door in Manor --------------------------------------------------------------------- Rock - Manor Basement stairs - Stone well --------------------------------------------------------------------- Silver Key - Tangram puzzle at Manor - Door in Manor basement --------------------------------------------------------------------- Oar - Manor basement room - Boat at lake --------------------------------------------------------------------- TV Aerial - Safe puzzle under Portrait - Old TV in Manor room --------------------------------------------------------------------- Coin - Wall fountain - Fruit machine at Manor --------------------------------------------------------------------- Button - Fruit machine at Manor - Portrait room in Manor --------------------------------------------------------------------- Ladder - School - Crashed plane --------------------------------------------------------------------- Left wing - Bells puzzle at school - Church door --------------------------------------------------------------------- Screwdriver - Room at school - First Aid box crashed plane --------------------------------------------------------------------- Right Wing - First Aid box crashed plane - Church door --------------------------------------------------------------------- Cross Key - Gearbox puzzle crashed plane- Locked box under sand in church --------------------------------------------------------------------- Channel Knob - Locked box in church - Old TV in Manor --------------------------------------------------------------------- Volume Knob - Puzzle in Manor basement - Old TV in Manor --------------------------------------------------------------------- 3. Walkthrough Enter your character’s name. Walk forward from the first screen, you pick up your first diary entry here but nothing else on this screen is relevant. The next screen is a junction with 4 paths, the right one has a sign pointing towards Hollow Manor. I shall call this screen HOLLOW Manor CROSSING because you will have to return here several times. Pick up the Key, and then head towards the Manor. The Manor is locked, and the door has 4 lion head knockers. At this moment you cannot enter so go back to Hollow Manor Crossing and take the path straight ahead. You come to a Dilapidated House. Use the Key you just found and the door opens. There is a sliding type puzzle on the wall. There is no clue to this, but you simply tap on the pieces to move them around to make a picture of an old fashioned radio. Once complete the picture falls and reveals another Key. Add this to your bag. Enter a room with an old fashioned typewriter. Tapping on the typewriter reveals that it has some keys missing. We need to return here later. Move forward into the back room. Take the diary entry and pick up the Mouse Trap. There is also a locked chest in this room, open it with the Key just just found after completion of the radio picture puzzle. You receive a square blue Gem. Return to Hollow Manor Crossing and take the very left path, and on the next screen go left again. You will see a brown scroll near the old train, pick it up because this is your first Note. You cannot enter the train yet so go back to Hollow Manor Crossing and take the upper left path. On the next screen you see a hole, or possibly a grave on your right, but it is too dark to see anything inside. Continue onwards. You come to a 3-way crossing with a Cat Statue. I shall call this the CAT STATUE CROSSING. The cat appears to be missing a piece, so insert the blue square Gem you found in the chest in the dilapidated house. The statue opens to reveal a Fuse which you need to pick up. You cannot go forward at the crossing because of thorns, so for now take the right path. Go over the bridge, there is nothing to find here, and on the next screen you will find a dark mine. You see a machine on your left. Insert the Fuse that you just found at the cat statue, and the mine shaft on the right will light up. Before you enter the mine shaft pick up the Crowbar off the floor on the right, then walk into the light. On the next screen take the Lantern, and move another screen forward. Straight ahead you will see a symbol puzzle on the wall, but for now walk left into the blue lit corridor. There is a key puzzle on the wall, there is no Note for this puzzle, but you simply need to free the key with the result of it falling through the opening in the bottom. Rows of same coloured tiles will only move left and right, and columns of same coloured tiles will only move up and down. Here is how I did it, needless to say there are endless ways of doing this (and possibly quicker ones too): Light yellow tiles Up Light pink tiles Right Red tiles Down Aqua tiles Right Red tiles Down Ochre (dirty yellow) tiles Right Red tiles Up Light pink tiles Up Blue tiles Right You will receive the Mine Key. Leave this room and go back towards the door in the yellow lit room on the right. Use the Mine Key and proceed forwards. Take the Hammer, and go forwards again. You will see a puzzle on the wall. The solution key is on the left, you need to use this in