Midnight Mysteries: Ghostwriting: Chapter Six: The Friend

Rely on our Midnight Mysteries: Ghostwriting Walkthrough as you travel through space and time in an attempt to save some of our most beloved classic tales of literature from being rewritten. Our detailed gaming instructions, custom marked screenshots, and simple puzzle solutions will give you the edge you need to make sure this rewrite goes straight to the bottom of the trash bin in this thrilling hidden object adventure game!


Rope

  • Collect the rope, the villain’s boot and the anchor.
  • Select the villain’s boot to move down the foot printed path and trigger a mini game.

 

02A

 

02B

 

02C

 

02D

 

02E

  • Solve the game by following the path correctly.

 

Scoop Net

  • Collect the scoop net.
  • Move ahead.

 

Handle 2

  • Select the raven to collect the handle.
  • Move down once.

 

Meta

  • Attach the handle to trigger a mini game.
  • Solve the game by clicking the handles in the correct sequence.
  • Use the following sequence to solve: C x 3 – B x 4 – A x 5
  • Move into the Metaphysical Society Hall.

 

Curtain

  • Click the curtain and click the door.
  • Collect the plant food, the book and the bas-relief part.
  • Collect the retort.
  • Move to the left.

 

Termite Food

  • Collect the termite food.
  • Move to the Metaphysical Society Park.

 

Resort

  • Place the retort near the termite hill to collect the retort with termites.
  • Move to the Metaphysical Society Hall.

 

Ret Termites

  • Select the retort with termites and termite food to use on the door.
  • Move to the right.

 

Note

  • Collect the note and the horseman figure beneath it.
  • Move down 2x’s and to the right.

 

Bas

  • Insert the bas-relief part to trigger a mini game.
  • Solve the game by adjusting the stones to complete the image correctly.
  • Collect the hand.
  • Move to the Chairman’s Study.

 

Hand

  • Attach the hand to trigger a hidden objects area.

 

HO1

  • Follow the prompts to solve.
  • Collect the hood.
  • Move down 2x’s and to the right 2x’s.

 

Horseman

  • Collect the camera ottica.
  • Insert the horseman figure to trigger a mini game.
  • Solve the game by placing the shadows correctly into the scene.
  • Collect the clamp.
  • Move down once.

 

Clamp

  • Place the clamp onto the broken pipe.
  • Move to the left 2x’s.

 

Lever

  • Click the lever; collect the hourglass.
  • Zoom into the altar to trigger a mini game.
  • Solve the game by aligning the tiles correctly
  • Collect the catnip seeds.
  • Move down once and to the right.

Catnip

  • Select the catnip seeds, the rake and the plant food to place into the plant pot.
  • Collect the catnip.
  • Move down 3x’s.

 

Scoop

  • Select the scoop net to collect the anchor ring.
  • Move to the left.

 

Anchor

  • Attach the anchor ring and rope onto the anchor; collect the roped anchor and use it to collect the ball of yarn.
  • Place the catnip onto the ball of yarn; collect the coated clew.
  • Move to the left.

 

clew

  • Toss the coated clew to distract the cat.
  • Click the switch; collect the flask and pour it into the carbide lamp.
  • Move to the Chairman’s Study.

 

Hourglass

  • Place the hourglass and collect the mugshots.
  • Move down once and to the left.

 

Camera

  • Attach the camera ottica and the mugshots onto the carbide lamp.
  • Collect the obscura lamp and point it toward the table to trigger a mini game.
  • Solve the game by locating the suspects.
  • Move down 3x’s.

 

Obscura

  • Select the obscura lamp to trigger a hidden objects area.

 

HO2

  • Find the items.

 

Port

  • Click the book and enter the portal.