Take BOARD 3/3 and the BOWL; move the mat and take the BARN KEY. Take BELL 1/5 with the HOOK (F).
Open the lock with the BARN KEY (G).
Zoom into the barn.
Take the BROKEN LADDER (H).
Take the CORKSCREW and CARD. Push the button and place the BOWL (I).
Place the BOARDS on the BROKEN LADDER and take the LADDER.
Walk down.
Place the LADDER (J).
Go forward.
Take the NIPPERS and interact with the head (K).
Go to the barn.
Use the NIPPERS on the chains and remove the drapes for a HOP (L). Receive a KNIFE.
Go to the Second Floor.
Use the KNIFE three times to get some WAX (M).
Go to the barn.
Place the WAX, pour it into the mold, close the mold and take the CANDLE (N).
Go to the Second Floor.
Light the CANDLE; receive a LIT CANDLE (O).
Light all candles with the LIT CANDLE (P).
Use the KNIFE twice and take the GEM and RAVEN HEAD 1/2 (Q).
Take the MOON and RAVEN HEAD 2/2; use the NIPPERS and take BELL 2/5 (R). Place the GEM and take the CAGE KEY (S).
Use the CAGE KEY on the CAGE, open the cage and take the SUMERIAN HEAD.
Place the SUMERIAN HEAD and push the buttons in the shown (random) order. Take BELL 3/5 (T).
Take BELL 4/5, read the notes and look at the picture (U).
Walk down.
Place the RAVEN HEADS; take the SNAKE KEY (V).
Place the MOON (W); open the compartment and take the TABLET PIECE (X).
Go to the Second Floor.
Place the SNAKE KEY; take BELL 5/5 (Y).
Place the TABLET PIECE and BELLS for a mini-game (Z). The solution is random.
Touch the mirror (A).
Talk to the client; take the Scarab (B).
Select the Scarab for a mini-game (C).
Find the green key (D); open the green lock (E). Find the blue key (F); open the blue lock (G). Find the exit (H).
Take the GUN (I).
Talk to Dupin (J) and if you’re ready, tell him you are. If you still want to look around, Dupin will be waiting outside The Old House.
Chapter 2: The Gunsmith
Talk to the gunsmith (K).
Zoom into the door (L).
Fight the gunsmith (M).
Talk to the White Crow (N).
Move Dupin’s coat and take his HANDKERCHIEF (O).
Take the GUN SHELL and REVOLVER (P). Move the hand and take the AMMO CLIP and notes (Q).
Take the GUN KEY, SCISSORS PART and EYE 1/2 (R).
Place the CARD for a mini-game (S).
Take the OPTIC SIGHT (T).
Use the REVOLVER; take the SMELLING SALTS and CYLINDER (U).
Open the SMELLING SALTS with the CORKSCREW and put some on the HANDKERCHIEF. Receive the SOAKED HANDKERCHIEF.
Use the SOAKED HANDKERCHIEF (V).
Take the KEYS (W).
Take the OFFICE KEY and STAR-SHAPED KEY from the KEYS.
Open the door with the OFFICE KEY (X).
Go forward.
Talk to Dupin (Y).
Place the GUN KEY and open the box (Z); take the ERGONOMIC STOCK and HANDLE (A).
Take the BUTTON and STOCK (B).
Place the CYLINDER and OPTIC SIGHT (C). Scroll up and place the ERGONOMIC STOCK (D). Scroll up and place the STOCK and AMMO CLIP (E). Take CODE PIECE 1/3 (F).
Open the GUN SHELL with the STAR-SHAPED KEY; take the CODE BASE.
Walk down.
Place the BUTTON for a mini-game (G).
Take the BEADS and EYE 2/2.
Place the HANDLE (H); take the SWORD BLADE (I).
Go forward.
Place the EYES for a mini-game (J).
Take CODE PIECE 2/3.
Place the SWORD BLADE; place the guard (1), grip (2) and pommel (3). Take the SWORD (K).
Walk down.
Place the SWORD; take CODE PIECE 3/3 (L).
Place the CODE PIECES on the CODE BASE; take the CODE.
Walk forward.
Place the CODE for a mini-game (M).
Enter 2-5-3-4-1-5.
Take the NUMBER FINDER and read the book (N).
Place the NUMBER FINDER for a mini-game (O).
Enter 5-3-2-8-7-9 and push ‘check’.
Talk to Dupin; tell him you’re ready.
Chapter 3: The Sheriff’s Office
Take the TIE and FIREFLY BOTTLE (P).
Take the BIRD SKULL (Q).
Talk to Old Bob. Receive a JUNK BOX (R).