conjunction with the Note in your journal. So you need to tap the symbols for Air, Earth, Moon, Water, Fire, Sun. The wall breaks open to reveal a Scope which you must take with you. Now go back to Cat Statue Crossing and take the left path. Tap on the tree with the symbols to generate another Note in your journal. And although it looks as if you may be able to retrieve something from the hole in the tree you cannot, it is a fake hole. Proceed left towards the wrecked car. Ensure to touch the number plate to generate a Note. Tap on the car itself to go inside. Touching the gear stick will generate another Note. Finally open the glove compartment to retrieve a Lighter. Treck all the way back to Hollow Manor Crossing. Take the upper left path and use the Lantern that you found in the mine in the dark hole. Retrieve the Rope Ladder. Return to Hollow Manor Crossing and this time use the lower left path. Straight ahead of you you will see a tree with wood panels. Use the Hammer that you found in the mine, then climb up into the Treehouse. Take the diary entry. Make a mental note of the name written on the right – Alice. On the table there is a scrabble-type puzzle. There is no Note for this. The answers to the clues are Fire, Owl, Needle. Completing the puzzle will reveal some typewriter keys which you must take. Use the Scope that you found in the mine on the telescope. You will see a tower with coloured windows, tap on those to generate a Note. Now leave the treehouse and proceed left towards the wrecked train cart. Use the crowbar that you found outside the mine entrance on the door. Enter the train and take the diary entry. Move forward and quickly detach the Handle, again using the Crowbar, then leave this creepy location. Go back to the treehouse tree and take the right path towards the gate. There are 2 puzzles but you cannot do the left one yet since it requires a Note. The right one can be done, it is a puzzle without a Note that you are expected to figure out for yourself. It looks like a slide puzzle, but you can simply tap on the pieces to move them to the desired location, the aim is to make a flower, with the rosette with the hole in the middle in the centre. Once complete the light will change from red to green. Leave for now. Go back to Hollow Manor Crossing and enter the Dilapidated House. Use the Typewriter Keys on the typewriter which now becomes operational. There is no Note for this puzzle so let’s try the name from the treehouse – ALICE. Some numbers are revealed, tap on them to generate a Note. The numbers are arranged in a previously encountered 3 x 3 pattern: 3 9 7 8 4 2 1 6 5 So now we can go back to previous loactions and solve some more puzzles. Go back to the mine and access the panel with the symbols on the blue wall. Refer to your Note and tap on the symbols that you found on the tree with the fake hole.You will receive Tangram Piece 1. Return to the gate with the locked puzzle panel on the left (the right path from the treehouse tree). You can now solve the puzzle using the Note with the 3 x 3 number grid, simply match the number of petals to the numbers on the Note. The gate opens. Retrieve the diary entry. Look up and use the Rope Ladder that you found in the dark hole on the bit of ladder suspended from the above branch. Climb up and take the Eye from the bird’s nest. Then proceed forward to the Log Cabin. Tap on the owl who appears to be holding something shiny, but you cannot reach it yet. Instead take the Axe. Enter the Log Cabin. Tapping on the pictures generates a Note. Then go back to Cat Statue Crossing and use the Axe on the thorns ahead. The path opens, so go forward to the Old Hospital. The door is locked with a number lock. The solution is 1078 which is the Note you received from the wrecked car number plate. Go inside. You cannot go ahead, and you don’t yet know the solution for the clock puzzle on the right so proceed left. Take the diary entry. Go left again and insert the Eye into the doll. You receive a blue Diamond. Go back one screen and take the right corridor. Ahead is a key puzzle. There is no Note for this puzzle, you are meant to solve it yourself. All you have to do is to move the keys until they fit into the locks around the rim. Again as in the tiles puzzle before horizontal keys will only more left and right, and vertical keys will only move up and down. Here is how I did it, again there will be multiple solutions: Move blue key out of the way Move red key – locked. Move purple key up – locked Move green key left – locked Move orange key up – locked Move gold key right Move pink key down – locked Move blue key left – locked Move gold key left Move dark gold key down – locked Unlock red key and move left Move greenish gold key up - locked Move red key right – locked Move gold key right – locked Upon completion you will receive a Note. It has a lion’s head at the top, we have seen this before. You can rush to the Manor straight away but it makes sense to do some more things here first. Go upstairs. Take the reddish Light Bulb. There is a mouse running around. Use the Mouse