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Crossroads 1: On a Just Path - Full Walkthrough with Tips and Puzzles

Crossroad 1: On the right track. Only those who find themselves at the crossroads of their lives can get into the Crossroads bar. When a series of troubles hits Alex Staton, the door to this mysterious institution opens before him. Here, three stories are prepared for him, each of which contains quest challenges with puzzles, mini-games and hidden objects. Be careful: all the decisions made by Alex in the Crossroads bar will affect his reality and his future life. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 Locked Room
  3. Chapter 2 Strange Room
  4. Chapter 3 Street
  5. Chapter 4 Living Room
  6. Extra Chapter
  7. Collectibles

Crossroads 1: General Tips

Social worker Alex Stayton has made many mistakes in his life, and now he wants to make amends. Mental rushes lead him to the threshold of a strange bar "Crossroads", which can only be seen by those who need help. The owner of the bar, Mrs. Eva, offers Alex a deal: she will guide him through three stories, in each of which it will be necessary to solve the assigned tasks. Any mistake will affect the future of Alex, and the right decisions will help correct the mistakes of his past.

Throughout the game you will need to collect useful inventory. Without it, you will not be able to solve the tasks and advance to new locations. To get some items, you will have to complete puzzles and play mini-games. The game has several types of difficulty, you can choose any for a comfortable passage.

This walkthrough will not mention the need to zoom in each time. Screenshots will show an already enlarged image. Hidden object scenes will use the acronym "SEARCH" throughout the playthrough. Items marked with a different color are hidden or require additional actions to find them.

This walkthrough will show a step-by-step solution to mini-games that have a single solution. For other mini-games, carefully read the instructions in the game. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move to the desired location. Take hints if necessary.

Crossroads 1: Chapter 1 Locked Room

Open the car door; play the HOP (A). Talk to Mrs. Eve (B). Choose an option (C); the game has many options to choose from, the screenshots will show one of the possible. Choose an action option (D). Select comic three times (E).

Select a handset; take the Map and the first VALVE (F). Take CHRISTOPHER’S SATCHEL (G). Take the "SM" MONOGRAM (H). Combine CHRISTOPHER’S SACKET and SM MONOGRAM in Inventory; read the passport and diary and take the ID CARD and CLUE NOTE 1/3. Use the ID CARD on the nightstand latch; take the second VALVE and MONEY EMBLEM (I).

Place the two VALVES on the steam pipe valves; take HEART EMBLEM and CLUE NOTE 2/3 (J). Place the MONEY EMBLEM and HEART EMBLEM on the wall block above the bed; take the DISK and DEFECTIVE LAMP (K). Place the DIAL on the phone; dial the number in sequence 1-3 and take the CLUE NOTE 3/3 and ELECTIVE TAPE (L). Place the NOTE WITH CLUE 3/3 on the electronic lock; see screenshot for solution (M).

Solution: N-O-PQRSTU. See screenshot for final solution (V). Walk right.

Take the LEVER (A), MAGNETIC KEY (B), and REVOLVER TRIGGER (C). Use the MAGNETIC KEY on the slot machine; take the DEFECTIVE REVOLVER, BATTERY 1/2, and SMALL SCISSORS (D). Walk back.

Use the SMALL SCISSORS on the mattress seam; take the SCREWDRIVER and UV LIGHT (E). Use the LEVER and SCREWDRIVER on the ventilation grate; take BATTERY 2/2 and REVOLVER DRUM (F).

Combine the DEFECTIVE LAMP, ULTRAVIOLET BULB, BATTERIES 2/2 and INSULATED TAPE; take the UV LAMP. Walk right. Use the UV LAMP on the painting panel on the right wall; select correct symbols (G). Take the CARTRIDGES and DEFECTIVE RESPIRATOR (H). Combine the DEFECTIVE REVOLVER, REVOLVER HITCH, REVOLVER DRUM and AMMO; take REVOLVER. Use the REVOLVER on the grate lock (I). Walk right.

Talk to the characters (J). Choose an action option (K). Take RESPIRATOR FILTER 1/2 (L). Take the CHISEL (M). Take the STRANGE MEDALLION (N). Take the RESPIRATOR BELT (O). Walk back.