Place the FIREFLY BOTTLE, TIE, BEADS and BIRD SKULL in the JUNK BOX. Take the FULL JUNK BOX.
Give the FULL JUNK BOX to Old Bob; take the HANGED-MAN FIGURINE.
Take the ROPE and DOLL from the HANGED-MAN FIGURINE.
Use the ROPE; take the OFFICE KEY and SCISSORS PART (S).
Combine the two SCISSORS PARTS; take the SCISSORS.
Use the SCISSORS; take the METAL BOX (T).
Open the door with the OFFICE KEY (U).
Go forward.
Interact with the White Crow.
Take the WALKING STICK (V).
Take the RAVEN (W).
Take the SHERIFF’S BADGE; open and take the CANNED FISH (X).
Take the CYCLIST FIGURE (Y).
Open the METAL BOX with the CYCLIST FIGURE; take the SHIELD KEY.
Place the SHIELD KEY; take the EYE (Z).
Walk down.
Place the SHERIFF’S BADGE (A), open the compartment and take PUZZLE PART 1/2 (B). Place the RAVEN (C) and take the EYE (D).
Play the HOP (E); receive the METAL SKULL.
Offer the CANNED FISH (F); take the EAGLE (G).
Go forward.
Place the EAGLE; take the EYE (H).
Open the book with the METAL SKULL (I); take PUZZLE PART 2/2 and read the book (J).
Walk down.
Place the PUZZLE PARTS (K) for a mini-game (L).
Take the EYE (M).
Go forward.
Place the four EYES on the WALKING STICK; take the SHERIFF’S KEY PART.
Place the SHERIFF’S KEY PART on the INCOMPLETE OFFICE KEY; receive the SHERIFF’S KEY.
Open the door with the SHERIFF’S KEY (N).
Play the mini-game (O).
Chapter 4: The Graveyard
Talk to Dupin (P).
Take the SPOCKET (Q).
Play the HOP (R); receive an OILCAN.
Use the SPOCKET; take the WING (S).
Take FIGURE 1/6 (T).
Place the WING and move the raven (U).
Go forward.
Move the plate and take METAL RIB 1/4. Use the OILCAN for a mini-game (V).
Take the SCROLL TUBE.
Talk to Dupin (W).
Turn the discs on the SCROLL TUBE; take the DOOR KEY, KNIFE and PAPER (X).
Take FIGURE 2/6 (Y).
Move the plate and take FIGURE 3/6 (Z).
Take METAL RIB 2/4 (A). Place and pull the DOOR KEY (B).
Go right.
Interact with the White Crow (C).
Talk to Dupin (D).
Take WINDOW PIECE 1-3/6 (E).
Take WINDOW PIECE 4-5/6 and the TORN PAGE; use the KNIFE, remove the wax and take FIGURE 4/6 (F).
Take WINDOW PIECE 6/6 and the STONE (G).
Open the book and place the TORN PAGE. Take the map, turn the pages and take METAL RIB 3/4 (H).
Place the WINDOW PIECES for a mini-game (I).
Casual solution: L-M-Q-(place 1 and 2)-J-(place 4)-O-(place 3)-K-P-N-(place 5 and 6).
Hard solution: M-(place 2)-O-L-Mx3-L-Q-K-P-M-K-Lx2-O-Lx2-(place 1)-N-(place 5 and 6)-J-(place 4)-Lx3-Jx3-O-L-J-(place 3).
Take the STONE and FIGURE 5/6 (R).
Take the RAVEN CENSER with the KNIFE (S).
Take the CLOCK HANDS from the RAVEN CENSER.
Walk down twice.
Use the KNIFE, take the ROPE, remove the tarp and Play the HOP (T); receive a BRUSH.
Take some WOOD (U).
Use the STONE (V); place the PAPER and WOOD and take the FOUNDATION YEAR (W).
Take FIGURE 6/6 (X).
Go forward.
Place the FIGURES for a mini-game (Y).
Solution: 3-5-6-4-2-1-3-5-7-6-4-2-3-5-4.
Take the CRYSTAL.
Go right.
Place the CRYSTAL (Z).
Use the BRUSH (A).
Take the EYE and OLD DIAL (B).
Walk down.
Place the EYE; receive the BONY HAND (C).
Remove the hand. Place the STONE, BONY HAND and FOUNDATION YEAR. Enter 1849 (D).
Go forward.
Talk to Dupin (E).
Use the KNIFE three times (F). Use the OILCAN; take the METAL SKULL (G).
Open the lantern; take the UNLIT CANDLE and METAL RIB 4/4 (H).
Walk down and right.
Light the UNLIT CANDLE (I); receive a CANDLE.
