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Mystery Case Files 23: Incident at Pendle Tower - Full Walkthrough with Tips and Puzzles

Behind Seven Seals 23: Incident at Pendle Tower. The Master Detective has a new assignment, this time from the Queen herself. The hero will have to investigate a series of mysterious cases that occurred during the restoration of an old building. Something so frightened the builders that they flatly refused to continue the work. Gather useful inventory, solve ingenious puzzles and assigned tasks to learn all the secrets of Pendle Tower and understand the causes of oddities. 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 Aftermath
  3. Chapter 2 Anomalies
  4. Chapter 3 Mirror Labyrinth
  5. Extra Chapter The First Step
  6. Collectibles


Behind Seven Seals 23: General Tips

A distant relative of the royal family bought the old hotel and hired workers to carry out restoration work. Everything went well until a hidden walled room was found in the bowels of the building. After this event, frightening incidents began to occur in the hotel, so the builders refused to go to work. The Queen herself learned of the incident and asked the Master Detective to join the investigation.

Help the hero of the game overcome all difficulties, find the necessary equipment and solve tricky puzzles to find out about the terrible past of the Pendle Tower, including experiments on people carried out there. Gather the right items and check the quest diary often so you don’t go astray and don’t miss important details. If necessary, refer to the hint and check your location on the map.

This walkthrough will not mention the need to zoom in on a certain area. The screenshots show an already enlarged image. Hidden Object Scenes are abbreviated "HOP". In the walkthrough, only the location of the HOPs themselves will be noted and the item that you will receive as a reward for passing will be indicated. Use the map to quickly get to the right place.

You will be shown puzzle solutions that are not randomly generated. Please read the in-game descriptions for each puzzle. 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.

Behind the Seven Seals 23: Chapter 1 Aftermath

Talk to Verity (A); take the CAR KEY (A1). Read the note; take the TIN SOLDIER (B). Take the WELDING TORCH and BAG (C). Take the SOLDERING IRON after examining the BAG. Open the BAG and remove the rag; take the SCREWDRIVER.

Click on the button (D). Use the SOLDERING IRON (E); take the HEATED SOLDERING IRON. Use CAR KEY (F). Complete the HOP; you receive an UMBRELLA. Give Verity the UMBRELLA; take Verity’s hand (G). Go there (H).

Solution: (1-4); You receive a BROKEN REMOTE. Take WELDING EQUIPMENT 1/2 (I). Open book; take the RUNNER (J). Click on the BROKEN REMOTE; use SCREWDRIVER, TIN SOLDIER and HEATED SOLDERING IRON. Click here (K); drag the soldering iron to the board (L). Take REMOTE. Use REMOTE (M).

Take the RADIO (N). Zoom into the boards; take the BELT (O). Use BELT (P). Take the ACCESS CARD (Q). Go back.

Use ACCESS CARD (R). Go there (S).

Talk to Verity (T). Take the TAIKA and ELECTRIC TAPE (U). Open book; take card (V). Take TERRY’S BAG (W).

Open TERRY’S BAG; take the SPATULA (X). Drag slider 3 (Y). Use ZIPPER SLIDE 5 and click on it; take the pliers (Z) and use them on the zipper 4. Read the newspaper (A); take the utility knife (B) and use it on the zipper 3. Take the canister; use it on zipper 1 (C). Use key (D). Take the COMPUTER (E).

Place COMPUTER (F). Click on the cables, then on (G-H). Click on the switch (I). Press the "Enter" button (J).

Take arrows from here (K) and place them in the cells. Place the arrows here (L) and press the button (M) to rotate them. Solution (N).

Talk to Verity (O). Use LOCKER KEY (P). Complete the HOP; you will earn a HELMET 1/2. Rip the wallpaper Zx. Use the SPATULA (Q); You receive a BRICK. Read the two notes and take the DRAWING (R). Use BRICK; take HAZEL 2/2 (S). Return to the Terrace.

Use ELECTRIC TAPE and WELDING TORCH (T); take WELDING EQUIPMENT 2/2. Give Terry HAZKA 2/2 (U). Use WELDING EQUIPMENT 2/2 (V).

Solution: (B-C-Bx5-C-B). Place the chain here (D). (Gx2-E).

Follow the yellow line (H). Go around this place (I) 3 times in a row. Follow the green line; go around this place (J) 4 times in a row. Follow the blue line (K). Go around this place (L) once. Follow the white line (M). Place the lens here (N). Follow the purple line to the exit (O). Go to the Lobby.

Talk to Terry (P). Use the DRAWING anywhere on the screen. Solution: (2-1-4-3). Rotate the rings as shown (Q).