Place the STRANGE MEDALLION on the box; take CHRISTOPHER DOLL and RESPIRATOR FILTER 2/2 (P). Combine the DEFECTIVE RESPIRATOR, RESPIRATOR BELT and RESPIRATOR FILTERS 2/2 in Inventory; take RESPIRATOR. Use the CHISEL on the door boards on the left to get the PLANKS; use the RESPIRATOR on the door (Q). Play the HOP to receive the LABYRINTH MAP (R). Walk right.

Give the LABYRINTH MAP to Subject 8 (A). Choose an option (B); you receive the GEAR 1/3 and the SILVER SNAKE. Place the SILVER SNAKE on the caduceus; take the EVIL MIND DOLL and DOLLAR (C). Walk back.

Use the DOLLAR on the slot machine (D). Use the arrows to move the orb towards the exit (E). Examine the sphere; take GEAR 2/3 and ARTIFICIAL EYE (F). Walk back. Place the CHRISTOPHER DOLL and EVIL MIND DOLL on the cross pieces in the nightstand; take GEAR 3/3 and OLD DAGGER (G). Return to the Abandoned Hall.

Place the GEARS 3/3 in the door lock mechanism straight; see screenshot for solution (H). Walk forward. Use the REVOLVER on the control panel (I). Select action option (J).

Use the REVOLVER on the control panel; take the DUMBELL (K). Take the SKIN (L). Take the ARTIFICIAL BRAIN (M). Walk back.

Crossroads 1: Chapter 2 Strange Room

Use the PLANKS and DUMBELL on the broken ladder (N). Walk right (O). Take the GRINDSTONE (P). Combine the OLD DAGGER, LEATHER, ELECTIVE TAPE and GRINDSTONE in Inventory; take DAGGER. Use the DAGGER on the ladder rope (Q).

Take the CROW SKULL (R). Take the SWORD OF JUSTICE (S). Look at the portraits on the wall straight ahead (T).

See screenshot for solution (A). Take LABYRINTH PIECE 1/4 and SCALES OF JUSTICE (B).

Place the SCALES OF JUSTICE and SWORD OF JUSTICE on the statue; take ARTIFICIAL HEART and LABYRINTH PIECE 2/4 (C). Walk back. Place the ARTIFICIAL EYE, ARTIFICIAL HEART and ARTIFICIAL BRAIN on the dummy; locate the indicated objects and take the RAT SKULL and METAL BOX (D). Walk forward.

Place the CROW SKULL and RAT SKULL on their respective skeletons; take the FILE and LABYRINTH PIECE 3/4 (E). Use the FILE on the cage rod to get the SKULL AMULET and METAL ROD (F). Combine the METAL BOX and SKULL AMULET in Inventory; take LOAD and UNUSUAL KEY. Use the UNUSUAL KEY on the grate lock (G).

Play the HOP to get LABYRINTH PART 4/4 (H). Choose an action option (I). Place the LABYRINTH PARTS 4/4 on the crate panel in the cage; take SUBJECT FIGURINE 11 and METAL HOOK (J). Combine the METAL ROD, METAL HOOK and LOAD in Inventory; take LONG HOOK. Use the LONG HOOK on the beam to get the first PICTURE and POWER BUTTON (K). Return to the Strange Room.

Place the POWER BUTTON on the TV (L). Open the image on the screen by selecting its parts (M). Select TV screen three times; take SUBJECT 5 figurine and second PICTURE (N). Place the two PICTURES on the left wall; take SUBJECT FIGURINE 8 (O). Walk back.

Place SUBJECT FIGURINE 8, SUBJECT FIGURINE 11, and SUBJECT FIGURINE 5 on the maze model; take PHOTO WITH CLUE (P). Use the PHOTO WITH A CLUE (Q). Examine the hatch (R).

Solution: A-Bx2. Go down the hatch (C).

Talk to the characters (D). Choose an action option (E). Talk to Mrs. Eva (F). Examine the board with plot diagrams (G). Select the comic on the left three times (H).

Open the cabinet; find the objects on the list and take the FLASHLIGHT (I). Use the FLASHLIGHT on the location. Move the photo; take the first ELEPHANT (J). Take the second ELEPHANT (K).

