Wise GeekGame Walkthroughs → Paranormal Files 8: Price of a Secret - Walkthrough of the game in pictures step by step

Paranormal Files 8: Price of a Secret - Full Walkthrough with Tips and Puzzles

Paranormal Activity 8: The Price of a Secret. Rachel continues her search for Rick Rogers, who disappeared thirteen years ago. This time, clues lead her and like-minded people to a mysterious island rumored to be haunted by hostile ghosts. Once in place, the girl realizes that the initial information was incorrect, and her opponents are very real people who want to intimidate the team of detectives and force them to quit the investigation. 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 Pierce
  3. Chapter 2 The Coast
  4. Chapter 3 Lake
  5. Bonus Chapter
  6. Collectibles


Paranormal Activity 8: General Tips

Rick Rogers disappeared thirteen years ago during another investigation into a paranormal incident. During this time, the police failed to find any trace of him, so the search case was officially closed. Only Rachel, Rick’s girlfriend, continues to believe that he is alive and is looking for new clues that can help her find out the truth. One day, the girl is watching a broadcast about a haunted island and notices an important piece of evidence indicating that Rick may be in this place.

Rachel gathers a group of researchers and goes to the island, but her investigation immediately takes an unexpected turn: someone begins to intrigue and does everything possible so that the detectives cannot study local objects. At the same time, it becomes obvious that the attacker is not a ghost at all, but a real person with his evil intentions. Can Rachel win this game? Or will Rick’s disappearance remain an unsolved mystery to her? The answer will depend on the observation and ingenuity of the detectives.

Look for useful inventory to handle current investigation tasks. In case of difficulty, you can use the hint. Also check the Map often to get your bearings. The game has several difficulty modes: choose any for a comfortable passage. This guide will not mention the need to zoom in every time. Screenshots will show an already enlarged image.

For Hidden Object scenes, the acronym "SEARCH" will be used. Items marked with a different color are hidden or require additional steps to obtain them. The walkthrough does not show solutions to the search scenes. Only their location and the resulting item are shown. Here will be described step-by-step solutions for those mini-games that have a single solution and are not randomly generated. For other mini-games, read the explanations and rules carefully. Use the Map to quickly move to the desired location.

Paranormal Activity 8: Chapter 1 Pierce

Select the browser symbol (A). Look at the photo (B). Examine the symbol and select the handset symbol; select "Gabriel Silva" (C). Select notepad twice (D); take the cable and use it on the phone (E). Select load symbol (F); take the THREAD PHOTO (G). Open the browser on the laptop (A); select the Booking button (H).

Examine the location and select any character (I); take the HUNTING KNIFE. Take GLASS CUTTER, DAIMON WALLET, and MIA’S MEDALLION (J). Use the HUNTING KNIFE on the fallen tree (K) to get a LONG BRANCH.

Use the GLASS CUTTER and LONG BRANCH on the booth on the left; take STONE ELEPHANT and HAIRPIN (L). Combine the DIAMON’S WALLET and HAIRPIN; look at the photo and take the DAIMON MEDALLION and DOLLAR 1/2. Place MIA’S MEDALLION and DAIMON’S MEDALLION on the fastener of the bag in the motorboat (M); collect the indicated items and take the ROPE and MATCHES (N).

Use the ROPE on the fallen tree (O). Use the STONE ELEPHANT (P) and MATCHES (Q) on the altar; take DOLLAR 2/2 and PROTECTIVE AMULET (R). Use the DOLLARS on the emergency box; take the EMPTY SMOKER and BOAT KEY (S). Use the ROPE (T) and BOAT KEY (U) on the motorboat. Walk forward up the stairs (V).

Talk to the hotel worker (W); take BELL 1/3. Take BELL 2/3 and SUCKELL FIGURINE (X). Use the HUNTING KNIFE on the pedestal near the shield; take the MOSS (Y). Combine the EMPTY SMOKER, MOSS and MATCHES in Inventory; take BEE SMOKER. Use the BEE SMOKER on the bees (Z); play the HOP to receive BELL 3/3. Walk back.

Put the BELLS on the altar pendants (A); take the TOOL AMULET and DIONYSUS FIGURINE (B). Place the TOOL AMULET on the toolbox in the booth; take the CHISEL and HOOK (C). Walk forward up the stairs (D).