Talk to Terry (R); You receive a WRENCH. Take MECHANICAL FINGER (S). Take POINTER and PORTRAIT FACE; read the note (T). Place MECHANICAL FINGER; press 1-5. Take the LOBBY BADGE (U).

Place POINTER, NUT, and WRENCH (V). Place the VESTIBULE BADGE (V1) and pull the lever (V2). Play the HOP (W); You receive a TOY CAR. Remove the top of the TOY CAR and open the door; take the PORTRAIT HAND, read the note and take the GALLERY ICON (X). Place the GALLERY ICON (Y) and pull the lever (Z).

Take the GEAR (A). Place the PORTRAIT FACE and PORTRAIT HAND (B). Swap portraits; take the EXIT ICON and BATTERY (C). Place GEAR (D); take the PLIERS (E). Place the EXIT ICON (F) and pull the lever (G). Go there (H).

Talk to Terry (I); You receive a FUSE. Play HOP (J); You receive the CROWBAR. Take KNIGHT FIGURINE 1/2 and FLASHLIGHT (K). Read the note; remove the pieces. Find the pairs (L). Use PLIERS (M); You receive KNIGHT FIGURINE 2/2.

Use the CROWBAR (1-6). Place KNIGHT FIGURINE 2/2; take the SMELLING SALT (N). Go there (O).

Examine the FLASHLIGHT 2x and insert the BATTERY; take FLASHLIGHT. Use the FLASHLIGHT anywhere on the screen. Take the MONOCLE (P) and open the door. Pull the lever (Q) and insert the FUSE (R). Swap cables (red - green - yellow) (S); pull the lever (Q). Read the note; take the FANG PIECE and MEDALLION (T). Take the RUDDER (U). Open the folder; take BUTTON 1/2 (V). Go back.

Use the SMELLING SALT and give the MEDALLION to Millicent (W); take the LOADED MEDALLION (X). Place TUNG PIECE; take BUTTON 2/2 (Y). Go there (Z).

Place BUTTON 2/2 (A); take the BLANK PUNCHED CARD (B). Place the BLANK PUNCHED CARD and MONOCLE on the table. Click on the symbols (C). Take the PUNCHED CARD (D). Use LOADED MEDALLION (E). Insert PUNCHED CARD (F).

Solution (1-2-3-1-4-3-5-6). Swap rows and columns. Solution (G). Click here (7-8). Press: (KIHJKJHIK).

Behind the Seven Seals 23: Chapter 2 Anomalies

You receive a DRAWING. Place the DRAWING anywhere on the screen. Press: (2-3-1-4). Press: (7-8-5-6). Go there (A).

Remove the leaves; take PIPE PIECE 1/2 (B). Remove the leaves; take the BOX (C). Go there (D).

Put away the papers; take the CLUE and ELECTRIC PANEL KEY (E). Open the folder and read the note; take the WATER SYMBOL (F). Use the CLUE on the BOX. Solution (G). Take PICTURE PIECE 1/2, DRAWER HANDLE, and EMPTY FLASK (H). Place DRAWER HANDLE; take SHEARS, RUBY, and PIPE PIECE 2/2 (I). Go back.

Use the Zx SHEARS (J); take the SAPPHIRE (K). Use ELECTRIC PANEL KEY; take the WIRES (L). Go there (M).

Slowly drag the handle along the axis (N). Use WIRES (O) and PIECE OF PIPE 2/2 (P); take the GRAMOPHONE NEEDLE (P1). Place RUBY and SAPPHIRE (Q). Complete the HOP; You receive the HERBICIDE POTION. Go back.

Use HERBICIDE POTION; take PICTURE FRAGMENT 2/2 (R). Place WATER SYMBOL; take the DAGGER and CLOCK HAND (S). Go there (T).

Play the HOP (U); You receive a HAT. Give Corman the HAT; take the DRAWING (V). Place the DRAWING anywhere on the screen.

Solution 1: (1-5). Solution 2: (Ax9-Bx3-Cx7-Dx3-Ex8-Fx4). Go there (G).

Take SITARS and SCRAPER (H). Use DAGGER (I); You receive a CUP. Move the 3x books (J). Place PICTURE PIECE 2/2 (K).

Solution (L). Go there (M).

Pull back the curtain; take MEDICAL CLAMP (N). Pull both levers (O). Use SCRAPER (P); You receive a CRYSTAL. Use EMPTY FLASK (Q); You receive a FILLED FLASK. Go back twice.

