If you love puzzle games and noir crime stories, especially with a Lovecraftian twist, you have to check New York Mysteries 5: Power of Art. This point-and-click RPG-style tale has you searching for hidden objects and completing puzzles as you follow the story. Here’s our New York Mysteries 5 Walkthrough.
New York Mysteries 5 Power of Art Walkthrough Chapter 1
We play our hero Laura, a journalist investigating a mysterious incident at a gallery. A monster has disappeared from a painting on display, but there is no sign of forced entry. You head off to the gallery to investigate, and it’s no surprise that you arrive in the dark and the rain, in true detective noir style.
I found the map (bottom right of your screen) very useful, as it allows you to quick-move between locations and also indicates where you currently have actions to do, as well as pointing out where you’re yet to find any collectibles.
Find Michael, the Gallery Director
Click the gallery doors (a1) to find them closed and the area deserted. Get a close-up of the car (a2) and take theHair Pinfrom the floor on the front passenger side. Themorphing objectis in a window on the building above the car (a2). Also, look at the Glove compartment to see that you need a handle and the bag under the seat to realize you need to move the rusted car seat forward.
On the main image, grab thecollectible(a3) and then click the phone booth (a4) to open the door, taking theMosaic Piecefrom the returned coin slot inside. Note that the phone needs a specific token to operate it, and look at the advert for the gallery exhibition stuck next to the telephone. Notre, there is also a staff entrance (a5) at the bottom of the stairs that looks like it needs a key card to use.
Use the Hairpin to open the green cabinet (a6), starting your first puzzle. I’ve shown the solution above. Once complete, the lights will come on at the entrance to the gallery, and you may go inside (a1). The green cabinet also has asecond Mosaic Piecejust below the puzzle.
The Gallery Foyer
Collect themorphing object(b1), theFlashlight(b2),collection item(b3), and theFlowerfrom getting a close-up of the damaged floor (b4). Select the damaged wall area (b5) to get yourthird Mosaic Piece, then select the door on the right (b6) and use the Flashlight in the close-up. Once it is lit, open the box and take theUtility Knife.
Click the red curtain at the end of the hall (b7) for a close-up and use the Utility Knife to cut the curtains, taking yourfourth Mosaic Piecefrom the window sill that reveals. Now click behind the counter (b8) and select the colored mechanism on the bottom right of the close-up. Add your mosaic pieces to start a puzzle. The corners where each color needs to be are indicated just outside the square.
Simply rotate areas until they’re all correctly placed (you may’t fail this one). I found the best way was to do it in same-color sets of three, working from left to right, as once a whole row is complete, you don’t need to touch it again. Once complete, the draw opens. Take theKeyfrom inside and use it on the door in the same close-up to gain access to the security Room.
The Security Room
Take thecollection item(c1) andmorphing object(c2), move the chair by clicking it, and grab theLadder(c3) and theFire Extinguisher(c4). Gwet a close-up of the jackets (c5) and take theStarfrom the pockets.
Get a close-up of the cabinet (c6) and use the Utility Knife to jimmy open the key case, taking theKeycardfrom inside. Go back outside and use the keycard to gain entry to the staff entrance outside (a5). Use the card on the door and head into the Restoration Room.
The Restoration Room
After speaking to Michael (click the background area anywhere near him), grab thecollectible(d1),morphing object(d2), andCart(d3). Select the workbench (d4) and take theCode (3681)from the table, also noting the details on the art director’s card (Michael Metaxas 37 00 23).
Next, select the lockers (d5) andenter the code (3681)to open the lock. I found this mechanism a little fiddly. You need to drag the code onto the lock close up, then drag the wheel around to each number in order so it is at the top (in the 2-o-clock position), and you’ll hear a click each time you leave the dial on the number. Once you’ve dragged it to all four numbers, it should pop open. Any issues, simply click reset and try again. Take theWrench,Petal, andStarfrom inside.
Head back to the Security Room and use the two Stars on the cabinet (c7) to open it and take theFlowerandPicturefrom inside. Step back into the Gallery and use the Picture on the door at the bottom of the steps (b6) to start a moving chips puzzle. Again, you can’t fail this one. It just takes a bit of patience.
Move each color so that thethree inside pieces are all in place, making sure that thefinal four pieces are in the correct orderso that they can simply be rotated into the right spots afterward (clockwise that is purple, green, red, yellow). Once complete, you have access to the Grounds Floor, so head inside.
The Ground Floor
Click the trapdoor (e1) to open it and take thecollection item(e2) from the shelf and themorphing objectfrom the painting (e3). Use the Wrench to open the toolbox (e4) and take theInsulating TapeandLubricating Aerosolfrom inside.
Select the tub (e5) and move the items inside to reveal and collect aHandle. Use the ladder on the open trapdoor, then click it again for a close-up and begin an item-finding puzzle. Simply click items to collect them, noting that some items can be moved and switched on and that items in red are not available to collect until you’ve done something to reveal them. Completion will get you theUV Lamp.
Go back to the gallery and place the Cat next to the monster picture (b9), then click the picture once more to move it onto the cart. Finally, click the cart one final time to collect thePainting.