Walk down and forward.
Use the BRUSH; place the CANDLE (J).
Play the HOP (K); receive an OLD SIGN.
Place the OLD SIGN (L); open the chest and take the ARROW SIGN (M).
Place the ARROW SIGN; take the OLD GRAVE PLAQUE and read the note (N).
Walk down twice.
Place and open the OLD GRAVE PLAQUE; take the PUZZLE PIECES (O).
Walk forward twice.
Play the HOP (P); receive an AMULET.
Place the METAL RIBS and METAL SKULL; open the ribcage, zoom in and place the PUZZLE PIECES and AMULET for a mini-game (Q).
Solution: S-T-S-Rx3.
Go forward.
Talk to Dupin (U).
Use the ROPE; take the PENDULUM (V).
Take the METAL SKULL (W); place the OLD DIAL, PENDULUM and CLOCK HANDS. Move the wing (X).
Pour out the oil; take the INCENSE (Y).
Open the RAVEN CENSER and place the INCENSE. Use the CANDLE and close the censer.
Place and move the RAVEN CENSER (Z).
Place the METAL SKULL (A).
Fight the raven.
Solution: B-C-D-C-C.
Take the SHUMERIAN HEART and SNAKE CATCHING EQUIPMENT (E).
Walk down.
Use the SNAKE CATCHING EQUIPMENT (F).
Select the Scarab for a mini-game (G).
Find the green key (H); open the green lock (I). Find the blue key (J); open the blue lock (K). Go to the exit (L).
Take the TAVERN KEY CARD and OLD NOTES (M).
Place the OLD NOTES on the SHUMERIAN HEART and use the KNIFE.
Go forward.
Place the SHUMERIAN HEART for a mini-game (N).
Talk to Dupin; if you’re ready, tell him okay.
Chapter 5: The Docks
Talk to Dupin (O).
Try to walk forward.
Take the NIPPERS and read the note. You receive a BOLT (P).
Take FISHING ROD PART 1/3 and BOARD 1/4 (Q).
Remove the lid and take the TAR, BOARD 2/4, PART OF NIPPERS and OAT (R).
Combine the PART OF NIPPERS and BOLT with the NIPPERS.
Use the NIPPERS; open the crate and take the FISH FOOD (R).
Place the OAT. Open the saddle bag and take the REEL and WALLET, and take the HAMMER (S). Take NAILS 1/2 with the NIPPERS (T).
Open the WALLET, take the COINS and break the zipper.
Play the HOP (U); receive a FLOAT.
Open the zipper in the WALLET with the FLOAT; take the PASSWORD.
Offer the PASSWORD (V).
Go forward.
Talk to the man; give him one of the COINS (W).
Take BOARD 3/4 and FISHING ROD PART 2/3 (X).
Talk to the barman. Give him the COINS. Take the WATER (Y).
Take the FISHING LINE (Z).
Walk down and go right.
Take the TORN PHOTO (A).
Take BOARD 4/4, move the net and take the FISHING ROD PART (B).
Take FISHING ROD PART 3/3 (C).
Place the FISHING ROD PARTS, REEL, FLOAT and FISHING LINE on the FISHING ROD PART; take the FISHING ROD.
Touch the gull (D).
Place the FISH FOOD and FISHING ROD for a mini-game (E).
Receive a FRESH FISH.
Place the FRESH FISH (F).
Take the GOLD BRACELET (G).
Walk down.
Place the TORN PHOTO; take the NEWSPAPER (H).
Play the HOP (I); receive NAILS 2/2.
Go right.
Place the BOARDS and move them onto the ladder. Place the NAILS and use the HAMMER on each of them (J).
Go forward.
Interact with the White Crow (K).
Talk to Dupin (L).
Take the BLOWTORCH BOTTOM (M).
Take the BURNER and read the note (N).
Walk down.
Move the rod and turn it; take the PIPE. Take the FUEL TANK (O).
Disassemble the BLOWTORCH BOTTOM and place the BURNER and FUEL TANK. Light and take the BLOWTORCH.
Walk down and forward.
Talk to Jack twice. Show him the NEWSPAPER, then the DOLL. Take the WHEEL CODE (P).
Talk to the man and give him the GOLD BRACELET for a mini-game (Q).
Receive the CAPTAIN’S DOOR WHEEL.
Go to the Sawmill Deck.
Place the CAPTAIN’S DOOR WHEEL and WHEEL CODE. Enter the code (R).
Go forward.
Chapter 6: Under Water
Take the CHISEL (S).
Take the WIND ROSE; open the barometer and use the CHISEL to receive a BAROMETER (T). Open the book and take the INSTRUCTION PAGE (U).