Trap which you picked up a long time ago in the dilapidated house. Then put the Mouse in your bag. Click on the bath but it is filled with dirty liquid and will need to be drained. Leave and go downstairs, then head towards the Operating Theatre. Use the Light Bulb on the overhead light, this will reveal 3 names with arrows attached to them, tapping on the names will generate a Note. The Note provides the solution to the hospital clock puzzle so go back towards the entrance and access the wall clock. Tucked behind the clock is a Note which you must take. It refers to the names you just saw lit up by the Light Bulb. The solution is that William is the Seconds Hand, Alice is the Hours, and Ellie the Minutes. Bearing in mind the arrows attached to the names this translates into the Seconds Hand on 12, the Hours one on 1:30, and the Minutes one on 4:30, it does not need to be exact. Correctly setting the clock will reveal a Hook which you must take. Go back upstairs to the water filled bath and use the Hook. You will now receive a Rope. Leave the Old Hospital and make your way back to the Log Cabin (the right path from the Treehouse Tree). Use the Mouse on the bucket beneath the Owl. The owl will swoop down and you will find a red Pendant. Now it’s finally time to enter Hollow Manor. The Note with the Lion’s Head provides the solution to the knocker puzzle. Use the knockers in this order: 2 - 3 - 1 - 2 - 4 - 4 The door opens. Enter and take the diary entry. You will see a bright flower puzzle on the wall. Arrange the colours as shown in the Note that you received from looking through the telescope in the treehouse. You will receive a Shovel. Go left into the Portrait Room. You can use your blue Diamond and red Pendant on the left and middle portrait, but you still lack the item for the right portrait. Use the Rope that you found in the drained bath on the hole in the floor. Climb down, and take the Candle. There is a safe, but we do not know the combination yet. Climb back out and proceed upstairs. There are 2 rooms, one left, one right, and a Pentagram Puzzle ahead. The room on the left contains a broken television and some coloured books on the shelf which can be moved. Leave and enter the room on the right. Use the Candle which you found under the Portrait Room on the Chandelier, then use the Lighter that you found in the wrecked car’s glove compartment on the candles. You will see a Pentagram with certain parts shaded, and receive a corresponding Note. Leave the room and match the Pentagram ahead to your Note. Tap on the door to open it. You can insert Tangram Piece 1 which you found back at the mine into the puzzle on the right, but you still need to find another piece. Go upstairs and take a diary entry, and Tangram Piece 2 which is just lying about. Note the Fruit Machine in this room but for now you cannot operate it. Go back downstairs and insert Tangram Piece 2 into the puzzle. You will receive a Silver Key. Leave, going past the coloured flower puzzle, and take the stairs further down. Pick up the Rock from the steps. Downstairs in the basement you will find the Oar which you must take. There is what looks like some kind of electrical box with alphabetically labelled switches on the right. You cannot solve this puzzle just yet, instead open the door using the Silver Key which you received upstairs. You are now outside, I shall call this area 3-STATUES GARDEN. The path to the left leading to what looks like a gate with coloured lights is inexplicably blocked. Ahead you will see the aforementioned 3 statues. Align them in accordance with the directions on your Note that you received from the paintings in the Log Cabin. You will receive a Note with Numbers 7 1 3 8 2 You have seen this arrangement before, this Note provides the solution to the safe below the Portrait Room. You can go there now and enter the numbers in the order 7 1 2 8 3, that is top left, top right, bottom right, bottom left and finally the middle dial, this will ensure the numbers align correctly since the top and bottom dials turn together. You will receive a television Aerial. There is not much point attching it to the TV now since you still need more pieces to complete the television puzzle. Instead go back to the 3-statues garden and take the right path. Tap on the wall fountain and use the Handle that you received in the creepy train cart. You will receive a Coin. Also take the Note from the wall. Now you should backtrack up to the fruit machine and insert the Coin. Operate the handle on the right of the machine and receive a Button. Go downstairs to the Portrait Room and insert the button in the remaining portrait on the right. You will receive some directions which will also generate a Note: West North South East South North You don’t know where to use these yet so go back to 3-statues garden, past the wall fountain, and continue. You come to a lake with a boat. Use the Oar from your bag on the boat. Tapping on the boat will then transport you to a different area. You will see a sign for Church and School. Go left. There is a stone well ahead. Drop