Back outside the gallery, select your car (a2) and use the Aerosol Lubricant on the seat, allowing you to operate, move the seat forward, and take yourPurse. Now, click it in your inventory, open the book inside, and takeBishop’s Business Card. Afterward, take theGlove Box Handlewhich is underneath the purse and also under the seat. Use it on the glove box in the same close-up to get theWire Cutters.
Authenticating the Painting
Head to the Restoration Room and use the handle on the refrigerator (d6) to get theDeveloperliquid from inside. Place the painting on the table (d4) and add your UV Bulb to the black lamp in the same close-up. Also, add the liquid to the table, then use the brush next to where it is placed to reveal the signature. Afterward, Michael will give you thesecond Petal.
Down on the ground floor, use the wire cutters on the wire holding the wheel in place (e6), then use the fire extinguisher on the handle before finally clicking it once more to turn it off. This gives you access to the door at the back of the room (e7). Click it for a close-up and take thethird Petalfrom just above the flower puzzle on the door.
Return to the Restoration Room and add the three petals to the ornate wooden box (d7), revealing a triangles puzzle. Simply drag the triangles around until they drop into the right spots (you may’t fail or get stuck). Once complete, you’ll be able to take theSpool.
Go to the Security Room open the junction box in the close-up of the area above the security equipment (c8), and flip the switch down to off (the broken cable will stop sparking). Use the insulating tape on the wires here. Flick the switch back on,add the spool to the video equipment(c9), click the green play button, and watch the cut scene.
Go down to the Resotarion Room once more and speak to Michael, who will give you aTelephone Token. Head outside and use the Token in the telephone box to call Bishop. Use the token on the phone first, then use Bishop’s Business card on it before dialing his number (372134). After talking to Bishop, take the Floer Token from the coin return in the phone box. Go back to the Ground Floor and place the three flowers into the door (e7) to start a ball puzzle.
The door will now open and you can move into the Park Area.
The Yard and the Street
Grab thecollection item(f1), then use the Utility Knife on the bin bag (f2) in close-up and take theHoseandWirefrom the bag. Take themorphing object(f3) and then select the typewriter (f4) for a close-up and take theLever Arm. Use the wire cutters on the gate at the back (f5) to open it up, gaining access to the Street.
Move to the street, take thecollection item(g1) andmorphing object(g2), then click the manhole (g3) and take thePipeto the left of the hole in the close-up. Select the tree (g4) for a close-up and keep clicking the leaves to clear them, taking theSlingshotthat’s revealed underneath.
Go back to the yard and use the slingshot on the vase (f6), which gets you theMedallion. Click the bike (f7) and use the medallion to open the satchel on it, gaining aCluefrom inside. Add the clue to the typewriter (f4) and put in the code (BY4AE15). A secret compartment will be revealed, containing aMagnet.
Back in the street use the wire to get access to the construction vehicle (g5) by using it on the window. Take theMatchesfrom inside, add the Lever Arm to the hole by the steering wheel, then click the arm to make the vehicle move the pipe blocking the manhole. Once it has finished, click the area the scoop had been (g6) for a close-up and take theSkateboard.
Go back to the yard and use the skateboard to collect theBoardsleaning on the bins (f2). Return to the street and use the boards on the water (g7). Click the area you just placed the boards to start an object-finding puzzle.
Now you can click inside the hole to get theLadder(h6). Use the ladder on the manhole (g3) and head down into the sewers.
The Sewerage
Grab thecollection item(i1) andmorphing object(i2). Select the grate on the left (i3) and use the pipe to drag theLever Armcloser to you, then pick it up. Attach the lever arm on the door mechanism here, then use it to open the grate. You can now take theBoardhere and use it (i4) to make a bridge and then use the flashlight to get a close-up on the other side.
You need to move the flashlight around the image to spot the next exit (on the right) and click through, then do the same again (the exit is again on the right). In the next darker scene, pick up theKey.Your torch will die at his point, so just click the bottom of the screen three times to return to the sewerage and then back to the street.
Use the key to open the shed (g8), move the box that is on the middle shelf, and take theKerosene Lamp. You can now head back into the sewerage, place the lamp by the fuel drum (i5), click the top of the drum to take the cap off, and then use the hose to get aLamp With Fuel. Click the lamp in your inventory, click it again to remove the top, then use your matches to light it and get theBurning Lamp. You can now use the lamp on the dark side of the tunnel (i4) and re-enter the maze of dark tunnels.
Having followed the creature out of the gallery and down the street into the sewers, it seems to have escaped through a maze of tunnels beneath the city. Will you be able to track it through the sewerage maze?
The Maze
You need to find a way out of the tunnel maze. Go back into where you picked up the key and grab theHandlethat is sitting on the same fuel drum, and move it to the left of the screen to theswitch device on the floor. you may now decide which of the three grates in this room is open by setting it either to the left, right, or center. Leave it in the center for now and take the following route from this switch room:
This takes you to the exit, but the rungs for the ladder are missing. You need to go back into the tunnels and find the 10 ladder rungs. Use your map to go back to the sewerage and re-enter the sewage. Nowcollect the 10 rungs:
Now go back one room, take the high central exit, move forward to the bottom of the ladder, andattach the rungs to make your exitinto the park.