Give Corman the CUP; take the STAMP (R). Give Corman the CIGARS; take the LIGHTER (S). Go there (T).

Drag the wax (U1) to the spoon (U2). Use the LIGHTER on the spoon (U2). Use ST take the WAX ??SEAL (U3). Use the WAX ??SEAL (V). Use MEDICAL CLAMP. Read the note; take the PHONE RECORD (V1). Place CLOCK HAND and CRYSTAL (W). Play the mini-game (X).

Solution 1: (Zx2-Yx2-Z-Yx3-Zx4-Yx2). Solution 2: (C-Ax2-BA-Cx2-Dx2)-(Hx5-G-Ex2-Gx3-Hx2-FE)-(Ax2-Bx2-DC-Dx3). (Cx2-Dx2-C-Ax2-C-Dx2)-(HG-Ex2-F-Ex3-GF-Hx2-Gx3-Ex2-F). (Ax2-B-Dx2-Bx4-Ax2)-(G-Hx2-Fx3-H-Gx2-Hx2-Gx4-H)-(Dx2-Cx2-Ax2-BA-Cx4). (Ax3-Cx4-D-Bx2-C-Dx2-CA)-(Ex2-F-Ex4-F-Hx3-FHG)-(FEG-Ex3-Gx2-Hx2). (DB-Ax2-CA-Bx4-Dx2-Cx2)-(Dx2-CD-Bx2-D-Cx3-A). Solution 3: (JI-Jx2-LJL)-(Jx2-Lx3-IKI-Kx2-L)-(Ix3-Jx3-Lx3-I)-(Jx2-Ix3-J-Ix2)-(JI-Jx2-I) -(JIJ-Ix2). Go there (M).

Take the TRAIN WHEEL (N). Put the logs in the fireplace and use the LIGHTER (O); take the DRAWING (P). Open envelope; take the SCISSORS and read the note (Q). Dust the book (R).

Place the DRAWING anywhere on the screen. Solution 1: (UVST). Solution 2: (W). Go there (X).

Take PAPER and LOCKPICK (Y). Use the LOCK PICK and collect the adjustable wrench (Z); You receive the ADJUSTABLE KEY. Go back and go there (A).

Play the HOP (B); You receive the WOODEN SWORD. Open the drawers; take the BLOWTORCH and COIN 1/3 (C). Take the WHEEL (D). Place TRAIN WHEEL (E). Pick up the carpet (F).

Connect the RUDDER, WHEEL, and TOY CAR; take TOY CAR. Place TOY CAR. Solution (G). Take COIN 2/3, FEATHER, and GLOBE PIECE 1/3 (H). Go back and go there (I).

Play HOP (J); You receive an EARTH. Read the note (K). Take GLOBE PIECE 2/3 and GLOBE CLUE (L). Use SCISSORS (M); You receive a CRESCENT EMBLEM. Return to the Operating Room.

Use SCISSORS; take the GEAR (N). Use BLOWTORCH and TWEEZERS (O); You receive COIN 3/3. Remove the web. Place the GRAMOPHONE NEEDLE and REC and click here (P).

Play the HOP (Q); You receive the SUN EMBLEM. Use the WOODEN SWORD (R) and ADJUSTABLE WRENCH (S); You receive the SPRAYER PIECE. Return to the Main Hall.

Place CRESCENT EMBLEM; take the CRESCENT TUBE (T). Place SUN EMBLEM; take the SUN TUBE (U). Remove the ropes (@1) (1-6) by zooming in on the TUBE WITH THE SUN. Take GLOBE PIECE 3/3. Open the tube (V); You receive the GLOBE NEEDLE.

Place GLOBE PIECE 3/3, GLOBE NEEDLE, and GLOBE CLUE (W). Drag the map with the left mouse button pressed and look for the continents indicated in the tooltip. Once you find the right one, click on the button on the right to mark it. Solution (@2): Australia (1)-North America (2)-Africa (W)-Europe (4). Take the MIRROR BOX and RIDER (X). Go there (Y).

Place the SPRAYER PIECE (A) and use the FILLED JAR (B). Use PAPER (C); You receive the POWDER. Talk to Millicent (D). Return to the Mirror Room. Place COIN 3/3 and read note; take the IRON ROSE (E). Place GROUND and GEAR; take HANDLE and DRAWER CLUE (F).

Return to Bobby’s Room. Place HANDLE; take the SOLDIER KEY (G). Place CLUE TO BOXES; press (1-8). Read the note; take the REGULATOR (H). Use SOLDIER KEY; take MILLICENT’S PORTRAIT and AMBER (I). Return to Millicent’s Room.

