Campfire Legends The Babysitter Walkthrough
Campfire Legends: The Babysitter: Another morbid urban legend comes to life when Lisa takes a cursed babysitting job! Solve puzzles, collect clues, and save yourself! Free Downloads Games from AddictingGames.
Table of Contents.Campfire Legends: The Last Act – Game IntroductionWelcome to the Campfire Legends: The Last Act walkthrough on Gamezebo. Campfire Legends: The Last Act is a Hidden Object Game played on the PC created by Absolutist for GameHouse Studios. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to complete Campfire Legends: The Last Act. General TipsThis hidden object game requires visiting several locations and using inventory items to advance play. Play is linear. The story dictates game play, items to find and locations to visit.
The thoughts of the main character are frequently displayed to provide game direction. The Help system is excellent.
Collect up to five fireflies at a time. Use them to be led to a needed item or speed up the Skip bar in puzzles. Always click on interactive objects to add items to the list of items to find. Read the diary each time pages are added.Main Menu:. Play – Begin or resume a game. Be careful when resuming a game: there is a choice to resume play or restart from the beginning. Project Stillwater – This is bonus spot-the-difference play that is available after completing the game.
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There are 14 scenes to play. Completing them unlocks a 15th scene. Extras – A screensaver, concept art, cutscenes and a strategy guide are available at any time. The cutscenes show only those scenes already viewed. Settings – Change music and sound effects volume. You may select or deselect full screen and game tips.
Help – Describes how to interact with the game. Exit – Quit the game. Profiles – Follow the “CLICK HERE to Change Name” link to create, delete or switch player profiles.Screen Navigation:. Menu – Change your settings, see the game help, resume the game or return to the main menu. Items – Icons showing available items for use. Objects with a “+” sign need to be combined with other items.
Find – A list of current objects to locate. Goals – Shows the current goal and the next required move. Hint/Skip Bugs – Find and store up to five fireflies to obtain help in locating objects or speed up use of the Skip bar in puzzles.
Diary – Finding diary pages adds clues or information. The diary glows when new information is added.Symbol Meanings:.
Magnifying Glass – Zoom in on interactive area. Hand – Interact with an object: pick up an item, open a door or move an object. Gears – Use an inventory item in an interactive area.WalkthroughA short clip explains the background and introduces the story line for play.Advanced players will want to deselect the “Tips” option under settings.Firefly locations are random and appear in scenes throughout the game. Only five may be stored at any one time.
Chapter 1: Finding Ashley. Click the “Goals” tab (A) for help finding what needs to be done. The goal appears along the top of the screen (B). New goals are added to the list if another step needs to be completed first. Click the “X” to close the list.
Icons indicating what needs to be found (in this case, Ashley) appear in the green mist section (C). Attempt to exit the car (D). The airbag deploys and a GLASS SHARD appears in the find list. Pick up the GLASS SHARD on the console (E).
A SCARF appears in the find list. Zoom in on the back seat. Find the SCARF (A).
It is added to the Items list (B). Note the GLASS SHARD has a plus sign indicating it can be combined with another object. Click the GLASS SHARD to open the combine window (C). Drag the SCARF to the shard to get a new item: GLASS KNIFE. Use the GLASS KNIFE to cut the airbag.
Exit the car. Enter the car again to find the phone parts. Collect the firefly (A).
It is added to the Available Hints bar for use in finding listed objects or filling the skip bar on puzzles faster. Pick up the phone base and parts (yellow). Inspect the back seat (B).
Collect the rest of the phone parts. If necessary, open the Items tab (C). Click the BASE PART to open a combine window. Drag the nine PHONE PARTS to the window to begin a phone repair puzzle. Select a part.
Click the rotate button or right-click the mouse button to rotate the part. Place the numbered parts in their corresponding numbered position as shown above.
The phone flips over. Put the small blue part (5) in the slot.
The larger part (6) fits over it (see the yellow inset). Place the three pink cover parts to complete the phone. After the cut scene, check to see if there is a firefly on the tree (A).
Click the Goals tab to see the next step (B). Click the arrow on the side to scroll the scene (C). Approach the mansion door. Ring the doorbell located to the right of the door. Enter the foyer. Return to the car to retrieve a flashlight (click down twice and then right). Pick up the FLASHLIGHT from the backseat (A).
Four BATTERIES are added to the find list. Zoom in on the glove compartment (B). Press the lock. KEYS are added to the find list. Pick up the three keys in the front seat. Get the other two from the back seat (inset). Check to see if there is a firefly on top of the dashboard (pink).
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Open the glove compartment area. Use the KEY (pink) to open the lock. Collect the four BATTERIES. Combine the batteries with the flashlight.
Return to the mansion foyer. Attempt to open the door to the study (A).
A DOOR HANDLE and PEG are added to the find list. Inspect the cabinet on the right. Click the upper door (B) to spill the contents. Try to open the drawer (C). A KEY is added to the list of items to find. Shine the flashlight on the far left (D) to find the KEY.
Shine the flashlight on the couch (A) to find the DOOR HANDLE. Use the KEY to open the cabinet drawer (B).
Take the PEG from the back of the drawer (yellow inset). Combine the DOOR HANDLE and PEG and put the handle on the study door.
Examine the easel at the back of the study (A). Look at the base to add the missing WHEELS to the find list.
Look at the corner of the desk (B) to find two of the WHEELS. The third is on the seat of the chair (C). Exit the mansion. Inspect the boarded up window on the right. Click a nail to need PLIERS. Return to the car.
Look in the glove compartment to find the PLIERS. Use the PLIERS to remove all of the nails from the boards. Click each board to remove it from the window. Reenter the mansion. Click the left arrow on the left side of the foyer (A). Zoom in on the area under the stairs (B). Zoom in on the fuse box (A).
FUSES are needed. Pick up the three fuses (yellow). Go toward the foyer (B). Pick up the three fuses in the stair area. Scroll right (A). Get the two fuses in the foyer. Examine the cabinet (B).
Pick up the last three fuses. Return to the fuse box. Place the fuses on the box to open a puzzle. The goal is to insert the fuses to form a continuous link of like colored fuses. The best strategy is to work from both ends. Right click to rotate a fuse. Use the two-colored transition fuses to change colors.
See the next screen shot for the solution. Return to the study. Zoom in on the easel. Place the three WHEELS on the bottom of the easel.
Click the easel to move it out of the way. Enter the library.Chapter 2: Finding the Hidden Rooms. The diary is now available (A). Use the diary to supplement information and obtain clues for using inventory items.
The numbers on the cover indicate how many pages the diary contains (three of eighteen). Click the page corners (B) to view the information. Pick up four of the missing pages (A) circled above. Read the diary again. A new goal is added. Note the information about the time on the clock.
Return to the study. Examine the grandfather clock (A). It is missing the CLOCK HANDS. Look closer at the desk (B). Pick up the two missing CLOCK HANDS. Go back to the clock. Place the hands on the clock face.
Drag each hand to position them at 1:00 as the diary instructed (C). Open the lower compartment (D). The clock needs GEARS to run. Pick up the three gears in the room (pink). Inspect the desk (A).
Take the five GEARS. Return to the clock. Place the GEARS on the clock to start a puzzle. The goal is to place the gears on the pegs to connect the bottom gear to the top. Not all gears need to be used.
One solution is shown in the following screen shot. Once all the gears are turning, a KEY is added to the find list. Look closer at the lower part of the clock to find the KEY (yellow).
Attempt to return to the foyer. Return to the desk (A). Take the PLASTIC CARD. Examine the door handle (B).
Insert the PLASTIC CARD between the door and the door jamb.