The Park
Pick thecollectibleup from the path (a1) and themorphing objectfrom the corner (a2), then take theFishing Rodfrom next to the viewing binoculars (a3). Select the bin (a4) and take theReach Extender,Ticket, andBlade. Now click the machine (a5) and enter the ticket to start a sand-pouring puzzle. There is no one way to solve this, you just need to be patient and you can’t fail. Once complete, you’ll receive aToken. Use it on the viewing binoculars to get a cut scene.
Attach the magnet to the fishing rod to get aFishing Rod With Magnetand head back into the sewerage. Click the sewer (b1) for a close-up and use the fishing rod to fish out theStar.
Return to the park, click the rocks (a6) next, and use the Reach Extender to grab a second Blade. Now select the bandstand (a7) to find your third Blade, then click the wharf (a8) to get the fourth and final Blade. Attach the four blades to the boat, and you’ll be transported to the Island.
The Island
Grab thecollectiblefrom the stairs (c1) and themorphing objectfrom the crate (c2). Use your knife to open the sack (c3) and get theWindrose, then take theFishing Netin the same close-up. Click the bouy (c4) and use the fishing net to bring it to shore, use the knife on it to cut the rope, and take theKey.
Select the canopy (c5), and in the close-up, use your knife to rip the canopy and take a secondKey. In the same close-up. Grab thesecond Wind Rosefrom the top-left corner of the door frame. Click the door next (c6) and use the two keys on the two locks to open the door and start anobject-finding puzzle.
Inside The Ship
Grab thecollectibleby the fan (e1) and themorphing object(e2) from the window next to it.. Use the knife on the flag (e3) to get theEagle Figurine. Back at the bandstand in the park (a7), get a close-up of the stars on the top of the bandstand and add the star and the eagle figurine. Take theHex Key Setfrom the secret compartment, then return to the ship.
Use the hex key set to unlock the cupboard (e4) and take thethird Wind Rosefrom inside. Click the briefcase (e5), add the wind roses, read the note, then take theTranquilizer GunandCluefrom inside.
Select the machine (e6), add the clue, and thenpress the colored buttons in the correct order. Simply follow the clue pattern from top to bottom (so click magenta twice, green once, yellow three times, red twice, blue four times, aqua once, then purple three times). This will begin a ship-moving puzzle.
The ship can move one or two spacesandhas to land on a shaded space each timefor you to succeed. You need to complete three increasingly tricky puzzles. The solutions are below. Once complete, enjoy a well-earned cut scene as you head upstairs to face the monster.
In Front of the Artist’s House
After talking to the former neighbor of the artist (f1), grab thecollectible(f2) and themorphing object(f3) that are next to him. Select the car (f4), open the door by clicking it, and take theUmbrella. Next, click the red machine (f5) and click it once more to shake it, then take theSodafrom the machine. Use the umbrella to pull down the fire escape (f6) and head up to the roof of the artist’s house.
The Roof of the Artist’s House
Take thecollectible(g1) on the left and themorphing objectnear the stool (g2), then take theStool(g3). Click the piano (g4) for a close-up, then click the hood to open it and take theBottle Opener. Finally, click the rubbish at the back (g5) to enter a simple object-matching puzzle, after which you’ll receive theLatex Gloves.
Select the soda in your inventory and use the bottler opener to open it. Give the soda to the neighbor (f1), and in return, he’ll give you theApartment Key. Head back to the roof and use the gloves on the wire blocking the doorway (g6), use the key to open the door, then head into the apartment.
The Artist’s Apartment
Grab themorphing objecton the table (h1) and thecollectiblefrom the bed (h2). Then, move directly through the door on the left and into the artist’s kitchen and once again take thecollectibleon the chair (i1) and themorphing object(i2) by the table leg. This should complete both of these sets for this chapter.
Place the stool under the cupboard (i3), then select it to get the Kitchen Knife and Colander. Use the knife to cut the cloth on the window (i4) and take the Flower and Metal Sponge. Now, you can use the sponge on the wall (i5) to reveal the code17.45.
Go back into the main room of the apartment and use the flower on the sewing machine (h3), which opens a secret compartment from which you can take aLockpick. Head back out to the roof and use the lockpick to open the suitcase (g7) and get aButton. Now, use the knife on the washing line (g8) and pick up theRope.
Clearing The Pests
Back in the apartment, use the rope on the hole (h4) and then get a close-up of the safe below. You’ll need all five buttons before you can tackle the puzzle, but take theInsecticidejust above the safe in the close-up. Go back into the kitchen and open the fridge (i6), then use the insecticide to clear the insects inside and take theCanned Food.
Select the canned food in your inventory and use the opener to get theOpen Food Can. Go back outside and give the food to the rats (f7) so that you can collect theHarp. Now, you can go to the bedroom and use the harp to open the box (h5) and start a figurine puzzle. Once complete, a drawer will open, and you’ll get anotherButton.
Move onto the roof, use the insecticide on the wasps (g8), and use the knife to take theItem in Wax. Go back out the front and place the colander on the burning bin (f8), then place the item in wax into it to burn the wax away. Take theHandle. You can now return to the bedroom and use the handle to open the cupboard above the bed to get theClueand anotherButton.