the Rock inside the well and an image will appear, but there is nothing else to do or retrieve here. Go left from the well. You will come to a field with a small tree in the centre. Go left again. You will arrive at the School. Enter, and take the Ladder. Proceed downstairs and you will be confronted with 4 bells on knotted ropes. You have a Note about this puzzle, it is the rhymed one. Basically pull the bells in this order The one with 3 knots The one with 2 knots The one with 1 knot The one with 4 knots You will receive the Left Wing. Walk ahead into the playground. Take the diary entry. Go back inside the school and proceed upstairs. In the classroom, tap on the coloured xylophone to generate a Note, this will relate to the coloured books puzzle in the television room back at the Manor. In the back room you will find an old PC with directional keys. Your Note with directions from the Portrait Room will help here, you need to click on the directional keys in this order: Left – up – down – right – down – up You will receive a complicated looking Note with a sequence of numbers linked to letters, this is the solution for the electrical box puzzle back in the Manor basement. Remember to take the screwdriver from the floor. Go back to the junction at the stone well and take the right path. Retrieve the Note from the floor on the left, this is the clue to the soon upcoming Church puzzle. You are at a crashed plane. Use the ladder that you found in the School on the plane and climb inside. Use the Screwdriver on the First Aid Box and receive the Right Wing. Go ahead into the cockpit and take note of the blinking gear box. We have seen a gearbox before in the wrecked car, and we have a Note about this. Tap on the gear numbers in the order 5 – 4 – 3 – 1 – 2. You will receive a Cross Key. Walk back to the field junction (the one with the small tree) and take the right path to the Church. Insert both the Right Wing and Left Wing to open the door. A sliding puzzle waits ahead. It is tricky to solve but fortunately there is the Note from the Crashed Plane site with the solution. Note that if you want to have a try yourself and mess it up you can reset the puzzle by going back a few screens and returning, this is also stated on the Note itself. In order for the directions on the Note to work the puzzle must be in the original position. You need to move 2nd column down 4th row right 3rd column up three times 1st row right twice A mound of sand appears on the floor. Luckily you have a Shovel in your bag which you received from the bright flower puzzle back at the Manor and you can use it now. A locked box appears. Use the Cross Key from the crashed plane to open it. You will receive a Channel Knob, which looks like another part of the television. There is nothing else to do here, so go back to the basement of the Manor where you can now solve the electrical box puzzle. You may have to take some extra personal notes to work out which number represents each letter, or you can just use this sequence: B – G – F – H – J – I – E – C – D – A You receive the Volume Knob. Time to go back upstairs to the television room. Just inserting the 3 bits (aerial, volume knob, channel knob)into the Television does nothing, and in order to determine the switch settings you need to complete the coloured books puzzle. Arrange the books in the same colour order as the xylophone in the school, you have a Note about this: Yellow, purple, orange, red, blue, green, pink You receive a Note, just stating 1 – 7. Insert the Knobs and Aerial into the television if you have not already done so, and set the top dial to 1 and the bottom one to 7. The television briefly springs into life, showing a scene including the previously inaccessible gate in the 3-statues garden. Go outside into the garden and step up to the gate. You have no more items in your bag and all Notes have been applied. This is your very last puzzle. A clue to the solution is on the plaque on the left, and each sentence refers to a colour used in previous puzzles, e.g. William being the purple Seconds hand on the clock, and the Diamond and Pendant you found. So the order is as follows: Moon – White William – Purple Gem inside chest – Blue Antique pendant – Red Key to church door – Gold(en wings) Button – Green Arrange the lights in this sequence by tapping on them and the gate will open. Prepare for a surprise ending, and pick up the very last diary entry. You have completed the game. 4. Version History So far this is the initial and only version of this guide. I am not planning on making any updates, but if someone discovers something this is incorrect please contact me at akelinga@btinternet.com and I shall amend accordingly. 5. Legal Notes This guide is the sole property of the account owner akelinga. It may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you would like to use my guide elsewhere, whether in parts or its entirity please contact me first. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The Mystery of Haunted Hollow is the property of Point & Click LLC. Copyright 2015 Angie Langdon