Place the 2 ELEPHANTS on the box in the closet; take the ELECTRICAL PANEL KEY and ANGELA’S MEDALLION (L). Use the ELECTRICAL PANEL KEY on the panel lock; take the LIGHTER and KEVIN’S MEDALLION (M). Place ANGELA’S MEDALLION and KEVIN’S MEDALLION on the cabinet; take the FIRE EXTINGUISHER and MALFUNCTION BURNER (N). Use the FIRE EXTINGUISHER on the electrical panel (O).

Zoom into the door (P). Choose an action option (Q). Walk forward.

Take the GAS CAN (A). Use the LIGHTER on the balloon; take BINOCULARS LENS 1/2 and BURNER VALVE (B). Combine the DEFECTIVE BURNER, BURNER VALVE, and GAS CANister; take BURNER. Use the BURNER on the fence of the flower garden to get a SUPPORT; take the HOUSE FIGURINE (C). Use the SUPPORT on the garage door; select lever (D). Play the HOP (E).

Take the HILL FIGURINE (F). Take the PNEUMATIC HORN (G). Use the PNEUMATIC HORN on the crows; take ROPE, BOTTLE OF ROM, and TOWER FIGURINE (H).

Place the HOUSE FIGURINE, TOWER FIGURINE, and HILL FIGURINE on the city model; take the DEFECTIVE PUMP and NET (I). Use the ROPE and NET on the fallen tree (J). Collect stones 1-5 (K). Examine the fanny pack; take BINOCULALE LENS 2/2 and HANDKERCHIEF (L).

Place the BINOCULARS 2/2 on the binoculars (M). Set the sharpness control to the indicated position (N); use the arrows to search for the indicated objects (O). Take the FOOT PUMP HOSE and CODE HINT (P).

Place the CODE HINT on the combination lock; dial code 5-3-4-7-8 (Q). Take FOOT PUMP PEDAL and CORKSCREW (R). Combine the DEFECTIVE PUMP, FOOT PUMP HOSE and FOOT PUMP PEDAL in Inventory; take FOOT PUMP. Combine the BOTTLE OF ROM, CORKSCREW, HANDKERCHIEF and LIGHTER; take MOLOTOV COCKTAIL. Use the FOOT PUMP on the car wheel (S).

Use the arrows (T) to avoid the trees (U).

Crossroad 1: Chapter 3 Street

Choose an option (A). Use the MOLOTOV on the vicious plant (B).

Talk to Kevin (C) to get KEVIN’S BAG. Take HERBICIDE (D). Use the HERBICIDE on the flower bed and find the indicated plants; select the lever and take the SMALL SCOOP and VITRUVIAN MAN (E). Use the SMALL SCOOP on the sandbox to get the BALLERINA FIGURINE and CADUCE (F).

Combine KEVIN’S BAG, VITRUIVIAN MAN and CADUCE in Inventory; read the note and take the HEADPHONES and FIRST AID KIT. Use the HEADPHONES on the burned plants; take EMPTY BOTTLE and FAULTY CAMERA (G). Use the EMPTY BOTTLE on the flower garden watering device to get a BOTTLE WITH WATER (H). Use the FIRST AID PACK and WATER BOTTLE on Kevin (I); activate SEARCH. Select action option (J). Walk right.

Take the BROKEN ROD (K). Take the SCREWDRIVER (L). Use the SCREWDRIVER on the bench screws to get PLATE 1/3; take the FISH FIGURINE (M). Take the MUSIC BOX HANDLE (N). Walk back twice.

Place the BALLERINA FIGURINE and MUSIC BOX HANDLE on the music box; take the HAIRPIN and CHARGING CABLE (O). Walk forward. Use the HAIRPIN on the lock of the box in the gazebo; take WIND-UP TOY and PLATE 2/3 (P). Give the WIND-CLOCK TOY to the doll in the sandbox; take PLATE 3/3 and EXTERNAL BATTERY (Q).

Combine the FAULTY CAMERA, CHARGING CABLE and EXTERNAL BATTERY in Inventory; select the play icon and take the CAMERA WITH HINT. Return to the Square. Use PLATES 3/3 and CAMERA WITH CLUE on shop door panel; solution: FB-Fx6-BH-Gx5-D-Gx3-BG-Cx2-GIGB-Gx6-B-Gx2-IG-Hx3-E-Fx2-A. Walk right.