Go to the roof and place the clue on the piano (g4) to start an image association puzzle. You need to hit the keys 14 times, once for each image. Using the image I’ve provided, use the following sequence: 7, 1, 4, 2, 5, 3, 6, 4, 2, 3, 7, 5, 6, 1. Once complete, take theButtonsandClock Handsfrom the compartment that opens. You can now add the hands to the clock in the apartment (h6),set the clock to 5.45, and collect your finalButtons.
Opening the Safe
Select the hole in the apartment floor (h4), click the safe, then add the five buttons. There’s no one way to do this, and you can’t fail. I found it easiest to complete one row (I did the top red row first), then simply do it one button at a time on the second row, and so on. Take theArtist’s Diaryfrom the safe. This will trigger the end of the first chapter.
New York Mysteries 5 Walkthrough Chapter 2
Despite having taken the monster down with the tranquilizer gun, our hero can’t stop the mysterious strangers from getting away with the prize. In chapter 2, the focus flips to Noah, the artist himself, as we learn more of his back story.
Note that you’ll find a lot of images below that containspoilers for both item locations and puzzles. So, if you want to go to a specific piece of information, it may be easier to click on the content links below.
The Yard
Pick up themorphing itemandcollectiblethat are sat next to each other by the statue (a1), then move now the left side of the house into the Yard and take themorphing objectfrom the chair (b1) and thecollectiblefrom the flowers (b2). you may also read the note on the table for some backstory.
Open the fuse box (b3) and take theNumber, and then the workbench (b4) to get theScrewdriver. While at the workbench, you can click the pieces on the bench to put together and collect theBirdhouse. You need to click them in the correct order, but they’re all there. You can also pick up theFirewood Basketnext to the shed (b5).
Back in the yard, use the screwdriver on the front door’s mailbox (a2) to open it and get asecond Numberand theBarn Key. Use the key on the shed in the yard (b6) and open the door, then click it once more to start an item-finding puzzle.
The Shed Puzzle
Head back out front and use the ladder on the lamppost (a3), then get a close-up of it to collect theLegsandDetail. Return to the yard and add the detail to the box on the floor in the workbench close-up (b4), click again to open it, and take thePlungerandShears. You can also click the rug by the backdoor (b7) to move it back. There’s a puzzle you can’t try yet, but next to it, you’ll find yourthird Number.
Use the shears on the vines (a4) out front to get theFlower,and then use the flower on the base of the statue (a5) to open a secret compartment, taking yourfourth and final Numberfrom inside. Back in the yard, select the back door (b8) and add the four numbers to start a light beam puzzle. See the solution above. Once complete, the back door will open, and you can enter the hall.
The Hall
ClickGrandpa Eugenefor a cut scene and to move the quest along, then collect themorphing objectfrom the table (d1) and thecollectiblefrom the floor by his feet (d2). Get theMatchesfrom the coat pocket (d3) and click the bedroom door (d4) for a close-up, taking thePatternthat is hanging on the light switch. Select the door in the back-right of the room to move through to the Kitchen.
Take themorphing objectfrom the table (e1) and thecollectiblefrom the floor by the stove (e2). Use the plunger in the bath (e3). Once the water drains, click the plughole twice and take theDetail. Next, select the stove (e4) and take theMeat, then use the matches to light the stove and pick up theKettle With Boiling Water. Put the kettle on the table (e1), then click the teapot to pour tea into the cup. Take theTea.
Go back out to the yard and hang the birdbox in the tree by clicking the owl (a6) for a close-up, then add the meat to the birdbox. The owl will fly into the birdbox, allowing you to collect theVinyl Recordfrom the tree.
Head into the hall and give the tea to Grandpa, then place the record on the record player (d5) and click the handle to operate it. When the hatch opens on the side, add the pattern to open a secret compartment and take thePaperclipandHeadfrom inside. Click the chest of draws (d6) and use the paperclip to pick the lock, getting theFuse Setby clicking the drawer again to open it.
Now, you may go into the backyard and add the fuse set to the fusebox. Click the fuse set once placed to pick up a fuse, then click the broken fuse to replace it. When you head back into the hall, you can now use the light switch (d4), giving you access to the bedroom.
The Bedroom
You’ll find themorphing objectat the top of the fireplace (f1) and thecollectibleon the bed (f2), where you can also pick up theBook. Back in the hall, get a close-up of the cupboard (d7) and click the ornate image to open the central section. Add the book to the shelf to open a secret compartment and take the Brushes from inside. There is also a note on the floor to the left of the bed, slightly tucked under the rug that you can read for more back story.
Back in the bedroom, select the base of the chimney (f3) for a close-up and collect the Palette before adding the firewood basket. Click the wood in the basket to add it to the fire, then use the matches to light it. Next, click the doll on the bedside table (f4) and position it to look like the ballet dancer in the painting on the wall (see image below). Once done, the compartment in the table will open, and you can collect thesecond Detail.