Use the CHISEL on both screws (V); open the compartment and take the HELMET GLASS (W).
Take the BROKEN HELMET. Place the BAROMETER (X).
Take the LAMP (Y).
Remove the broken glass from the BROKEN HELMET and place the HELMET GLASS and LAMP; take the DIVING SUIT HELMET.
Place the DIVING SUIT HELMET and PIPE (Z).
Walk down twice.
Place the INSTRUCTION PAGE. Take the MACHINE CHAIN (A). Put a plate in the vice and use the BLOWTORCH. Take the two PLATES and open the vice to receive the third PLATE (B).
Go forward twice.
Place the PLATES and use the BLOWTORCH and TAR (C).
Place the WIND ROSE and open the hatch (D).
Go down the hatch.
Scroll right.
Use the FISH FOOD (E).
Remove the weeds; break the globe and take the BOAT EMBLEM and LIFEBUOY (F).
Use the NIPPERS. Read the note and take the MACHINE LEVER (G).
Play the HOP (H). Place the STONE BOAT and play the second HOP. Receive a BULL HORN.
Scroll left.
Remove the cloak and take the MORSE CODE (I).
Walk down.
Place the LIFEBUOY; take the MIRROR (J).
Place and turn the BULL HORN; take the FISH EYE (K).
Go forward.
Play the HOP (L); receive a MASK ARTIFACT.
Scroll right.
Use the MIRROR (M).
Select the Scarab for a mini-game (N).
Take the green key (O); use the green key (P). Take the red key (Q); use the red key (R). Go to the exit (S).
Take the RAVEN LEVER and note (T).
Walk down twice.
Talk to Dupin (U).
Remove the cover and broken chain. Place the MACHINE CHAIN and MACHINE LEVER. Turn the lever (V).
Take the MORSE CODE DECODER and BATTERY (W).
Go forward.
Place the BATTERY, move the latch and place the MORSE CODE DECODER and MORSE CODE for a mini-game (X).
Enter 1-4-2-5-3.
Receive the SAFE CODE.
Move the latch and take BATTERY 1/3.
Place the SAFE CODE and enter the code (Y). Turn the wheel and take BATTERY 2/3 (Z).
Go to the Tavern.
Place the FISH EYE (A); take the BAR KEY (B).
Talk to the barman; give him the MASK ARTIFACT (C).
Place the BAR KEY (C) and open the doors. Read the notes, open the chest and take BATTERY 3/3 (D).
Open the door (E).
Go forward.
Chapter 7: The Lighthouse
Cut the net with the sickle (F).
Play the HOP (G); receive the BROKEN MOUSE.
Take the WINDER (H).
Take MOUSE WHEEL 1/2 (I). Place and pull the RAVEN LEVER (J).
Put the button (Q) on the cable (R) and move the cable.
Use the pickaxe (S) on the boards (T).
Use the pickaxe; place the BATTERY (U).
Place the bolt (V) on the cart (W) and tighten it with the wrench (X).
Place the cog (Y) on the cart (Z).
Place the TRAM LEVERS (A) and the third lever (B).
Move the levers.
Walk down twice.
Place the MOUSE WHEELS on the mouse and use the WINDER; take the MECHANICAL MOUSE.
Release the MECHANICAL MOUSE (C).
Play the HOP (D); receive the FLARES.
Select the Scarab (E) for a mini-game.
Take the green key (F); open the green lock (G). Take the blue key (H); open the blue lock (I). Take the red key (J); open the red lock (K). Go to the exit (L).
Take the CUBE and note (M).
Take the SIGNAL GUN out of its holster, open it and place the FLARES.
Go forward twice.
Enter the cart (N).
Use the SIGNAL GUN for a mini-game (O).
Talk to Dupin (P).
Take the ROPE WITH HOOK and MYSTIC EYE (Q).
Place the MYSTIC EYE; push the eyes in the shown (random) order. Receive the RAVEN’S EYE (R).
Place the ROPE WITH HOOK. Play the HOP (S); receive the RAVEN’S TRIANGLE.
Place the RAVEN’S TRIANGLE and RAVEN’S EYE (T).
Talk to Dupin (U).
Play the HOP (S); receive the SCROLL WITH SPELLS.
Open the door.
Go forward.
Interact with the scene twice.
Place and open the SCROLL WITH SPELLS and place the SUMERIAN HEART for a mini-game (V).
Talk to the man (W).
Place the CUBE (X).
Talk to the White Raven (Y).
Select an ending.
Congratulations, you have completed Dark Tales: Edgar Allan Poe’s The Raven.