Talk to the characters; select action option (J). Take the SMALL HOOK (K). Take the second FISH FIGURINE (L). Take POCKET WATCH (M); go back.

Place the 2 FISH FIGURINES on the fountain; take FISHER’S AMULET and MAP FRAGMENT 1/3 (N). Place the FISHING AMULET on the bag on the bench; take the FISHING LINE and KNIFE (O). Combine the BROKEN ROD, FISHING LINE and SMALL HOOK in Inventory; take the ROOD. Use the ROD on the fountain to get the RADIO KEY and HOURGLASS (P).

Use the KNIFE and RADIO ROOM KEY (Q); find the objects in the list. Select action option (R).

Talk to Kevin; choose the option (A) to get the SUNDIAL. Place the POCKET WATCH, SUNDIAL, and HOURGLASS on their respective supports in the display case; take MAP FRAGMENT 2/3 and CHEST HANDLE RING (B). Place the CHEST HANDLE RING on the chest handle; take MAP FRAGMENT 3/3 and the first NEIGHBOR FIGURINE (C). Place the MAP PIECES 3/3 on the city map; arrange the buildings on the correct positions (D).

Move the figurine (E) to the green position (F) while avoiding the monster (G). The solution to the mini-game is random; your version may differ from the one shown in the screenshot.

Take the second NEIGHBOR FIGURINE (H). Take the third NEIGHBOR FIGURINE (I). Place the 3 NEIGHBOR FIGURES on the city model; arrange the figurines in the correct positions and take the MEMO 1/4 and the GLASS CUTTER (J).

Use the GLASS CUTTER on the display case and select three photos; take MEMO 2/4 and MAILBOX KEY (K). Use the MAILBOX KEY (L); move the key through the maze (M). Read the letter; take MEMO 3/4 and INSTANT CAMERA (N). Use the INSTANT CAMERA on the city model to get MEMO 4/4 (O).

Use REMEMBER 4/4 on the monsters (P). Choose the course of action in the QRS-T sequence.

Talk to Mrs. Eva (U); select the comic on the right (V). Check out the location. Talk to the butler (W). Choose an action option (X). Take tea and UNUSUAL CLUE (Y).

Crossroads 1: Chapter 4 Living Room

Take the GLASS CUTTER (A). Take PATTERNED TILE 1/2 (B). Use the GLASS CUTTER on the cupboard glass; take VINEGAR and PATTERNED TILE 2/2 (C).

Take the OLD KNIFE (D). Place the UNUSUAL CLUE and PATTERNED TILES 2/2 on the fireplace; select tiles in sequence 1-4 (E). Take the MANSION FIGURINE and HARD BRUSH (F). Combine the OLD KNIFE, VINEGAR and HARD BRUSH in Inventory; take the LETTER KNIFE. Use the LETTER KNIFE on the box on the table; take PLAYER FIGURINE and CUP (G).

Place the PLAYER FIGURINE and MANSION FIGURINE on the door panel (H). See screenshot for solution (I). Select the action option (J) to get the UNUSUAL CLUE.

Take COLORED LENS 1/3 (A). Read the note; take the MULTI-LENS GLASSES (B). Take the DRAWER HANDLE (C). Place the DRAWER HANDLE on the cabinet drawer; take COLORED LENS 2/3 and SHOEHORN (D). Walk back.

Use the SHOEHORN on the fireplace; take UNUSUAL STAR and SAUCER (E). Put the CUP, SAUCER, and FUNNY CLUE on the sideboard shelf; see screenshot for solution (F). Take the GLASS HOLD and KEY (G); go forward.

Select the option (H) to receive the HOUSE KEY. Use the HOUSE KEY on the dollhouse lock; find the indicated objects and take the EMPTY SPHERE (I). Walk right; take ANCIENT LANTERN (J).

Open the ANCIENT LANTERN in Inventory; take the RAVEN FIGURINE and return to the Living Room. Use the EMPTY SPHERE on the fireplace; take the GLOWING SPHERE (K). Place the UNUSUAL STAR and GLOWING SPHERE on the device on the table; take COLORED LENS 3/3 and FLINT (L).