Place the SUZELLUS FIGURINE and DIONYSUS FIGURINE on the pedestals near the shield (E); take the BUCKET and COMPRESSED AIR CAN (F). Use the CHISEL, HOOK, and BUCKET on the well; take the PIECE OF COLORED GLASS 1/3 and the RUSTY CASKET (G). Zoom into the hotel door (H). Use the PROTECTIVE AMULET on the magic barrier (I) to activate a mini-game.

Do the steps in sequence 1-13. Walk forward (J).

Select any character on the scene (K) to receive a PIECE OF COLORED GLASS 2/3. Take AIRHORN PART, LEMON HALF, and GLOWING CRYSTAL (L). Walk back.

Combine the COMPRESSED AIR CAN and AIR HORN PART in Inventory; take the AIR HORN. Use the AIR HORN on the vicious critter; take BRUSH and PIECE OF COLORED GLASS 3/3 (M). Place the COLORED GLASS PIECES and GLOWING CRYSTAL on the shield (N) for a mini-game.

Do the steps in the following sequence: (1-2)-(3-4)-(5-6)-(7-8)-(9-10)-(11-12)-(13-14)-(15 -16)-(17-15). Take BROKEN FIGURINE and SUCKER GRIP. Return to the hotel lobby.

Use the SUCKER GRIP on the cabinet door; take METAL FEATHER 1/4 and SALT (O). Combine the RUSTY CASKET, LEMON HALF, SALT and BRUSH in Inventory; take FIGURINE PIECE and OLD DIARY. Give the OLD DIARY to Mrs. Russell (P); find the matching objects and take the BASEMENT KEY and LOCK FIGURINE (Q). Use the BASEMENT KEY on the basement door lock; take METAL FEATHER 2/4 and GRAPE AMULET (R). Place the GRAPE AMULET on the box on the table (S); take GLUE and METAL FEATHER 3/4 (T). Walk back.

Combine the BROKEN FIGURINE, GLUE, and FIGURINE PIECE in Inventory; take the GIRL FIGURINE. Place the GIRL FIGURINE and LOCK FIGURINE on the box (U); take METAL FEATHER 4/4 and PHOTO (V). Walk forward (W). Place the METAL FEATHERS on the owl figurine (X); take the BULB AND PLIERS (Y). Use the PLIERS on the key piece (Z) to activate a mini-game.

Do the steps in the following sequence: (1-3) - (2-4) - (6-8) - (5-7) - (A). See screenshot of the final solution (B). Walk right (C).

Take SET ROLLER 1/2 and LEATHER CASE (D). Place the LIGHT BULB in the lamp socket (E); take the CLUE AND PHOTO (F). Walk back.

Place the two PHOTOGRAPHS on the cabinet shelf (G); take the WEIGHT BOWL and OWL EYE (H). Place the OWL EYE in the owl figurine’s eye socket (I); take the OLD BOTTLE (J). Return to the Cellar (K).

Place the OLD BOTTLE and WEIGHT BOWL on the scale shelf for a mini-game. Do the steps in the following sequence (@1): (FB)-(CA)-(AF)-(BC)-(EB)-(DA)-(AE)-(BD). Take the ANTIQUE LONGER and TYPEwriter HAND (G).

Place the TYPEwriter HANDLE on the typewriter (L); take the UNUSUAL SYMBOL (M). Combine the LEATHER CASE and UNUSUAL SYMBOL; read the note and take the SET ROLLER 2/2 and the BLASTING SPELL. Use the CLUE and the SET ROLLERS on the chest lock to activate a mini-game; do the steps in the following sequence: Nx4-Ox1-Px4-Qx2. Activate the HOP to receive the WINE PRIZE. Walk back.

Use the BLASTING SPELL on the ghost (S). Place the WINE PRIZE on the pedestal in the cabinet (T); take GEM 1/3 and GLOVES (U). Talk to Mia (V) to receive the MEDALLION. Go up the stairs (W).

Take the BOOK OF CURNS (X). Give the SPELLBOOK to the Daimon (Y); take the RING and GEM 2/3 (Z). Walk back. Use the RING on the box on the table; read the note and take the ELECTRIC TAPE and LONGER HANDLE (A). Return to the second floor (B).