With the fire burning, return to Grandpa and click him to get a cut scene. Afterward, he’ll give you thethird and final Detailyou need. Select the clock (d8) and add the details, starting a numbers puzzle (see solution below). Once the clock opens, take the Key and head into the kitchen, using the key on the door (e5) to gain entry to the basement.
The Basement
Once you’re in the basement, you’re able to grab themorphing objectat the base of the tall cabinet (g1) and the collectible from the base of the stairs (g2). Take theOilfrom the artist’s stand (g3) and you can add the palette and brushes to it now too, just to get them out of your inventory.
Head back upstairs to the kitchen and use the oil on the stove door (e4), opening it afterward to get theAntlerfrom inside the oven. Now go to the bedroom and add the antler to the shield on the wall (f5), revealing a secret compartment from which you can take aKey. Back in the basement, use the key to unlock the tall cabinet (g1). Click it again to open it, beginning a puzzle to find Grandpa’s paint.
You can’t fail here, so just keep clicking around until you’ve found all 15 paints. If you’re struggling, you need toclick the buttons I, VII, and Xto open the drawer and the knife in the drawer (I found it quite hard to see) to open the box inside. Once done, you’ll receive thePaints. Add the paints to the artist’s stand (g3), which will trigger a short scene as you complete the painting.
Once you’ve told Grandpa that you’ve completed the painting, the light in the bedroom goes off again, so head to the yard and check the fusebox (b3). Replace the fuse in the same way as you did last time, then return to the hall to find Grandpa gone.
Another World
Take thecollectibleand theStickfrom the floor (h1) and the morphing object from near the gate (h2). Click the cloth on the wall (h3) and click it once more in close-up to get theFabric, as well as theGemthat is behind it. Select the fountain (h4) and pick up yoursecond Gem, then use the stick to get theSolventthat’s behind the metal grate (h5).
Select the wall detail (h6) and use the solvent to loosen it, then use the fabric to remove it and take thethird and final Gem. Now, you can select the shield (h7), add the gems, and start a laser puzzle. The gems will always shoot their rays in the same direction, so they need to be in the exact right spots to complete the puzzle (see the solution above).
Use the crank on the lens (h8)twiceto change its angle, which will lower the pulley lever (h9). Now, you can click the pulley to move to the shore. Once there, pick up thecollectible(i1) from the sand and themorphing object(i2) from the top of the wall. You can’t do anything else here right now, so click the back-left of the scene (by the tree) to move forward to the wood.
The Wood and the Token Puzzle
Pick up theBung(k1) and thecollectiblethat is right next to it, and themorphing objectby the tree roots (k2). Head back to the ruins and use the bung on the fountain (h4), then collect theSunfrom the mouth of the statue that’s also in this close-up. Move to the shore and use the star on the gates (i3), starting a token-moving puzzle.
To complete the puzzle, make the following moves by looking at the image below (don’t forget to reset beforehand if you’ve already started to try and solve it previously): 1 to 2, 3 to 4, 2 to 1, 5 to 6, 7 to 8, 9 to 10, 11 to 12, 1 to 13, 14 to 15, 12 to 16, 16 to 17, 17 to 18, 19 to 20, 21 to 2, 22 to 23, and finally 18 to 24. Once complete, the doors tothe lighthouse will open.
In the prologue to the main story that follows, painter Noah has followed his Grandpa through one of his paintings into another world. He has just opened the gates to the lighthouse as he tries to find him while avoiding waking the creature in the woods.
The Lighthouse
From the shore, click the gates to the lighthouse (a1) to begin a puzzle tofind 15 octopuses. I found it a little annoying that once you’ve found all the octopuses in a close-up, you may still click it, but none of them are well hidden, so simply keep clicking around until you’ve got them all. I found the only tricky ones were theone on the red plant(keep clicking leaves until it is revealed), onein the pond(keep clicking shells until it is revealed), and one in theside pocket of the art bag.
Once complete, the steps to the lighthouse will appear. Click the lighthouse to move inside. After speaking to your Grandpa, take themorphing objectfrom the window (b1) and thecollectiblefrom the top of the stairs (b2). Pick up theHandleto the right of the light (b3) before heading back down to shore.
Click the harpoon gun (a2) and add the handle in the close-up, collecting theHarpoonandRopeafter using the attached handle. Now select the boat (a3) and use the harpoon to collect theBucketfrom the water.
Recovering the Crystal
Go to the wood and use the bucket to get past the spike trap (c1). You’ll be attacked by the monster, but after defeating it in a cut scene, you’ll have theDetail. Add it to the pillar holding the crystal (c2) to reveal and then begin a slide puzzle. I found that the trick here is only the exact symbol or blanks can be in a given row. See the solution below if you’re stuck. Once complete, you can take theCrystal.
Click the left side of the tree roots (c3) for a close-up, click the roots to reveal an item, and then pick up theRose. Go back to the shore and place the rose in the hands of the statue (a4), which will open a secret compartment. Take theDetailfrom Inside, then head back to the lighthouse.
Add the detail to the mechanism at the top of the light (b4), which opens the panel. Click the panel once more to start a light beam puzzle. You need to rotate the guides so that all of them are passed through. If you’re stuck, you’ll see the solution above. Once complete, take theFishandBroken Crystalfrom inside the panel and then put in the new crystal.
