If you’re new to the Adventure Escape Mysteries series, it’s a series of free-to-play puzzle and hidden object games each with an on-running storyline across several chapters. Read on for my full walkthrough for Haunted Hunt, a horror-themed tale of shapeshifting shenanigans.

A group called the Hunters find them and destroy them. They have met for one of the hunters to show off their latest catch, a Shapeshifter. If you’re stuck on any of the puzzles, read on for our Haunted Hunt walkthrough for thisAdventure Escape Mysteriesgame.

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Haunted Hunt Chapter 1 Walkthrough

At the beginning of the game in Chapter 1, you find that you yourself are the shapeshifter, captured by the hunters and placed in a cage. You have finally been left alone, but one of the party guests seems to be on your side.They let a raven freein the room. All you need to do istouch it to transformand begin your escape.

How to escape the cage

Click the bowl on the floor to get theNapkin(1a), then also pick up theEmpty Cup. Use the Napkin on the bowl of water (1b) to get aWet Napkin, then use it to clean the floor and reveal a strange pattern. The paths join the symbols in a pattern that goesheart,sun,eye, andmoon. Use this as the combination to open the box (1c), then take theBread. Use the cup to tap on the bars (1d), whichattracts the Raven. Use the bread on the raven, which allows you to transform and escape the cell.

How to get the Vampire Teeth

In human form, click thebook of butterflies(2a) and use the book’s hints to put them in ascending order on the pins (Greenat the top, thenRed,Blue,Pink,Yellow, andOrange). This gets you theOrange Fairy Wings. Click the curtain (2b) to pull it back, then take thePoker(2c) and use it on the mermaid case lid (2d) to remove it, then on the box (2e) to knock it to the floor. Pick up theJeweled Skullfrom inside the box.

In raven form, talk to the other raven (3a) and then pick up theLetter Opener(3b). Click the mirror behind the curtain (4a below), which will drop it to the floor. You can now return to human form and pick up theMirror(2f).

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Use theLetter Openeron the curtain (2b) to get aCloth, then click the stand (2g) and put the mirror on it to start a vampire teeth puzzle. Simply click each set of teeth that doesn’t have a reflection to receive theVampire Teeth.

How to break out of the room

Become a Raven, take theNetfrom the mermaid case (4b), and use it on the case. Click the net while it is on the case to get theMermaid Scales. Also note the pattern scratched into the top of the teeth case’s top, which shows the items now you have in a NESW configuration.

In human form, click the table in the center of the room (2h) and place the four objects on the table, then move the objects into the correct positions using the center spot to help you move the others (skullat the top,wingson the right,mermaid scalesat the bottom, andteethon the right). This opens the table up, so go back into human form and take and use the cloth on the polish in the middle of the table to get aGreasy Cloth.

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Select the right-hand picture frame (2i) and use the greasy cloth on the silver name tag at the bottom to reveal the code1841. Click the door (2j), enter the code, and congratulations! You’vecompleted Chapter One.

Haunted Hunt Chapter 2 Walkthrough

At the end ofChapter 1, Moira has escaped her cell and used Raven’s form to break herself out of the room she was in. Still trapped in the house, she stumbles upon some séance equipment. Perhaps she can summon a ghost to help her escape in our Haunted Hunt Chapter 2 walkthrough.

In human form, look at thepainting on the wall(1a), which shows the steps for summoning a ghost. There are six candles here, four of which are lit. Note the objects on the plinths (the Ouija Board and planchette, plus the reflections of the moon on the table).

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How to enter the secret room

Now get a close-up of thebookshelf(1b). You’ll note five of the books have stripes on them:

Go into Raven form and pick up thePlanchette Half(2a) andCandle(2b). Click the painting (2c) to move it aside and take asecond Candlefrom inside. Click each of thewindow shutters(2d) until they recreate the pattern of moonlight on the table as it is in the photo (see below). Then select theGlobe(2e) for a close-up. Click the five countries in the order above, which will open the bookcase and reveal a secret room.

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Now back in human form, click the new entrance to go into the secret room. Go straight back to Raven form and take yourthird Candle(3a), the second half of thePlanchette(3b), and theDowsing Rod(3c). Then click the clothes (3d), which moves them to reveal afourth Candle(4a).