Combine the MULTI-LENS GLASSES, COLORED LENSES 3/3, and the GLASS HAIR in Inventory; take MYSTICAL GLASSES. Walk forward. Use the MYSTICAL GLASSES on the painting (M). Play the HOP to get the OLD CHEST and MUSIC SYMBOL (N). Place the MUSICAL SYMBOL on the clavichord; take the WOLF FIGURINE and CANDLE (O). Place the WOLF FIGURINE and RAVEN FIGURINE on the cabinet; take the FLINT and SWITCH HANDLE (P). Combine the ANCIENT LANTERN, CANDLE, Flint and Flint in Inventory; take the LIT LANTERN. Walk right.

Place the LIT LANTERN on the hook (A). Take CLAVICHORD KEY 1/3 (B). Take the RADIO SPEAKER (C). Place the RADIO SPEAKER and SWITCH KNOB on the radio; take MARGO TILE and first WOOD HALF (D).

Use the MARGO TILE on the magic barrier (E). See screenshot for solution (F). Walk forward.

Select action option (G). Choose an action option (H). Choose the option (I) to receive the UNUSUAL CLUE.

Take the second WOOD HALF (J). Combine the ANTIQUE CHEST and the two WOOD HALVES in your Inventory; take BELL and NOTES. Take CLAVICHORD KEY 2/3 (K). Take the HANDKERCHIEF (@). Walk back. Place the BELL on the radio; take CLAVICHORD KEY 3/3 and GOOD MASK (L). Walk back.

Place CLAVICHORD KEYS 3/3 and NOTES on clavichord; take BROKEN DOLL and SOLVENT (M). Walk right. Use the UNUSUAL CLUE, SOLVENT and HANDKERCHIEF on the mirror; play the HOP to receive the EVIL MASK (N). Walk forward.

Place the EVIL MASK and GOOD MASK on the cabinet shelf; take the CHAIN ??and TUNING FORK (O). Use the TUNING FORK on the glass dome; take the DOLL HEAD and TRISKELION EMBLEM (P). Place the TRISKELION EMBLEM (Q). Activate the SEARCH; you receive a SPIRIT TRAP (R). Walk back. Use the SPIRIT TRAP on the left door (S). Walk left.

Take the first ORIGAMI FIGURINE (A). Take the DOLL HAND (B). Take the PENDULUM (C). Walk back.

Place the CHAIN ??and PENDULUM on the toy on the box; take WINGS MEDALLION and DOLL LEG (D). Combine the BROKEN DOLL, DOLL LEG, DOLL ARM, and DOLL HEAD; take GRIM DOLL. Walk forward. Place the GRIM DOLL on the cabinet shelf; take the second ORIGAMI FIGURINE and COSMETIC OIL (E). Place the two ORIGAMI FIGURES on the dome table pendants; take the PICKUP and TWEEZERS (F). Walk back.

Use the TWEEZERS on the crack behind the mirror to get a METAL FLOWER (G). Walk left. Use the METAL FLOWER and COSMETIC OIL on the suitcase lock; take the PHONE RECORD and MIRROR SHARD 1/2 (H). Place the RECORD and PHONE PICKUP on the gramophone; take ANCIENT PEN and MIRROR SHARD 2/2 (I). Return to the Cabinet.

Place the ANTIQUE PILL in the inkwell; take the WINGED KEY (J). Combine the WINGS MEDALLION and WINGED KEY; take MAGIC AMULET. Return to the Bedroom. Place the MIRROR SHARDS 2/2 and MAGIC AMULET on the mirror (K).

Find all differences between mirrors (LMN).

Select marked objects (O).

Place the objects in their respective positions (A-B). Choose an action option (C). Place the objects in their respective positions (D-E). Select action option (F).

Place the objects on their respective positions (GHIJ). Choose an action option (K). Select comic (L).

Crossroads 1: Extra Chapter

Activate SEARCH. Talk to Kai (A). Take the HACKSAW BLADE (B). Take the JUG (C). Take STONE FEATHER; use the PITCHER on the waterfall to get a PITCHER OF WATER (D).

Use the PITCHER OF WATER on the fire; take ANTI-RUST and EVA’S NECKLACE (E). Place EVE’S NECKLACE and STONE FEATHER on the statue; take HACKSAW HANDLE and FLACKET GUN (F). Combine the HACKSAW BLADE, ANTI-RUST, and HANDLE.