Returning to the Real World
After a cut scene with Grandpa, he’ll give you aMacheteand reveal the location of the portal back home. Go to the shore and use the machete on the green cloth of the boat (a3), taking theTorchfrom inside before adding the fish to therotating ball puzzleand completing it. If you’re struggling, after a reset, you need to click left twice, right three times, left twice more, and finally right. This nets you theHexagonsand aWrench.
Head back to the lighthouse and use the wrench to open the damaged floor panel (b5), taking theStatuetteandEngraved Discfrom underneath. Use the machete on the window mechanism (b6) to open it. In the same close up, select the backpack and use the engraved disc to open it and get theBoltsand aDoor Knocker. You can also now attach the legs and head to the statuette, which makes your inventory less cluttered. Similarly, you can use the matches on the torch to light it.
Go to the wood and use the machete on the tree roots (c4), then attach the rope, giving you access to the cave. Head inside and get thecollectibleon the left (d1) and themorphing objectbehind the beetles (d2). Use the torch to scare away the beetles, then click the suitcase they were on (d3) to start a simple object-finding puzzle. Once complete, you’ll get theShovel.
Use the shovel on the pile of dirt (d4) to reveal the main part of the door. Click it again and move it into the door frame (d5), then click the metal sections on the side and lock them all into place with your bolts. Add the door knocker, and the portal will be complete. You can now return home.
Collecting the Valuables
Head into the hall and collect thePainting(e1), then move to the bedroom and take thesecond(f1) and (f2)third Paintings. You’ll find thefourth Paintingin the kitchen next to the stove and thefifth Paintingin the basement (h1).
While in the basement, use the machete on the chez lounge (h2) to get thePlanet. Next, add the hexagons to the pattern on the wall of the stairs here (h3), then click it once more to start a character-matching puzzle. This is very simple, and you’re able to’t actually fail. Just note thatsome tiles flip over to reveal a new one when you match them, so don’t obsess over one match, as it may not be there from the beginning. Once complete, you’ll find the safe behind the puzzle. Collect theHammer, plus theContents of the Safe, from inside.
Move back to the bedroom and use the hammer to collect the largesixth Painting(f3), revealing a cupboard behind it. Take theLampshadefrom inside. Go back to the hall and add the lampshade to the lamp (e2), which reveals a pattern you’ll need for a puzzle.
The Garden Puzzle
Head to the yard and click the backdoor mat, then get a close-up of the design on the floor. I found this puzzle really tricky, and it is quite hard to describe due to the mechanism, but here goes. use the image above for guidance, with the three numbers being push or pull rows and the two letters representing the spinning circles.
Once complete, the panel will drop down, and you can collect theWingfrom below. Add this to the rest of the statuette piece, and you’ll receive thecompleted Statuette.
Head back to the bedroom, get a close-up of the little room revealed behind the large painting (f3), and add the completed statuette to the base there. A ladder will appear, giving you access to the attic.
The Attic
Collect themorphing objectfrom the box (k1) and thecollectiblefrom the shelves on the left (k2), which should complete all of your collectibles for this chapter (annoyingly, the hats bugged out for me). Click the globe (k3) and once again in the close-up to open it. Add the planet and click the globe once more to begin a ring puzzle.
Each ring can go clockwise or anticlockwise, and each ring you select will move itself and at least one other ring (highlighted in blue as you hover over them). You need to align the gaps. There’s no specific way to do this, and you can’t fail, so trial and error will get you there. Once complete, take theHint (2974)from the compartment in the globe.
Select the telephone (k4), add the hint, click the phone for a closer close-up, and put in the number 2974 (you have to drag from each number clockwise, as with a traditional old telephone). Once done, the box will open to reveal a compartment. Take theKeyfrom inside.
Now click the red box (k5) and use the key to open it, taking theNails. In the same close-up, click the wrapped item once to peel off a layer. Use your machete to cut the string, then peel off another layer by clicking to reveal a picture. Read the note on the picture for some more backstory, then click the picture to get yourseventh Painting.
Select the broken painting (k6) and add the nails. Then, use the hammer to fix the frame. You can now collect thefinal Paintingand complete Chapter 2 of New York Mysteries 5: Power of Art.
New York Mysteries 5 Walkthrough Chapter 3
After chapter two fills in the backstory from artist Noah’s diary, including his trip to the other world, Laura steps up her investigation to try and track him down. You’re now heading off to the address of the investor who bought the paintings.
Getting into the Base
Take thecollectible(a1) by the crashed car and themorphing object(a2) from the treestump it hit. Get a close-up of the suitcase (a3) and take theKeyfrom the jacket pocket, then click the bridge to the right of the screen to move to the abandoned village.
Once there, grab theBell Clappernext to the door on the left (b1), themorphing objectfrom the wall above it (b2), and thecollectiblefrom the leaves on the right (b3). Use the key to open the door (b4), then get a close-up of the door to start an object-finding puzzle.
Use the adjustable wrench on theLadder(b5) and then take it. Also, take theGlass Cutterfrom the cart (b6), then head back to the crashed car (a1) and use it on the window, then open the car door. This starts a simple abject collection puzzle, after which you’ll receive theMatches(they’re found by closing the box on the floor in the front seat).