Click the moths on the pocket of the blue jacket (4b) to reveal aBroken Pocket Watch, with its one remaining hand pointing to43. Also, open the left drawer to get afifth Candle(4c).

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How to use the Ouija Board

As a human, open the bottom left cupboard (5a) to get asixth Candle, then open the top of the desk and take theOuija Board(5b). Click the broken picture frame (5c) to get aGlass Pane, then open the box (5d) and get thePendulumfrom inside.

Back in the first room, add the glass pane to theCamerato fix it, then click it again to reveal a blurry captured image you need to bring into focus. You do this by moving the tabs on the right into the correct positions (see the image above if you’re struggling, as it can be quite tricky). Once you do, a ghost appears, pointing tothe number 20in the bottom left of the photo.

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When you come back out of the photo, a secondDowsing Rodwill fall from the camera, so pick it from the floor under the camera. Add the six candles to the candlesticks, put the Ouija Board on the table, and place the two dowsing rods on the right pedestal. Next, place the two Planchette halves onto the board and add the pendulum to the left pedestal.

Once done, a compartment opens (6a) to reveal aTinder Boxin a secret compartment. Take it and use it to light (from left) thefirst,second,fifth, andsixthcandles. If you’ve correctly opened the shutters in Raven form, you’ll get a cut scene, because the board is ready to use!

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How to escape the room

Click on the board and you’ll be asked for the ghost’s time of death. Move the Planchette to2,0,4, then3, at which time Baxter will appear. He’ll ask you to move the box by the door, but a trap is triggered before you get a chance. Return toRaven formand fly up through a gap that has appeared in the holebehind where you moved the picture(2c). This begins a pipe connection puzzle.

The exit you need is marked in the image above.Switch the pipesas you move to follow this path, move onto the crack, and you’ll have completed Chapter 2 of the Haunted Hunt.

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Haunted Hunt Chapter 3 Walkthrough

In this third part of ourHaunted Hunt Walkthrough, Chapter 3 finds our shape-shifting hero Moira in an armory having just escaped a deadly trap by flying through the pipes in the form of a raven. What will befall her next?

Immediately switch to raven form and collect the two sets ofWood Chipsfrom the cabinet (1a) and the shelf (1b), plustwo Cobwebs(1c and 1d). Click the hole in the wall (1e) to find a third set ofWood Chipsand anotherCobweb, then open the drawers (1f) to get aScrewdriverand a fourth pile ofWood Chips.

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Back in human form, take anotherCobweb(2a) then click the door back-left (2b) and enter the kitchen.

Switch to raven form and collect two more sets ofWood Chips(3a and 3b), and anotherCobweb(3c), then use the screwdriver to get theScrew(3d).

As a human, collect theCobweb(4a), then go back to the armory. Become a raven and fly through the hole once more, adding all the wood chips and then the cobwebs to thenest(5a) to complete it. Pick up theNest, and also theSaltyou’ll find underneath it afterward. While here, click the beam at the back (5b) and note thepattern in the circles.

How to beat the Magic Barrier

Back in the kitchen in human form, look at thepattern in the book(4b). Go to the armory, take raven form, and click themagical pattern(1g). Use the salt on the symbols, copying the two sets of symbols you have for the circles and the triangles. This willtake the magic barrier down.

You now have access to the cabinet’s lock, but you need the combination. You’ll find the four answers in raven form, at locations marked on the images above:

With the cabinet doors open, you can take thegauntletsfrom the armor suit (6a). Return to raven form, fly up into the hole, and use the gauntlets to retrieve theSilver Musket Ball(5d).

Click themusketon the table in the armory (6b) and add the silver musket ball, then rearrange the instruction cards until they make sense. Once complete, you’ll receive theLoaded Musket.

How to give the Hellhound some water

Go into the kitchen as a human and use the musket on thewater pipe(4c). Click the mess now in the sink to get theCork, then return to the armory and add the cork to theHunter’s Kit(6c). You can now move the items in the kit around by dragging them. Once everything is perfectly organized, you’ll get theBroken Knife Handle.

Go into the kitchen and put the bird’s nest in the sink, then use the handle on the tap to get running water and take theNest Filled with Water. Give that to the Hellhound who will immediately perk up, but still needs to be set free.