Place MILLICENT’S PORTRAIT (J) and RIDER (K); take the TUBE PIECE (J). Connect the TUBE PIECE and TUBE WITH CRESCENT; solution (L). Take the AMULET (M). Go back.

Place the AMULET and open the book (N). Use CRYSTAL POWDER; take the MIRROR SHARD (O). Go there (P).

Place the FEATHER, IRON ROSE, AMBER, and MIRROR SHARD (marked in orange); take the LOADED MIRROR SHARD (Q). Return to the Mirror Room.

Place REGULATOR. Solution: (Rx2-Sx2)-(Rx3-Sx4). Place the LOADED MIRROR SHARD (T).

Solution (U).

Seven Seals 23: Chapter 3 Mirror Labyrinth

Take the CRYSTAL PENDANT (A). Read the note (B). Go there (C).

Play the HOP (D); You will receive a CHARGE INDICATOR. Take the MIRROR SHARD (E). Open the door; take the sledgehammer and read the note (F). Go there (C).

Place CHARGE INDICATOR (H); You receive a DISCHARGED BATTERY. Go there (IJ).

Place MIRROR SHARD; take the EYE (K). Take the CORKSCREW and LAMP (L). Place the EYE (L1); You receive a SPEAR. Use SPEAR (M); You receive the FUEL. Go there (N).

Use CRYSTAL PENDANT; take the BUTTON and FEATHER KEY (O). Go there (P).

Place LAMP and use FUEL (Q); take the CLOAK (R). Use the CORKSCREW and read the note; take the NAIL FILE (S). Use FEATHER KEY; take the GHOST STATUETTE (T). Use NAIL FILE (U); You receive a MIRROR. Go there (V).

Use CLOAK and sledgehammer; take the STAFF (W). Use the STAFF (X) and place the DISCHARGED BATTERY here (Y). Click on the switch (X); take CHARGED BATTERY (Y). Go there (Z). Place CHARGED BATTERY (A).

Solution (C). Take the GIRL FIGURINE (D).

Combine the MIRROR, GIRL FIGURINE, GHOST FIGURINE, and MIRROR BOX; take the KEY. Use KEY; take the SCHEME (E). Go there (F).

Use SCHEME (G). Complete the HOP; You receive the STABILIZER. Use STABILIZER (H).

Solution 1 (I).

Solution 2(J).

Take the LIGHTNING EMBLEM (K). Place BUTTON (L). Go there (M).

Talk to Millicent (N); You receive a DAMAGED ARTIFACT. Read the note (O). Take ARTIFACT PIECE 1/2 (P). Use HANDKERCHIEF (Q). Place LIGHTNING EMBLEM (R). Look for pairs of identical wires (S); take the CRYSTAL (T). Use CRYSTAL (U).

Solution (@1): (A-H).

Find pairs (1-6). Go there (V).

Take the NUMBER, TAG, and INSTRUCTIONS (W). Place NUMBER and TAG. Solution (X). Take the GEAR KEY (Y).

Turn the rings so that there is a key in each recess (A); use GEAR KEY (B). Take the LEVER (C). Place INSTRUCTIONS and LEVER (D). Click on the lever; take ARTIFACT PIECE 2/2 (E).

Connect ARTIFACT PIECE 2/2 and DAMAGED ARTIFACT; take DRUID ARTIFACT. Place the DRUID ARTIFACT anywhere on the screen. Select Bobby’s sphere. Solution 1: (F). Solution 2: (G).

Select the Millicent sphere. Solution 3: (N). Solution 4: (I).

Behind the Seven Seals 23: Extra Chapter The First Step

To play an additional chapter, press the "Game" button in the main menu, and then select the "First Step" chapter. Answer the bell (A). Read the note; take the PEARL BRACELET (B). Take the CANDLESTICK (C). Open book; take the COPPER ROD and TICKET (D).

Insert TICKET (E); take the SILVER SNAKE HEAD (F). Use COPPER ROD (G). Read the note; take the OFFICE KEY (H). Use the OFFICE KEY and go there (I).

Talk to Corman (J). Take RUBY, SCISSORS, and LIGHTER (K). Connect the SCISSORS and PEARL BRACELET; take PEARL. Place PEARL; take the BLACK CANDLE (L).

Combine the BLACK CANDLE, LIGHTER, and CANDLESTICK. Insert the candle into the CANDLESTICK and use the LIGHTER on it; take BLACK RITUAL CANDLE. Place BLACK RITUAL CANDLE (M).

Solution (@3): (BAC)-(ACDB)-(BABDC). Return to Korman’s office.