Use the detail to open the suitcase (a3) and take theBandage. Go back to the abandoned village and get a close-up of the bell tower (b7), and add the ladder. Now you’re able to climb up to the bell, take theDetail, and add the bell clapper to the bell. Attach the bandage, then light it with the matches to give yourself time to get back to the van before the bell rings, distracting the driver.
Select the front of the van (a4), take theKey, then click the back (a5) of it to unlock the boot with the key. Put the keys back in the front of the van, then climb into the back for a cut scene.
Escaping the Hanger
Take themorphing objectfrom the tires (d1), and thecollectiblefrom the top of the van (d2), then move the cloth on the toolbox (d3) to get theHint. Click the doors (d4), add the hint in the close-up, then rotate the dials to match the symbol to break out of the hangar (see the image below for the puzzle solution).
Outside the base, take thecollectiblefrom the boxes on the left (e1) and themorphing objectfrom the roof (e2). Click the trailer (e3) and move the cloth in the close-up, taking theHandlefrom underneath. Go back into the hangar, use the handle to open the toolbox (d3), and take theScrewdriverandWire.
Head back outside and use the wire to hook theKeysout of the drain (e4), then use them to open the truck in the hangar (d4) and take theMagnetic Key Cardfrom the seat. In the same close-up, click the glove compartment and take theBall. Go outside once more and use the keycard to open the shed (e5), taking theMagnetfrom near the floor and theHandlefrom the drawer.
Tile-moving Puzzle
While still in the shed close-up, click the screens twice to start a tile-moving puzzle. If you’re stuck, move the tiles in the following order (see image for key). I found this quite tricky, but this solution does work. You just need tokeep a close eye on which tile is which onceyou start moving them.
Once complete,the alarm will be switched off. Select the winch (e6) and add the handle, then click the wire to automatically attach it to the trailer. Click the winch close-up again and click the handle to move the trailer to below the balcony. Select the balcony, use the screwdriver on the window, and enter the base.
Inside the Base
Take thecollectiblefrom the table (f1) and themorphing objectfrom the headboard (f2), then use the magnet on the fishtank (f3) to extract theEngraved Detail. Select the door at the back of the room and head out into the hall.
After getting themorphing objectfrom the wall (g1) and thecollectiblefrom the floor (g2), take theKnifefrom the trolley (g3) and the secondEngraved Detailfrom under the dish that’s also on it. You can now head back into the bedroom and add the two engraved details to the trunk at the end of the bed (f4), taking theFlowerandSlidesfrom inside. In the same close-up, use the knife on the pouch to retrieve theWooden Detail.
Add the wooden detail to the portrait above the bed (f5), taking theHexagon TileandGolden Elementfrom the secret compartment that opens up. Head back out to the hall and click the red box on the table (g4), adding the golden element to open it and start a tile-sliding puzzle. It’s simple, you can’t fail, and there are many ways to complete it (I suggest doing the corners early, or you’ll have to backtrack). Once done, you’ll get aKeyand yoursecond Ball. Exit the hall through the archway on the left into the library.
The Library
You can find acollectiblein the vase on the right (i1) and amorphing objecton the chandelier (i2). Click the mechanism on the right wall (i3) to pull back the curtain, click the room beyond for a close-up, and take yoursecond Flowerfrom next to the slide projector. Now add the slides to the projector, click the green button to switch it on, then flick through the slides until you get thequest update to contact Bishop.
While still in the library, select the ornate flooring and add the hexagon tile to begin a rotation puzzle. If you’re stuck, reset and do the following:
You can now collect theLensand yourthird Ballfrom the compartment that opens on the right of the close-up. Add the lens to the telescope (i4) and then use it to observe the pattern on the opposite roof. Click the wall on the left (i5), duplicate the pattern (see image above), and the door will open. You can’t get access yet, though.
The Cabinet
Use the key to open the door on the right of the hall (g5), gaining entry to the Cabinet. Grab themorphing object(h1) andcollectible(h2) from the table, then click the telephone (h3) and use the screwdriver to open the box behind it. Take theMiniature Shieldfrom inside, then reconnect the red wire of the telephone to call Bishop.
After the cutscene, click the map on the back wall (h4) and take thesecond Miniature Shieldfrom the device. Move back to the library and select the table (i6), adding the shields to the glass display case to open it and get theFigurine.
Back in the cabinet, add the figurine to the diorama on the chair (h5), then examine it in the close-up to start an item-moving puzzle (see image above). Note some items can’t be moved until the place they need to go has been cleared. Once complete, you’ll receive theLens.
Add the lens to the viewer on the map (h4), revealing the wordNiagra. Select the Newton’s cradle (h6) and add the three balls to it. Switch the balls until they spell Niagra, and you’ll get theGraphite StickandHourglass Symbol. Select the pad on the desk (h7), flip the page, then use the graphite to reveal a clue.
The Last Door in the Hallway
Back in the library, select the table (i7) and click the hourglass to flip it over. Add the hourglass symbol to it, and it will open up, allowing you to take yourthird Flower. Head to the hallway and add the flowers to the remaining closed door (g6). Open it to start an item-finding puzzle.