Completing the Map Puzzle

Back in raven form in the kitchen, you’ll find apinthat landed on the top shelf (7a) when the musket exploded. Pick it up, then click theboard on the back wall(7b) and use the pin on it to start a map puzzle. Once complete, you’ll need to do it another two times to open a secret compartment in the wall. Still in Raven form, collect theWhetstonefrom the compartment.

Return to human form, go to the armory, and open theright side of the cabinet(6d). Use the screw tofix the sabreand the whetstone to sharpen it, then use the gauntlets to pick it up. Go back to the kitchen, and use the sabre on the chain tofree the now happy hellhound(Beezle). When it stands, you’ll see a hole where it was laying.Click the holeand you’ll complete Chapter 3 of Haunted Hunt!

Haunted Hunt Chapter 4 Walkthrough

Haunted Hunt is an advance-level puzzle game in theAdventure Escape Mysteriesseries. At the conclusion of Chapter 3, shape-shifter Moira freed Bezzle the hellhound and discovered a hole in the ground to escape the armory and kitchen. Now she needs to sneak into Otto’s private rooms to find out his plans. If you’re stuck in Haunted Hunt Chapter 4, you’ll find all the clues you need in our walkthrough below.

Begin by clicking the dust in the middle of the room three times to reveal and collect theJar of Fish(1a) and theBell Ringer(1b). Use the ringer on theBell(1c) and then use the Bell (once affixed) to attract a cat.

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Put the Jar of Fish on thebox(1d), then click it to knock it off. Once smashed, the cat will eat the fish, and while it does, you’re able to touch it to be able toshapeshift into a cat!

Maze Puzzle Solution

Click the end of thecat footprints(2a) to start a maze puzzle. At the turning choices, go: left, left, right, right, right, left, right, up at the crossroads, right, and then out. It’s hard to describe in words, but you can’t fail, so you may just need to keep trying.

Otto’s Private Chambers & Library Puzzles

Once you’re in Otto’s Private Chambers, revert to human form and take theGhost Book(3a), then godownstairs(3b) to the library.

Click therug(4a) and thecurtain(4b) to reveal more of the room and take theCord(4c). Move into thebedroom(4d).

Pick up theChair Leg(5a), take theWheelfrom the middle drawer (5b), then go back into the library and use the wheel on the hole at thebottom of the steps(4e), and the chair leg on thestep(4f) to fix the steps. you’re able to now place theGhost Bookin the gap on the shelves (4g) to reveal thecrank(6a).

Back in the bedroom, use the cord on thecauldron(5c) to empty it onto the floor. Take theBrass Piecefrom the toppled cauldron, and collect aVault Door Ringfrom in the fireplace itself.

Otto’s Room Combination Puzzle Solution

Go back to the first of Otto’s rooms and use the Brass Piece on thedesk draw(3c) to start a combination puzzle. In cat form, look at the route the cat takes and wherever it stops, there’s a clue (yellow circles, below):

Set the Brass Pieces to position25125and the cupboard will open, from which you can take anotherVault Door Ring. Now go into cat form and you’ll see there is also aGhost Keyin the cupboard. Take it to the bedroom and (still in cat form) use it to open the jewelry box (5d). Take theDiamond RingandTurning Keyfrom inside.

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Use the diamond ring tocut the glasson the bookshelf in the library (6b) and take theOil Can. Use the oil on the crank (6a), then click the crank to lower the chandelier. Click the lowered chandelier to get a thirdVault Door Ring.

Piano and Music Box Puzzle Solution

Go back up to Otto’s first room and use the turning key on theMusic Box(3d). you may do this multiple times to hear a five-note tune. Now click thepiano(3e) and reproduce the tune. Luckily you can see the notes in cat form, both coming from the music box and on the piano keys, so you just need to play them in the right order. The music box is then opened (3d) and you can take the nextVault Door Ringfrom it.

Now click on the device that wasunderneath the rug in the library(6c) to find itneeds a combination. In cat form in each room, you’ll notice some cat scratch marks, each of which is on an item with a description pertaining to a season (red circles on the cat image above):

So, use code5317to open the lock and take the finalVault Door Ringfrom the safe beneath.

