Mystery Tales: The Hangman Returns: Chapter 1: The Publishing House
This Mystery Tales: The Hangman Returns Walkthrough will help you unravel the mysterious suicides at Death Printed Ltd Publishing House.
Chapter 1: The Publishing House
- Select Stephen twice (A).
- Turn the key (blue); take the diary (B) and collect 3 notes and a card from it.
- Open the kit and take the TOURNIQUET (C), open the bag and take the CLUTCH (D), and take the GLOVE COMPARTMENT HINT (E).
- Remove the note and tape (F).
- Remove the note (G).
- Use the TOURNIQUET and take the KNIFE (H).
- Use the KNIFE (I) and play the HOP (green). Play the mini-game.
- Easy solution: (8-7)-(5-8)-(4-2)-(1-3)-(6-9).
- Hard solution: (17-13)-(14-12)-(18-15)-(20-16)-(21-19)-(25-23)-(24-22)-(11-10).
- Take the CASE FILE (J).
- Place the GLOVECOMPARTMENT HINT (K). Play the mini-game.
- Easy solution: 1-3-2-6-4-3-2-6-5-3-2-6.
- Hard solution: 1-2-3-6-4-5-3-6-4-5-3-6-1-2-3-6-4-5-3-6-4-5-3-6.
- Take the map, CLUTCH TOKEN, and BULLETS.
- Take the COIN (L).
- Place the CLUTCH TOKEN on the CLUTCH. Play the mini-game.
- Easy solution: Ox2-Nx2-Mx2-N-Ox2-Nx2-Ox3.
- Hard solution: Ox2-Nx2-Mx2-Nx3-Ox2-Nx2-O-Nx2.
- Take the note and glasses.
- Use the glasses (Q).
- Open the CASE FILE; take the note, MANUSCRIPT 1/4, 3 files, and KEY CARD.
- Insert the KEY CARD (P).
- Go forward.
- Remove the cover (R).
- Take the note and GLOVES (S); activate the typewriter (T).
- Take the note and use the COIN (U).
- Use the GLOVES to collect COLORED BULB 1/2 (V).
- Take the EVIDENCE PACK (W).
- Use the KNIFE to open the EVIDENCE PACK; take the CASE DETAIL and UV LAMP.
- Go back.
- Place the CASE DETAIL (X). Play the mini-game.
- Easy solution: Yx2-Z-Y-Zx2-Y-Zx2.
- Hard solution: Y-Z-Yx2.
- Take the PLIERS and GEAR 1/2.
- Use the PLIERS and take COLORED BULB 2/2 (A).
- Go forward.
- Place 2 COLORED BULBS (B). Play the mini-game.
- Easy solution (C):
- (6-3)-(1-2)-(8-7)-(12-11)-(16-17)-(18-19)-(14-9)-(4-13)-21-(4-12)-(6-2)-(6-4)-(18-16)-(18-14)-(4-18)-(6-8).
- Hard solution (D):
- (6-3)-(8-7)-(14-9)-(4-13)-(12-11)-(18-19)-(16-17)-(1-15)-(20-5)-(2-1)-21-(14-4)-(12-8)-(14-12)-(6-2)-(14-6)-(16-14)-(18-16)-(18-20)-(18-10).
- Take the note and DESK KEY.
- Insert the DESK KEY, take GEAR 2/2, and grab the book (E).
- Place 2 GEARS (F). Play the mini-game.
- Solution:
- 9-8-7-13-19-25-26-1-2-3-4-5-6-12-18-24-16-17-23-29-35-34-28-22-21-15-14.
- Enter Marilyn's Office.
- Use the glasses (G). Remove the knob (H). Take the THICK CLOTH (I).
- Take the note and place the UV LAMP (J). Play the mini-game.
- Easy solution: 1-5.
- Hard solution: 6-14.
- Take MANUSCRIPT 2/4 and the CASSETTE TAPE.
- Go back.
- Use the THICK CLOTH and take MORGAN'S DIARY (K).
- Open MORGAN'S DIARY
- Play the mini-game.
- Solution: 1-(1-2)-3-(4-5)-6-(7-8)-9-(9-10)-11-(11-12)-13-(13-14)-(15-16)-17-(18-19)-20-(21-22)-(22-23)-24-25.
- Take the CHAMELEON INLAY.
- Insert the CHAMELEON INLAY and take the CHAMELEON FOOD (L).
- Use the CHAMELEON FOOD and take the QUILL INLAY (M).
- Go forward.
- Place the QUILL INLAY and take the CORKSCREW (N).
- Use the CORKSCREW, take the WINDOW CLEANER, EMPTY REVOLVER, and note (O).
- Open the EMPTY REVOLVER, put the BULLETS into it, and receive the LOADED REVOLVER.
- Go back twice.
- Take the note, use the LOADED REVOLVER, take the OILER, newspaper, and EMPTY TAPE PLAYER (P).
- Open the EMPTY TAPE PLAYER, put the CASSETTE TAPE into it, and receive MARILYN'S VOICE.
- Go forward twice.
- Use MARILYN'S VOICE and take the FLASH DRIVE (Q).
- Insert the FLASH DRIVE (R); take the FIGURINE CLUE (S).
- Go back twice.
- Place the FIGURINE CLUE (purple). Play the mini-game.
- Easy solution: T-U-V-Wx2.
- Hard solution: Wx2-U-V-T-W.
- Enter the Hallway.