Use the GLOVES and ELECTIVE TAPE on the damaged video monitor wire (C); play the HOP to receive a GEM 2/3 and a METAL ROD. Combine the ANTIQUE LONGER, GEMSTONES, and LONGER HANDLE in Inventory; take the loupe. Give the LOUPE to the Daimon (D); select book and take CHARM SPELL (E). Walk left (F). Use the CHARM SPELL on Gabriel (G).

The solution to the mini-game is random; run out of ghost energy (H) before your energy runs out (I). Select the blue buttons in the correct order to fight the ghost. The spell (J) deals damage to the ghost, the shield (K) blocks its attacks, the plus sign (L) will add one level of energy if not used against the spell.

Talk to the characters (M1) to receive the FLASHLIGHT. Return to the Pier. Examine the motor boat (M2).

Paranormal Activity 8: Chapter 2 The Coast

Talk to Daimon (A); take the WET MAP (B). Take the NET, SHIP FIGURINE, and SPEAR GUN (C). Use the NET on the water (D); take the HARPOON HEAD and WOODEN HANDLE (E). Use the WOODEN HANDLE on the pickaxe blade; take the PICK (F).

Use the PICKAXE on the stone blockage; take the SPEARGUN REEL and OLD BAG (G). Combine the SPEAR GUN, HARPOON HEAD, SPEAR GUN REEL and METAL ROD in Inventory; take LOADED SPEAR GUN. Use the LOADED SPEARGUN on the boat in the water (H); play the HOP to receive the LIGHTHOUSE FIGURINE (I). Place the MEDALLION, SHIP FIGURINE, and LIGHTHOUSE FIGURINE on the statue (J); take the LIGHTHOUSE KEY and MONOGRAM (K).

Combine the OLD BAG and MONOGRAM in your Inventory; read the note and take the SICKLE and OLD PAPER. Use the SICKLE and LIGHTHOUSE KEY on the lighthouse door (L); play the HOP to receive the MEDICAL KIT. Use the MEDICAL KIT on Daimon (M); take the LIGHTER (N). Use the OLD PAPER and LIGHTER (O) on the plinth in the grotto; put the WET MAP on the plinth and take the ISLAND MAP (P). Use the ISLAND MAP on the location to activate a mini-game.

See screenshot for solution (QR).

Examine the location; take RUNESTONE 1/3. Take RUNESTONE 2/3, WICK, SCOOP, and INSTRUCTIONS (S). Use the SCOOP on the ground; take the GLOWING SPHERE and INSECT SPRAY (T). Use the INSECT SPRAY on the ants; take SODA and RUNESTONE 3/3 (U).

Place the RUNESTONES and GLOWING SPHERE on the altar (V) for a mini-game. See screenshot for solution (W). Walk right (X).

Take STRAW DOLL 1/4, FUNNEL, and TONGS (A). Use the TONGS on the vat of the spinner; take STRAW DOLL 2/4 and TERMITE (B). Walk back.

Combine the INSTRUCTIONS, FUNNEL, THERMITE, SODA and WICK in Inventory; take the THERMITE BOMB. Use the THERMITE BOMB and LIGHTER on the building door lock; take the SUITCASE BUTTON and DREAMCATCHER (C). Walk right (D).

Use the DREAMCATCHER and FLASHLIGHT on the smoke (E); play the HOP to receive the SUITCASE BUTTON. Place the two SUITCASE BUTTONS on the suitcase latches; take BELT and OLD PHOTO (F). Use the BELT on the cliff (G); unfold the handkerchief and take the CHEST HANDLE and STRAW DOLL 3/4 (H). Walk back.

Place the CHEST HANDLE on the chest in the building; take HAMMER and STRAW DOLL 4/4 (I). Place the STRAW DOLLS on the rope hooks (J); take the OIL CAN and NAILS (K). Walk right (L).

Use the OIL CAN and HAMMER on the spinner wheel; take the BIG WHEEL (M). Place the BIG WHEEL on the cart (N); take BOARDS and BROKEN SHEARS (O). Walk back. Use the NAILS, PLANKS, and HAMMER on the damaged bridge (P) to activate a mini-game.

Do the steps in sequence 1-5. Walk forward (Q).