Otto’s Room Wall Mount Ring Puzzle and Animal Puzzle Solutions

Go up to the first of Otto’s rooms and place the five rings on theWall Mount(3f) to begin a ring puzzle. Once solved (see below) the vault will open and you’re able to go inside.

Turn into a cat to see the full details of theanimal puzzle on the wall. Each panel can be switched between two animals, oneflyingand oneland-based, in cat form. While in human form, you can switch each panel betweenblue(sky) andgreen(ground). The panels need to alternate blue and green and have matching animals in cat form for thepanel to open.

Once open, you will find Otto’s secret inside. And behind his secret ledger, aKey. You can now go back to the library and use the key toopen the locked door(6d) and complete Chapter 4!

Haunted Hunt Chapter 5 Walkthrough

The locked door leads to Otto’s parlor room. Note thepicture on the table(above, and below as b1), which looks like parts of four separate images made into one.

Change to cat vision and pick up thetwo Ghostly Gears(a1), thenchange the symbolson the cupboard (a2) to match those in the drawing. The top image is already correct. Click the second image down three times, the third image down once, and the bottom image twice.

Once complete, the cupboard will swing open. Return to human form now so that you can brush away the cobwebs inside to find someMatchesin the bottom drawer (b2) and take aKeyfrom the top shelf (b3).

Move through the door on the right (b4) to go into the kitchen. Check out the paper on the table to readBaxter’s to-do list(above, and below as c1). It lists Baxter’s daily chores, which is a clue to what you need to do next. You’ve already dusted the shelves, so there are four chores to go.

The lamps puzzle solution

Open Baxter’s box (c2) to find someKerosene Fuel. If you use the fuel on the lamp here, and then use the matches to light it, you’ll seetwo green dotsappear on the lamp, but they’ll quickly disappear.

If you move back into the parlor and do the same with the lamp there (b5), you’ll only seeone green dot, but it will stay on. Return and light the previous lamp (c3) now, andit will stay lit. Return to the parlor and use the other door (b6) to enter a sitting room.

Light the kerosene lamp here (d1), which lights up withthree green dots. This completes this puzzle and opens a hatch below the lamp (d2), from which you can take asecond Key. Take theWatering Canfrom the sofa (d3), open the cupboard (d4), and then switch to cat vision to find athird Ghostly Gear(below).

Move to the kitchen and fill the watering can in the sink (c4) to get aFull Watering Can. Use the can to water the flowers in the sitting room, after which you can take athird Key(d5) and aContract(d6). Read it to find that Baxter had signed it with Otto to keep his secrets when he began working for him.

The clock gears puzzle solution

Still in the kitchen, look at the box (c5) but through the eyes of the cat to see each of the six pads has afingerprintthat’s used on it. The third one matches the fingerprint on the contract, so change all the others on the case to match it by clicking them (see above). The box will open, allowing you to take yourfourth Ghostly Gearfrom inside.

Move back to human form and go into the parlor.Open the clock(b7) and add the four gears to begin a color-matching puzzle. You’ll need to flit into cat form to see the colors on the ghostly gears and complete the puzzle, making sure all colors match. The answer to the puzzle is pictured above. Once complete, you can take afourth Keyfrom the base of the clock.

The purple box puzzles

Go into the sitting room andplace the four keysin the large purple box (d7). The order of the keys is pictured above (it’s the same as the chores list). When the box opens, you’ll need to get the story straight by placing the timeline images in the correct order (see below).

It would seem Baxter is unable to help you as he is still bound by the contract. When you move the skull after working out the story, takeBaxter’s Keyfrom the box. Move back into the kitchen, use the key toopen the back door(c6), and you’ll have completed Chapter 5.

Haunted Hunt Chapter 6 Walkthrough

You find yourself in another kitchen area, still needing to get upstairs. There’s a dumbwaiter here but you’ll need to fix it first. Go into cat form to see aghost pointing at the table.

Return to human form to take theFlourfrom the shelf (e1), change back to a cat to pour it onto the table (e2), check out the image, and then take thePickle Jar(e3).