Place RUBY and SILVER SNAKE HEAD (N); take the CUBE KEY (O). Place the CUBE KEY and click here (P).

Solution (Q). Take the HUB.

Return to the testing room. Give Corman the HUB (R). Take CORMAN’S RING (S). Take the ENERGY SPHERE (T). Return to Korman’s Office. Use CORMAN’S RING (U).

Solution: (DA-Bx2-Cx3). Go there (E).

Take the LIGHT BULB and the FLASK (F). Read the note (G). Place the FLASK (H). Use SCISSORS and place ENERGY SPHERE (I). Click on the button (J). Take the PROJECTOR (K) and DEVELOPER (H). Go back.

Use the DEVELOPER; take BATTERY 1/2 and LENS (L). Go there (M).

Use the DEVELOPER; take BATTERY 2/2 (N). Place BATTERY 2/2 (O). Take the ENCODED MESSAGE (P). Return to Korman’s Lab.

Place LIGHT BULB, PROJECTOR, LENS, and ENCODED MESSAGE (Q). Complete the HOP; You will receive a SAFE CODE. Place SAFE CODE and enter 9044 (R). Read the note and take the STOPPER (S). Return to the Testing Room.

Place the STOPPER and click on it; take the HUB and SPACE SHARD (T). Place the SPACE SHARD (U). Go there (V).

Take the SUITCASE, FUSE, RAZOR, and BUNCH OF KEYS (W). Connect the BUNCH OF KEYS and SUITCASE; put away the papers; take MIRROR. Go there (X).

Take the NIGHT LIGHT, COPPER EMBLEM, SAW, BATTERY, and BUCKET OF WATER (Y). Play the HOP (Z); You receive a PUNCHED CARD. Use RAZOR; take the WRISTWATCH (Z1). Go back.

Look at the silhouette of the wristwatch and place the WRISTWATCH (A). Place the BRASS EMBLEM (B). Remove mail; take the ELEVATOR PASS (B1). Click on the lamp silhouette; place NIGHT LIGHT and BATTERY (C). Click on the silhouette of the ring (D). Use the BUCKET OF WATER and click on the logs. Take the ring (E) and place it here (D), on the silhouette. Use the SAW (F); You receive the BELLOWS. Go there (C).

Examine the mirror silhouette and place the MIRROR (H). Place the FUSE and ELEVATOR PASS (I). Go there (J).

Take the LOUP HANDLE and ACID (K). Pull the lever (L). Take the FANGS, PEARL LENS, and LOUPPING RIM (M). Remove the broken crystal ball (N). Use RAZOR (O); You receive a CABLE. Insert the PUNCHED CARD (P). Go back.

Use ACID; take GEAR PART (Q). Place FANGS; take the CRYSTAL SHAP (R). Go there (S).

Place GEAR PART (T). Remove the torn bellows and insert the BELLOWS (U). Click on the button (V). Connect the Magnifier Rim, PEARL LENS, and Magnifier HANDLE; take the loupe. Place the CRYSTAL BALL (W), CABLE (X), and Magnifier (Y).

Solution: (1-5). Place the HUB (Z).

Solution 1: (@1). Solution 2 (@2): (Ux2-D-Rx2-Ux2-Lx3)-(R-Ux3-Lx4-UL-Dx2-RD-Lx3-Ux2-Lx2-Dx2-R). (L-Ux2-Rx2-Dx6-LDR)-(Ux5-Rx3-Ux3).

Solution 3 (@3): Click on the three debris (1-3). Place the three pipe pieces (marked in orange) on the game board (G). Assemble the pipe as shown (G). Solution 4 (@4): (SULDRULU).

Solution 5: (G-D3)-(R)-(G-A3)-(R)-(K-A1)-(R)-(G-A5)-(R)-(F-C1)-( R)-(F-E1)-(R). (G-D2)-(R)-(G-C2)-(R)-(G-A4)-(R)-(G-C4)-(R). (K-A4)-(R)-(G-B4)-(R)-(G-B3)-(R)-(G-D3)-(R)-(K-C3)-(R). Remove (K) from the playing field and insert into place. Click here (R).

Solution 6 (@6). Press 6-7-8. (Ax2-C-Ax2-Cx2)-(A-Fx2-Ax2-D-Bx2-CAEBC)-(AEACB-Cx2). Congratulations! You have fully completed the Collector’s Edition of Seal 23: Incident at Pendle Tower!

Behind the Seven Seals 23: Collectibles

Stained glass shards are marked in red, puzzle pieces are marked in green. Collectibles (AD).

Collectibles (EG).

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