Take LIST OF HERBS and HERB POUCH (R). Take KNIFE SHARPENER, STARFISH, and GARDENING GLOVE (S). Use the GARDENING GLOVE on the thorny shoots; take SHEAR PIECE and SEA HORSE (T). Place the STARFISH and SEAHORSE on the fountain statue; take BROKEN HORN and SMALL BASKET (U).

Combine the BROKEN SHEAR, SHEAR PIECE, and KNIFE SHARPENER in Inventory; take SHEARS. Use the SMALL BASKET, LIST OF HERBS and SHEARS on the flower bed (V); play the HOP to receive the HERBS (W). Place the HERBS in the mortar; place the HERB POUCH on the table and take the PROTECTIVE HERBS (X). Use the PROTECTIVE HERBS on the ghost (Y). Walk forward (Z).

Give the OLD PHOTO to Mrs. Russell (A); take the GNOME MOTHER and COORDINATES (B). Take HORN DECORATION 1/3 and GNOME BABY (C). Walk back.

Talk to Isaac (D); use the PROTECTIVE HERBS on the ghosts (E) to activate a HOP. Put the MOTHER GNOME and the CHILD GNOME on the box in the gazebo; take the QUAD AMULET and HORN DECORATION 2/3 (F). Place the ATV AMULET on the luggage bag of the ATV; take GLUE and FEATHER BRUSH (G). Walk forward (H).

Use the FEATHER DASH on the glass shards on the table; take SALT and HORN DECORATION 3/3 (I). Combine the BROKEN HORN, HORN DECORATIONS, and GLUE in Inventory; take the HORN OF Plenty. Walk back.

Place the HORN OF Plenty on the fountain statue (J); take STONE HEART AND SEAM Ripper (K). Use the SEAM Ripper on the seam of the ATV’s luggage bag; read the note and take the MONOCLE (L). Walk forward (M).

Use the MONOCLE on the painting (N); find the correct symbol and take the POCKET WATCH and DIARY WITH CLUE (O). Use the DIARY WITH A CLUE on Mia (P). Examine the door (Q) for a mini-game.

The solution to the mini-game is random; match two or more tokens to collect the number of tokens shown on the sides of the screen. Screenshots show possible moves (RSTU); to complete the mini-game, you need to collect ten gold tokens in the final round. Talk to Daimon (V).

Paranormal Activity 8: Chapter 3 Lake

Check out the location. Take STONE BRAIN and OLD CANE (A). Place the STONE BRAIN and STONE HEART on the pedestal (B); take the CURVED HANDLE and ROCK HOOK (C). Place the POCKET WATCH on the pedestal (D); take the TWEEZERS and SHARP HAIRPIN (E).

Use the SHARP HAIRPIN on the scarecrow rope (F); take LONG ROPE. Use the ROCK HOOKS and LONG ROPE on the rock (G) and select the hooks in sequence 1-6. Climb up the cliff.

Take the TWO-PRONGED FORK and FISHING BASKET (H). Examine the niche door; use the TWEEZERS on the door hook and take EVIDENCE 1/5 and LINE (I). Use the TWO-PRONGED FORK on the crate; take LEVER and FISHING LURE (J). Walk back. Combine the OLD CANE, LINE and FISHING LURE in Inventory; take HOMEMADE ROD. Use the HOMEMADE ROD and FISHING BASKET on the water (K) to activate a mini-game.

Earn 100 points by fishing: red fish are worth 7 points (L), green ones are worth 10 points (M), blue ones are worth 14 points (N); the frog will try to protect the fish - try to avoid it (O). Take BASKET WITH FISH.

Give the BASKET WITH FISH to the pelican; take SMALL GEAR and METAL MUG (P). Return to the Dam Control Room. Use the METAL MUG on the barrel (Q) to get the OIL. Use the OIL, SMALL GEAR, and LEVER on the dam mechanism (R). Walk left (S).

Take the SCARECOAT HAT, ORNAMENT PIECE 1/3, and HAMMER (T). Use the BENT HANDLE and HAMMER on the anvil; take CREW HANDLE (U).

Place the CREW HANDLE on the carriage door (V) for a mini-game, follow steps 1-4. Take WOLF SKULL and ANCIENT BOOK (W). Return to the Lake.