HACKSAWS in Inventory; take the HACKSAW. Use the HACKSAW on the tree roots; do the steps in Gx2-Jx2-I-Hx2 and take the first LOST BOOK and FLAR BUCKET. Combine the FLASH GUN and FLASH BUCKLE in Inventory; take the LOADED ROCKET GUN. Use the LOADED FLOSTER GUN on the magic web (K). Walk forward.

Talk to Kai (M). Take the second LOST BOOK (N). Take the WATER WHEEL (O). Take DAMAGED SPHERE (P). Take the LEVER (Q). Walk back.

Place the two LOST BOOKS on the cabinet shelf; take the SNAKE FIGURINE and SMALL GEAR (A). Place the SNAKE FIGURINE on the tree pedestal; take the BIG GEAR and DECORATED CASKET (B). Walk forward. Place the LEVER, LARGE GEAR and SMALL GEAR on the death trap mechanism (C).

See screenshot for solution (D).

Take the DOVE AMULET and RUNITE STONE 1/4 (E). Place the DOVE AMULET on the mailbox; take the TERRIBLE BEAR and BELT (F). Walk back.

Place the WATER WHEEL and BELT on the water lift; take the CRYSTAL SKULL and DECORATION PIECE 1/3 (G). Place the CRYSTAL SKULL on the casket in the cabinet; take the GRATE KEY and DECORATION PIECE 2/3 (H). Walk forward.

Use the GRATE KEY on the stall grate lock; select the pairs of matching objects (I) and take the CODE CLUE (@). Use the CODE CLUE on the mansion door; select tiles in sequence 1-4 (J). Walk right.

Take the HORRIBLE RABBIT (K). Take the BROKEN JACK FIGURINE (L). Place the DIRE BEAR and DIRE RABBIT on the pillows; take the PUMPKIN HEAD and DECORATION PIECE 3/3 (M). Combine the DECORATED CASKET and DECORATION PARTS 3/3 in your Inventory; read the note and take the PARK TOKEN and BLUE FEATHER. Walk back.

Use the PARK TOKEN on the park archway (N). Walk left. Take JACK’S HAND (O). Take the BELL (P). Play the HOP to receive the GLASS CUTTER (Q). Use the GLASS CUTTER on the stall window on the right; take JACK’S LEG and UNFINISHED WIND MUSIC (R). Combine the BROKEN JACK FIGURINE, PUMPKIN HEAD, JACK’S ARM and JACK’S LEG in Inventory; take JACK FIGURINE. Walk back.

Place the JACK FIGURINE on the graveyard model; take WINDING KEY and PROTECTIVE AMULET (A). Walk right. Use the PROTECTIVE AMULET on the creepy creatures; take RUNIC STONE 2/4 and MAGIC MIRROR (B). Use the MAGIC MIRROR on the energy barrier; find the symbols on the mirror and take the WOODEN HEART (C). Return to the Park.

Use the WOODEN HEART and WINDING KEY on the doll in the stall on the right; take the STRANGE SKULL and the first HALF OF THE CUTTERS (D). Combine the UNFINISHED WIND MUSIC, STRANGE SKULL, BELL, and BLUE FEATHER in Inventory; take WIND MUSIC. Place the WIND MUSIC on the tree; take the MAGIC LILY and DARTS (E). Zoom into the stall straight ahead (F).

Place the DARTS on the board; select sectors 1-3 (G). Select sectors 1-3 (H). Take the TOY GUN and the other HALF OF THE CUTTERS. Return to the Mansion.

Place the TOY GUN on the warrior (J); take the HANDKERCHIEF and WIRE (K). Combine the two CUTTERS HALF and the WIRE; take CUTTERS. Use the CUTTERS on the barbed wire (L). Walk forward.

Talk to Kai (M). Take the BROKEN MASK (N). Take the GOBLET; use the HANDKERCHIEF on the broken glass to get a SHARD OF GLASS (O). Take the WATER SYMBOL (P). Walk back.