The bells puzzle solution

Move through the door on the right (e4) into a dormitory and pick up theRope(f1). Change to cat form to see the numbers on the bells (f2, I’ve marked them on the human image above). Now you need to ring each resident’s bell (f3) and note the pattern of numbers the bells ring. This gives you the four codes to open their boxes (f4):

Go back to the kitchen, select the padlock on the door (e5) for a close-up, and set the two top symbols to hands and the bottom one to a moon (tomatch the image in the flour).

The lasers and lens puzzles

You’ll find yourself in a storage area. Use the key to open the cupboard (g1) and click on the magic trap inside to start alens and light puzzle. To win this one, you need the light to shine on every spider you can see in human form. However, you need to be in cat form to complete it as otherwise, you can’t see the lasers. I’ve put the solution below. Once complete, take theWrenchfrom the box.

Use the vegetable shortening on the wheel (g2) to grease it and then the wrench to turn it, and the platform below will rise. Take the secondRed Shoefrom its grizzly contents, along with aHorseshoeand some moreRope. Also, pick up theLarge Rusty Wheelthat has fallen off the pulley system.

The shrines puzzle

Select the shrinesnext (g3) for a close-up. Look at them in cat form and each has a name matching those you saw earlier. Place a matching item on each:

Once complete (and still in cat form) the ghost will offer you aRusty Small Wheel. A code,4727, will also appear on the floor.

The bottles puzzle solution

Use the code in the kitchen to open the box (e6) and take theAlcohol. Click the sideboard full of bottles (e7) for a close-up, add the alcohol, and you’ll begin a color-mixing puzzle. Go into cat form and note down all the colors on the jars. With that done, go back to human form and pour the correct colors into each jar. The solution is below:

Take theAmmonia Cleanerfrom the edge of the sink (e8) once the puzzle is complete. Now add the two wheels and the tow ropes to the dumbwaiter (e9), use the ammonia to clean the wheels, and you’llhead up in the dumbwaiter. At the top, you’ll meet Euphemia, which concludes Chapter 6.

Haunted Hunt Chapter 7 Walkthrough

Just when you think Euphemia may be there to help you, she captures you once more! She’s a much more skilled hunter than Otto and needs to be taken seriously. She leaves you trapped, soyou need to escape. Click the images marked above and listed below (once each) to solve the first puzzle:

This traps Euphemia in the box, so you may explore the room. Take theMiniature Helmet(h1) from the table, theMiniature Shieldand separateSwordfrom the jacket (h2), a secondMiniature Helmetfrom the top of the cupboard (h3), aMiniature Horsefrom the shelf (h4), and a secondMiniature Swordfrom the gramophone table (h5). Also, click the top of the chair (h6) to remove it and find a secondMiniature Shield.

Select thecase in the bottom leftcorner of the room (h7) for a close-up and switch to the monocle view (where you previously changed into a cat). You’ll see a series of shapes:

Solving the miniatures puzzle

Now look at thewand box(h8), also in monocle mode, and drag those shapes from the top row into the middle to fix and then take theBeam Wand. Get a close-up of the viewing box (h9) and examine the image by using the wand through each of the five holes in the sides. Note theorder the battle items appearthat match the miniature versions you’ve collected. The order is:

Now select thecupboard door mechanism(h10) and add all seven miniature pieces to the wooden knobs. Drag them onto the holes above in the order you’ve just discovered and the cupboard will open, allowing you to take theHalberd.

Use the halberd to break the lock on the box below the gramophone (h11) and takeEuphemia’s Keyfrom inside. Use monocle mode to examine the remaining box on the floor (h12) and note the colored stars on the side:

Euphemia’s machine puzzle solved

Use the wand on Euphemia’s machine (h13) to change the color in the holes to match this pattern. This is tricky as you’re able to only change a hole’s color by moving onto it, and then moving on to another circle. Do the following to make it work (with the colored circles above being 1 through 5 from left to right):

This opens a keyhole on the side.Use her keyto open it anda door will appear(h14), allowing you to move on to the showdown with Otto and complete Chapter 7.

Haunted Hunt Chapter 8 Walkthrough

You now need to find a way to gather all of Otto’s victims together for the confrontation. Pick up theBust of Otto(i1) and take aDiamond Ringfrom the jacket pocket (i2).