Put the SCROCKET HAT on the scarecrow (X); take GREAT HORN and ORNAMENT PIECE 2/3 (Y). Place the WOLF SKULL and BIG HORN on the totem (Z1); take the DULL AX and the WINTER FIGURINE (Z2). Return to the Old Settlement.

Use the DULL AX on the grindstone; take the AX (A). Use the AX on the shutters (B); play the HOP to get EVIDENCE 2/5. Talk to the ghost (C); take the WINERY KEY. Use the WINERY KEY on the lock on the door right (D). Walk forward (E).

Take BIG ARROW and OLD LIGHTER (F). Use the OLD LIGHTER on the melted wax; take the VINEMAKER FIGURINE and SMALL ARROW (G). Return to the Dam Control Room.

Place the 2 VINEMAKERS FIGURINES on the casket in the niche; take CLOCK CLUE and BOTTLE OF WINE (H). Place the BIG HAND, SMALL HAND, and CLOCK HINT on the wall clock; set the time to 3:45. Take ORNAMENT PIECE 3/3 and MYSTICAL AMULET (L). Return to the Old Settlement.

Place the ORNAMENT PARTS on the chest in the carriage; take OLD CHEST and BIG CHISEL (M). Use the BIG CHISEL on the stone; take WOODEN PLATE AND MANOMETER (N). Walk forward (O). Place the BOTTLE OF WINE and WOODEN PLATE on the wine rack (P) for a mini-game.

See screenshot for solution (Q). Take EVIDENCE 3/5 and MYSTICAL AMULET (R).

Combine the ANCIENT BOOK and two MYSTICAL AMULETS in Inventory; take the SAFE WHEEL and ANCIENT RECIPE. Place the SAFE WHEEL on the safe; take PUNCH CARD DEVICE and PICTURE PART (S). Walk back.

Place the PICTURE PIECE on the painting in the carriage (T); take the TONGS and HENRY’S PHOTO (U). Use the TONGS on the hearth (V); take the PIECE OF PIPE and DEVICE PART (W). Walk forward (W1). Place the PRESSURE GAUGE and PIECE OF PIPE on the distillation apparatus (X) for a mini-game.

See screenshot for solution (Y). Take the ALCOHOL and CHARLOTTE’S PHOTO (Z).

Combine the OLD CHEST, HENRY’S PHOTO, and CHARLOTTE’S PHOTO in Inventory; take EVIDENCE 4/5 and HOURGLASS. Place the ANCIENT RECIPE, ALCOHOL, and HOURGLASS on the table and zoom into the book (A); select alcohol bottle (1), burner button (2), pouch (3), spoon (4), flower (5), hourglass (6) and bowl (7). Take the CRYSTAL OF MYSTERIES (8).

Use the CRYSTAL OF MYSTERIES (B); take PUNCH CARD TEMPLATE AND MONOGRAM E (C). Combine the PUNCH CARD DEVICE, DEVICE PART, and PUNCH CARD TEMPLATE in Inventory; select the indicated punches (D) and take the SAFE PUNCH CARD (E). Use the SAFE PUNCH CARD on the safe (F); play the HOP to receive the EVIDENCE 5/5. Talk to the ghost (G).

Show the EVIDENCE to Mrs. Russell (H) to receive the FAULTY UV LAMP. Take REPAIR KIT and DAIMON KEY (I). Use the DAIMON KEY on the backpack lock; take MONOGRAM H and DAIMON NOTES (J).

Place the MONOGRAM E and MONOGRAM H on the box on the table; take SMALL SCISSORS and RECIPE BOOK (K). Talk to Mia to get BATTERY 1/2. Combine the REPAIR KIT and SMALL SCISSORS in Inventory; take SCREWDRIVER and UV BULB. Use the SCREWDRIVER on the radio in the backpack; take BATTERY 2/2 (L).

Combine the DEFECTIVE UV LAMP, BATTERIES and UV LIGHT in Inventory; take the UV LAMP. Use the UV LAMP and DAIMON’S NOTES on the table on the right; select pairs of matching symbols (M) and take the RITUAL MANUAL (N). Give the RITUAL MANUAL to Mrs. RUSSELL (O).

Play the HOP (P). The RECIPES BOOK will be used automatically.

Paranormal Activity 8: Bonus Chapter

Use the letter opener on the envelope (A) and select the letters twice; play the HOP to get RICK’S LETTER. Check out the location.