Go into the bedroom, use the spade on the plant (f6), and take theAmulet. Go back to the library and use the amulet on the device by the doors (i5), gaining access to the elevator.
Next, at the start of the concluding part of the story, Laura has broken into the base of the shadowy group that has been collecting the paintings. It seems they have been luring the creatures from the painting and storing them in the basement. But how can you get down there to put together the final pieces of the puzzle?
The Dungeon
You’ll find acollectibleon the fire extinguisher (a1) and themorphing objecton the wire on the back wall (a2). Click the hatch on the floor (a3) and use the screwdriver to unlock it, taking theHandlefrom inside. Now use the knife on the box (a4) and take theBattery. Press the red button (a5) to send the elevator down, which opens the door on the right, giving access to the dungeon.
Take thecollectiblefrom the green cloth on the right (b1) and themorphing objectfrom the wall (b2). Select the forklift (b3) for a close-up, click the floor panel, and add the battery. Connect the two wires, then pull the lever to raise the pallet. Take theBolt Cuttersfrom under the pallet, then go back into the elevator and use them on the chain on the back wall (a6). Take theDetailfrom the top of the box behind the gate. Add the detail to the mechanism by the door (b4), and the door will open. It looks like you found the monsters…
Recovering the Varnish
After picking up thecollectiblefrom the tree stump (c1) and themorphing objectfrom behind the fence on the left (c2), grab thePattern PartandFire Ironfrom the barbeque (c3). Use the fire iron on the planks on the front door and head inside the house.
Take themorphing object(d1) andcollectible(d2) from the floor, then get theWaxnext to the radio (d3). Use the fire iron to move the beams (d4) and collect theBucket, then take theMatchesfrom the stove (d5), opening the oven in the same close-up to also get theOil. Head back out to the barbecue (c3), use the matches to light it, and add the wax. Once it has melted, you’re able to click the wax once more to take thesecond Pattern Part.
While still out front, use the bucket on the puddle (c4) to getWater, then use the water on the drain (c5) to flush out and pick up theStone Tile. Use the Stone Tile on the statue (c6) to start a tile-matching puzzle.
The Tile and Flask Puzzles
This is a little time-consuming, and there’s no right way to do it, andyou can’t fail. It just takes patience. My tactic was to move the tiles on the left so that the insect was to the left of the sun, then move those into their correct slots on the left. Then, use the same tactic to put the rest in place. Once complete, you’ll get theRadio Reciever Knoband aHint.
Add the knob to the radio (d3), which will open so you can collect thefinal Pattern Partand aKey. Add the pattern parts to the wooden box (d6) to start the flasks puzzle. Use the image above as a reference, then click the buttons in the following order: 1, 5, 1, 1, 5, 1, 5, 2, 5, 5, 5, and finally 2. The box will open, and you can take theHandleandTweezers. Use the key on the white door at the back of the room and head downstairs.
After taking thecollectibleon the floor by the wardrobe (e1) and themorphing objectfrom the cloth (e2), use the handle on the fireplace (e3), then add the oil to loosen it, opening the grate to take theCorkascrew. Use the corkscrew to open the wine bottle in the winerack (e4), then use the tweezers to get the secondHint.
Now click the wardrobe (e5) to move it to one side. Select the safe behind and the two hints, starting a decryption puzzle. You need to enter the password by working it out from the hints. Following the code,the word you need is PICTURE. Once a letter is in the right place on the top section, click the next letter on the top section and find it on the dial. Once complete, the safe will open and you’ll have theVarnish. Take it to finish the section of the game.
Bring Back the Monsters
Take thecollectiblefrom the trolley on the left (f1) and themorphing objectfrom the piping (f2). Select the machine (f3) and take theButtonon it in the close-up, then use the handle on the storage locker (f4) and take theHosefrom inside.
Move back to the dungeon area and then move down the corridor at the end to the Pier. Take your finalcollectiblefrom the barrels (g1) and the lastmorphing objectfrom next to the box (g2). If you’ve followed all of my guides to this point, you should now have all the extra items to unlock all the extra puzzles and content.
Click the boat (g3) for a close-up and take thesecond ButtonandCannister(you can also click the hole to get ready to fill it with petrol). Take theCrystalfrom the boxes (g4) and use the knife on the ropes in the same close-up to get thePainting. Click the office (g5), click the suitcase for close-up, and take theKey.
Back in the dungeon, place the canister next to the fuel barrel (b4) and fill the canister to get theGasoline. Go back to the pier, add the gasoline to the boat, then click the office once more and add the buttons to the suitcase. Open it and take theFuse. Select the grate opening mechanism (g6), click the silver door in the close-up, and replace the fuse. Switch the machine on, open the gate, and your escape route is secured.
Now head to the monster cave and add the painting to the trolley (f5) then use the key in the machine (f3) to turn it on. Add the varnish to the painting and enjoy the cut scene. Congratulations! You have completed New York Mysteries 5: Power of Art.
For more point-and-click walkthrough guides, check outVictorian Mysteries The Yellow Room WalkthroughandRoyal Legends 1 Walkthroughright here at Pro GameGuides!