Use the SHARD OF GLASS on the box; take FIRE SYMBOL and MASK PIECE (Q). Return to the Park. Place the FIRE SYMBOL and WATER SYMBOL on the tree case on the left; take the first FRAMED PHOTO and BRUSH (R). Use the GOBLET on the tree on the right; take WOOD RESIN (S).

Combine the BROKEN MASK, MASK PIECE, TREE RESIN and BRUSH in Inventory; take the RITUAL MASK. Return to the Torture Room. Place the RITUAL MASK on the skeleton; take the DECK OF CARDS and DEFECTIVE FLASHLIGHT (A). Place the DECK OF CARDS on the card table; solving the mini-game by chance (B). Take MAGICAL DAHELAIN and RUNITE STONE 3/4 (C). Walk back.

Place the MAGIC LILY and MAGIC DAHELAND on the energy barrier (D). Walk right. Take the SCREWDRIVER (E). Take the LIGHT BULB (F).

Use the SCREWDRIVER on the radio; take the BATTERY (G). Combine the DEFECTIVE FLASHLIGHT, LIGHT BULB and BATTERY in Inventory; take FLASHLIGHT. Take the second FRAMED PHOTO (H). Return to the Torture Room.

Place the 2 FRAMED PHOTOS on the shelf; take RING and PEG (I). Use the RING on the skeleton’s bag; take LONG ROPE and NET (J). Return to the Strange Room.

Use the PEG, LONG ROPE, and FLASHLIGHT on the wall near the breach (K). Play the HOP to receive the BONE KEY (L). Use the BONE KEY on the door lock (M). Walk forward.

Take the GLASS (N). Take the RED CANDLE (O). Take PIECE OF PIPE 1/3 (P). Use the NET on the fountain to get the BOTTLE OF WINE (Q). Walk back.

Place the BOTTLE OF WINE and GLASS on the bar; take PIPE PIECE 2/3 and TONGS (A). Use the TONGS on the radio to get the MATCHES (B). Walk forward.

Use the RED CANDLE and MATCHES on the altar; take MARGO DOLL and PIPE PIECE 3/3 (C). Place the PIPE PARTS 3/3 on the fountain pipe system; repair the water system (D) and select the button. Take Shackles and RONESTONE 4/4 (E). Combine the DAMAGED SPHERE and RUNITE STONES 4/4 in Inventory; take CHRISTOPHER DOLL and MARKER. Use the Shackles on the glass door; take HOOK and BLANK PAGE (F). Walk back.

Use the BLANK PAGE and MARKER on the wine rack to get a PICTURE WITH A CLUE (G). Use the DRAWING WITH A CLUE on the wall on the left; select matching brick and take KEVIN DOLL and TORTURE 1/3 (H). Return to the Torture Room.

Place the KEVIN DOLL, CHRISTOPHER DOLL, and MARGO DOLL on the hooked chains (I). Play the HOP to receive the ANCIENT BOOK (J). Examine the ANCIENT BOOK in Inventory; take the ALL-SEEING EYE and TORTURE INSTRUMENT 2/3. Place the ALL-SEEING EYE on the chest; take the SHRINKED HEAD and BASEBALL (K). Return to City Hall.

Place the HOOK and SHRINKED HEAD on the altar chain; take the GLOWING CRYSTAL and the first PAGE PIECE (L). Combine the DAMAGED SPHERE and GLOWING CRYSTAL in Inventory; take MAGIC SPHERE. Place the MAGIC SPHERE on the plinth (M). Walk right (N).

Use the BASEBALL on the tree branch (O); take TORTURE INSTRUMENT 3/3 (P). Walk back. Place the TORTURE INSTRUMENTS 3/3 on the display case; take the POWER TOTEM and the second PAGE PIECE (Q). Combine the ANCIENT BOOK and the two PAGE PARTS in Inventory; take ANCIENT SPELL. Walk right. Use the ANCIENT SPELL and TOTEM OF POWER on Kai (R).

Choose chains of three or more matching color elements (A); fill up your energy levels (B) before Kai fills up (C). The solution to the mini-game is random. Congratulations! You have successfully completed the passage of the game "Crossroads 1: On the right track".

Crossroads 1: Collectibles

The locations of the collectible comic pieces are marked with a green marker. The location of the puzzle pieces is marked with a pink marker. Collection objects (AD).

Collection Objects (EF).

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