Take the SPATULA and PAINTED MASK (B). Use the SPATULA on the moss on the stone; take the FIREWORKS PIECE and KNIFE HANDLE (C). Place the KNIFE HANDLE on the knife blade; take the KNIFE (D). Use the KNIFE on the net (E); take the FIREWORKS PIECE and PAINTED MASK.

Place the 2 PAINTED MASKS on the skulls; arrange the masks on the matching turtles (F). Take LEVER and GUNPOWDER (G). Place the LEVER on the switch (H). Walk forward (I).

Take MATCHES, BELL 1/3, and SPOTLIGHT HANDLE (J). Place the SPOTLIGHT KNOB on the spotlight; take BELL 2/3 and WICK (K). Walk back.

Combine the two FIREWORKS PARTS, WICK and GUNPOWDER in Inventory; take FIREWORKS. Use the FIREWORKS and MATCHES on the wolves (L); take the SMALL AXE and UNUSUAL POWDER (M). Use the SMALL AX on the bridge boards; take the BOTTLED SHIP and DOMINO BOX (N). Walk forward (O). Place the DOMINO BOX on the table (P) for a mini-game.

The solution to the mini-game is random; arrange the chain of dominoes (Q) using all the tiles (R). If there is no successful move, the mini-game will restart automatically. Read the note; take the DEVELOPER and LIGHT BULB.

Combine RICK’S LETTER, DEVELOPER and UNUSUAL POWDER in Inventory; take LETTER WITH A HINT. Use the LETTER WITH A CLUE on the suitcase; work in sequence Sx2-TU and take BELL 3/3 and MAP FOR BINOCULARS (V). Walk back. Place the BELLS on the pendants (X); take the HANDKERCHIEF and CORKSCREW (Y). Use the HANDKERCHIEF on the water; take the WET HANDKERCHIEF (Z). Walk forward (Z1).

Place the LIGHT BULB in the spotlight socket and use the WET HANDKERCHIEF on the spotlight lens (A); play the HOP to receive the LIGHTHOUSE EMBLEM (B). Place the LIGHTHOUSE EMBLEM; take the FEATHER DASH and FORKED STICK (C). Use the FEATHER BRUSH on the cobwebs (D); take LONG HOOK and BINOCULA LENS. Combine the SHIP IN A BOTTLE, CORKSCREW, and LONG HOOK; take COIN and SMALL KEY. Use the BINOCULARS LENS, BINOCULARS MAP, and COIN on the binoculars (E); find the differences between the images.

Take the SCARY TOY, WATER CRYSTAL, and PEbbles (F). Use the SMALL KEY on the cage lock; take SHEARS and ELASTIC HARNESS (G). Use the SHEARS on the plant shoots; take BROKEN SPIDER and FIRE CRYSTAL (H).

Place the FIRE CRYSTAL and WATER CRYSTAL on the matching crystals under the tree; take the LEATHER PATCH and SPIDER FOOT 1/3 (I). Combine the FORKED STICK, LEATHER BELT, PEBLES and ELASTIC HARNESS in Inventory; take the SLINGSHOT. Use the SLINGSHOT on the target (J) for a mini-game.

See screenshots for solution (1-2-3). Take the ROPE LADDER and SPIDER LEG 2/3 (K). Place the ROPE LADDER on the hooks (L). Go down the stairs (M).

Take TORN TOY, CRANK, and SHINING STONE (N). Use the CRANK on the box (O); take SPIDER PAW 3/3 and BOTTLE AMULET (P). Walk back. Combine the BROKEN SPIDER, SPIDER LEGS, and SHINING STONE in your Inventory; take MECHANICAL SPIDER. Use the MECHANICAL SPIDER on the web (Q) to activate a mini-game.

Swap wheels (SU) places; turn the wheel (U) three times. Swap wheels (T-S); turn the wheel (R) three times and the wheel (T) once. Take the AWL, BUCKET, and GOLDEN SKULL (V).

Use the AWL on the cured resin; take GLASS AMULET and BUTTON (W). Return to the Old Settlement. Place the BOTTLE AMULET and GLASS AMULET on the bag clasps; take the HORSE FIGURINE and DISH (X). Place the HORSE FIGURINE on the box (Y); take the NEEDLE AND THREAD and MAGIC Shackles (Z). Walk back.

