Walkthroughs / Dark Dimensions: City of Fog / Chapter 5: The Doctor’s House

Chapter 5: The Doctor’s House

Dark Dimensions City of Fog Walkthrough for Chapter 5: The Doctor’s House contains everything you need to know to beat this section of the game including screenshots and instructions.

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Chapter 5: The Doctor’s House

  • Zoom into the fire escape.

  • Use the UMBRELLA handle to pull down the fire escape ladder.

  • Move up the ladder to the roof.

  • Take the ELEVATOR HANDLE.

  • Open the window.

  • Tie the ROPE around the chimney and use it to enter the Doctor’s Office through the window.

  • Play the Hidden Object Area by the table.

  • Find the items listed.

  • Place the door handle on the cabinet to open and get the inkwell.

  • Sharpen the pencil in the sharpener to get the sharpened pencil.

  • Place shampoo in the tub to get foam.

  • Bandage the skeleton to get the mummy.

  • Place the stethoscope on the safe to get the money.

  • Receive the MATCHES.

  • Zoom into the top of the cabinet.

  • Take the ACID.

  • Zoom into the picture on the right table.

  • Take the ELEVATOR BUTTON.

  • Click on the cabinet and note that it is too dim to see inside.

  • Return to the House.

  • Zoom into the panel on the right of the elevator.

  • Place the ELEVATOR BUTTON on the panel.

  • Push the button to enter the elevator.

  • Zoom into the panel on the inside of the elevator.

  • Place the ELEVATOR HANDLE on the bottom of the panel.

  • Slide the button on the left to the “on” position.

  • Slide the button on the right to the “run” position.

  • Move the ELEVATOR HANDLE to the right.

  • Take the sixth ANGEL from the elevator floor.

  • Exit the elevator through the door.

  • Zoom into the dollhouse and note that a tool is needed.

  • Zoom into the dressing table and take the seventh ANGEL.

  • Read the note next to the bowl on the table to get a journal update.

  • Return to the elevator. Zoom into the elevator panel and slide the handle to the left.

  • Return to the Farmyard and play the Hidden Object Area by the tractor to the right of the gate.

  • Find the items listed.

  • Receive a DOOR HANDLE.

  • Return to the Cellar.

  • Play the Hidden Object Area near the table to the right.

  • Find the items listed.

  • Receive the SAGEBRUSH.

  • Zoom into the door at the top of the stairs.

  • Pour ACID on the lock.

  • Move through the now-opened doorway.

  • Open the right stove door.

  • Take the eighth ANGEL.

  • Zoom into the photo to the left of the door.

  • Take the DOLLHOUSE KEY.

  • Zoom into the handle plate on the door.

  • Place the DOOR HANDLE on the plate.

  • Go through the door to the bedroom.

  • Play the Hidden Object Area on the bookshelf to the left of the bed.

  • Find the items listed.

  • Receive a FLOWER.

  • Move the poster to the right of the bed to expose a door.

  • Zoom into the door and note that the puzzle is missing a tile.

  • Return to the House.

  • Play the Hidden Object Area to the left of the staircase.

  • Find the items listed.

  • Receive a FEEDER.

  • Enter the elevator.

  • Zoom into the elevator panel and slide the handle to the right.

  • Exit the elevator.

  • Zoom into the dollhouse.

  • Open the lock with the DOLLHOUSE KEY.

  • Play the Hidden Object Area at the open dollhouse.

  • Find the items listed.

  • Note: The pig is on the hay and can’t be indicated in the screenshot.

  • Receive the YELLOW TILE.

  • Return to the elevator.

  • Zoom into the panel and slide the handle to the left.

  • Return to the front of the House.

  • Zoom into the birdhouse.

  • Place the FEEDER on the shelf of the birdhouse.

  • Take the DIARY KEY from the bird.

  • Return to the Farmhouse Bedroom through the Cellar.

  • Zoom into the door to the right of the bed.

  • Place the YELLOW TILE on the blank space second from the right to initiate a puzzle.

  • The object of the puzzle is to match a colored tile with its identically colored center.

  • You do this by clicking and holding a tile to drag it in the direction you desire.

  • No tile may jump or pass through any other tile.

  • See screenshot for solution.

  • Move the yellow and blue tiles into position marked YBBY for yellow, blue, blue, yellow.

  • Slide the four purple and green tiles inward through the smaller archway.

  • Slide yellow and blue up and over the larger ring and into position.

  • Move green, purple, purple, green into the YBBY spot and then into proper position.

  • When completed the door will open.

  • Proceed through the door.

  • Zoom into the table on the left.

  • Take the KEY. Zoom into the diary.

  • Open with the DIARY KEY.

  • Take the letter and the ninth ANGEL.

  • Zoom into the shrine.

  • Place the FLOWER in front of the box.

  • Take LILLIAN’S CURL and the HANDLE from the box.

  • Zoom into the photos on the right wall.

  • Take the 10th ANGEL.

  • Back up once and play the Hidden Object Area to the left of the bed.

  • Find the items listed.

  • Receive the FEATHERS.

  • Return to the Train Station.

  • Zoom into the door on the building at the right.

  • Place the PUZZLE TILE in the empty slot to initiate a puzzle.

  • The object of this puzzle is to click and drag to move the rows vertically and horizontally to align the tiles with their matching colored arrows on the side.

  • The puzzle varies with each game play.

  • Because of the random nature of this puzzle, trial and error is the only recommended strategy.

  • When finished, insert the KEY in the keyhole and open the door.

  • Play the Hidden Object area at the back of the room.

  • Find the items listed.

  • Place the fishtail on the torso to get the mermaid.

  • Place the feathers on the handle to get the fan.

  • Iron the shirt to get the ironed shirt.

  • Receive a MANOMETER.

  • Take the KEROSENE LAMP.

  • Zoom into the drawers on the left.

  • Place the HANDLE on the top drawer.

  • Take the Angels vs. Demons Rules to get a journal update.

  • Take the 11th ANGEL and the TELESCOPE LENS from the drawer.

  • Zoom into the right counter and take the 12th ANGEL. Return to the Statue Park.

  • Click on the base of the larger statue in the middle to initiate a game.

  • Place the 12 ANGELS in the empty slots.

  • The final ANGEL will remain on your cursor to start the game.

  • Open your journal to read the rules at anytime during the game.

  • The object of the game is to surround all four demons with no option for the demons to move or “jump.”

  • The game is similar to checkers in that the demon can “jump” an angel if a free space is adjacent to the angel.

  • Careful placement of the angels on the board to begin can help you.

  • Upon placement angels may move one space only.

  • If the demons jump six angels, the game is lost and will restart.

  • Because of the random nature of this puzzle and myriad solution combinations, it is difficult to indicate a winning strategy.

  • Your best bet is to begin by placing angels around the perimeter, moving inward to “trap” the demons. With each angel placement, a demon will move one space.

  • After completing the game, proceed down the ladder in the base of the statue.

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