Switch to the monocle view to note the number on the right of the two cases (i3), which is 9, 7 (with a dot after it), and 2. The case to its left has three spaces for a code that has a dot, a ‘higher’ symbol, and a ‘lower’ symbol respectively. Use the code792(7 has the dot, 9 is higher, and then 2 is lower) to open this case and takeEuphemia’s Diagramsfor a flamethrower, as well as devices for summoning ghosts.

You also takeEuphemia’s Map, showing the locations of her traps, which you’re able to use in your inventory as a fast-travel device. Also note that, if you look at the map with the monocle, the numbers 8, 4, 3, and 7 (with a dot) are written on it in red. The four rooms marked on the map each has a code above it also made up of dots and up or down arrows. Only theSeance Roomhas four numbers so we can deduce the code needed there is7843(using the same system as before). However, we’ll need to make the flamethrower before we can deactivate the boxes.

Making the flamethrower

Move into the storeroom (i4) and take aFlintfrom the right cupboard (j1),Coals and Woodfrom the fire (j2), then place Euphemia’s diagram on the table (j3). Click the diagram for a close-up once it’s on the table and add the flint, diamond ring, coals, and wood onto it to start a color-matching puzzle.

You need to place the three main items on the central spaces, and then surround them with planks that match each other end-to-end (like dominoes) but also the colors on the items. I’ve included a picture of the completed puzzle above.

Pick up theFlamethrowerfrom the table and use it on the roots (j4). This frees theKnifefrom them, which you may pick up from the floor. Also, click the bricks that were exposed by burning the roots to collect someStones. Finally, use the knife to cut and collect someRope(j5).

Return to the hall, add the rope to the chain (i5), and tie the bust of Otto to it. This swings and breaks the bust, allowing you to pick up theCrystalsthat fall to the floor.

The seance room and the map codes

Open the map and click the seance room to go there. Use the flamethrower on the box to immobilize it, click it for a close-up, and use the code7843to open the box andfree Baxter. He tells you all the traps must be removed before they can join you in taking revenge on Otto.

You’ll note that the map has been upgraded (see above) to show three more traps in the remaining rooms. There are also lots more images on it in monocle mode, but not a fifth number. However,one color goes through each room, blocking the ghost from passing it and getting to the top-central area of the map, and thesecolors match the images you see in monocle mode. The key is the dots, as before, and the number of legs, sides, etc the images have. From this we can get the following codes:

Move to each room and use the code to disarm the box there, after first damaging the box with the flamethrower.The ghosts are now free to roam! However, you still need to find a way to summon them so that Otto can see them.

Making and charging the summoning devices

Return to the storeroom, click the map on the table (j3), and add the crystals to the diagram. This works in the same way as the flamethrower diagram and I’ve included the solution above. Once complete, take theInert Ghost Summoning Devicesfrom the table and then click the table to get the instructions on how to use them.

To find the shape you need to cast in the shadows, use the monocle mode. Surprise surprise, you need to cast theshadow of a spider. Select the candles (j6) for a close-up and use the flamethrower to light them.

Now add the bricks and the inert devices, then move the candles to cast the shadow you saw on the diagrams. I’ve pictured the candle positions above (you may find it hard to see the final candle, as it is behind the star in the center).

Capturing Otto - The final puzzle

As you move in to confront Otto, the other guests naturally panic! You need toisolate Otto(top left, above) until theother guests have fled the room(through the door in the middle at the bottom, but you only havelimited time between moves(see the timer on the right, above). It should be relatively easy to trap Otto in the top-left corner, and then in the bottom-right corner later if need be.

The most important thing to remember is that while there is a timer, there is no limit to the number of moves.Keeping Otto in the room is priority number one; you may work on the other guests one at a time.

Once it’s done, you’ll have thechoice to burn down Otto’s house. Doing so will give you a few extra minutes of play, as you have to point the flamethrower, but Euphemia will escape either way (to be continued?). Do whichever makes you feel better, as ultimately the ending remains the same. Congratulations! You’ve completed Haunted Hunt.

Looking for more walkthroughs for free puzzle games? Check outHow to beat Trace Escape Room - Full WalkthroughandLost Lands 3 Full Walkthrough (Golden Curse)here at Pro Game Guides!