Use the MAGICAL CHAIN ??on the ghostly hands (A); play the HOP to receive the TOY PAWS. Combine the TORN TOY, BUTTON, NEEDLE AND THREAD and TOY PAWS in Inventory; take SCARY TOY. Hang the 2 SCARY TOYS on the hooks (B); take the SIEVE and OAR (C). Return to the Old Settlement (D).

Use the SIEVE on the bag of flour; take GLUE and CROWN DECORATION (E). Use the BUCKET, DISH, GLUE and OAR on the boat (F). Examine the boat (G) for a mini-game.

See screenshots for solution (H-I).

Take the FORK and DAMAGED BRIDGE (J). Use the FORK on the windmill (K) to get the OBSIDIAN CROWN. Combine the GOLDEN SKULL, CROWN ORNAMENT and OBSIDIAN CROWN in Inventory; take TONGS, MONOGRAM H, and RADIO HANDLE. Use the TONGS on the wagon seat (L); take SMALL GEAR 1/4 and HAIRPIN.

Use the HAIRPIN on the barn lock (M); play the HOP to receive the PICKAXE (N). Use the PICKAXE (O). Walk forward (P).

Take RADIO ANTENNA, METAL GRAPES, and STRAW (Q). Place the RADIO ANTENNA and RADIO HANDLE on the radio (R); take the HORSE BITS and METAL LEAF (S). Walk back.

Place the METAL LEAF and METAL GRAPES on the chest in the wagon; take the BRIDGE STRAP and WIND CHIM (T). Place the WIND CHIM on the hook in the shed; take SMALL GEAR 2/4 and SCREWDRIVER (U). Walk forward (V).

Use the SCREWDRIVER on the bolts (W); give the STRAW to the horses and take the SADDLEBAGS and OLD PHOTO (X). Use the OLD PHOTO on the chest (Y); play the HOP to get the MONOGRAM W and the REINS. Combine the DAMAGED BRIELD, REINS, HORSE BITS and BRIDGE STRAP in Inventory; take the BRIDLE. Use the BRIDLE on the ghost horse (Z).

Place the MONOGRAM H and MONOGRAM W on the winery door (A). Walk forward (B).

Take SMALL GEAR 3/4, BOOK, and SAFE KEY (C). Use the SAFE KEY on the lock of the safe; take HORSESHOE HALF 1/2 and DRUMBSTONE (D). Walk back.

Place the DRUM STICK on the drummer (E); take SMALL GEAR 4/4 (F). Place the SMALL GEARS on the crate (G) for a mini-game.

Set the gears to the correct positions (1-10). Take the MANOMETER and FIGURINE HALF. Return to the Old Winery.

Place the BOOK and FIGURINE HALF on the cabinet shelf; take HORSESHOE HALF 2/2 and POWDER (H). Combine the SADDLE BAG and HORSESHOE HALF; take ANTI-RUST and BRUSH. Use the POWDER and BRUSH on the box in the safe; read the note and take the CHESS QUEEN and MANOMETER (I). Place the two PRESSURE GAUGERS on the distillation apparatus (J) for a mini-game.

Do the steps in the following sequence (KL)-(MK). Talk to Ethan (N) to receive the LENS OF MYSTERIES.

Use the LENS OF MYSTERIES on the bookshelf (O). Move the lens to the button (P) and select it. Walk right (Q).

Take the CHESS BOAT (R). Walk back. Place the CHESS QUEEN and CHESS ROOK on the chessboard; select the rook (S) and take the MYSTERIOUS SYMBOL and TUNING FORK (T). Use the TUNING FORK on the glass dome; take the GLOWING SPHERE (U). Walk right (V).

Use the GLOWING SPHERE (W); take the MYSTERIOUS SYMBOL (X). Use the ANTI-RUST on the secretary; place the 2 MYSTERIOUS SYMBOLS on the escritoire latch (Y). Select book (Z). Congratulations! You have successfully completed Paranormal Activity 8: The Price of a Secret Collector’s Edition.

Paranormal Activity 8: Collectibles

The location of the eyes is marked with a yellow marker. The location of collectible figurines is marked with a red marker. Collection objects (A-C).

Collection Objects (DF).

Article author: