Chapter Three: Victim

Ghosts of the Past: Bones of Meadows Town Walkthrough Chapter Three: Victim features all the tips, tricks, and assistance you will need to help you discover exactly what is going on in Meadows Town!

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Chapter Three: Victim

Chapter-3-01-Gas-Can

  • Collect the gas can.
  • Collect the net string.
  • Toss the bone to the dog.
  • Move ahead.

 

Chapter-3-02-Acid

  • Select the acid to dissolve the lantern lock.
  • Select the gas can and the matches to light the lantern.
  • Select the cat to scatter the birds.
  • Select the net string and the insulation tape to repair and collect the net.
  • Examine the keyhole.
  • Click the man on the bench to trigger a hidden objects area.

 

Chapter-3-03A-H-O-1


B

  • Place the items where they belong.
  • Collect 3 /3 pink pencils.
  • Move down once.

 

Chapter-3-04-Pencils

  • Zoom into the bench.
  • Insert the pencils to trigger a mini game.
  • Solve the game by coloring the picture as shown in the examples.
  • Collect the painting and the lighthouse.
  • Select the net to collect the fishing reel.
  • Move ahead.

 

Chapter-3-05-Reel

  • Select the fishing reel and place it onto the rod; click it 2x’s to collect the tragedy mask and the fish.
  • Collect the knife.
  • Insert the lighthouse; click the handle.
  • Move ahead.

 

Chapter-3-06-Spirit

  • Select the spirit detector to locate the glowing items.
  • Place and click the detector onto the glowing orb.

 

Chapter-3-07-Jones-C

  • Speak to Jones; receive more evidence.
  • Select the knife to slice the sack; collect the telephone dial.
  • Collect the Viking figurine.
  • Click the button to trigger a mini game.
  • Solve the game by clicking the color matched button whenever a matching color block is within the diamonds.

 

Chapter-3-08-CD

  • Insert the CD; collect the voice recording.
  • Give the otter the fish; collect the emblem half.
  • Move down 2x’s.

 

Chapter-3-09-Comedy

  • Insert the comedy and tragedy masks to trigger a mini game.
  • Solve the game by spotting the differences; the difference must be selected on both sides of the image.
  • Collect the bell rope.
  • Move ahead 2x’s.

 

Chapter-3-10-Bell

  • Attach the bell rope.
  • Collect the emblem half.
  • Move down 2x’s.

 

Chapter-3-11-Emblems

  • Insert the 2 emblem halves.
  • Move to the right.

Chapter-3-12-Scene

  • Examine the scene.
  • Collect the evidence.
  • Collect the handle.
  • Collect the Viking figurine.
  • Attach the handle and click the drawer to trigger a mini game.
  • Solve the game by matching the keys to their chains.
  • Collect the history classroom key and insert it into the door.
  • Enter the doorway.

 

Chapter-3-13-Viking-Figurines

  • Insert the 2 Viking figurines to trigger a mini game.
  • Solve the game by using the stone tiles to create a path for the Vikings to move to their work places. Place the stone tiles onto the arrow button to adjust their directions.
  • Collect the slide.

 

Chapter-3-14-Screen

  • Click the screen.
  • Zoom into the projector; click the slide drawer.
  • Click the empty slide and insert the slide; click the button.

 

Chapter-3-15-Jones-4

  • Speak to Jones.
  • Click the projector cover; collect 1 /2 doves.
  • Collect 2 /2 doves.
  • Move down 2x’s.

 

Chapter-3-16-Doves

  • Insert the 2 doves, click the bag and collect the Viking head.
  • Move to the History Classroom.

 

Chapter-3-17-Viking-Head

  • Attach the Viking head, click the heads.
  • Collect the bottle lid and the bomb.
  • Move down 2x’s.

 

Chapter-3-18-Mini-Game

  • Click the stage to trigger a mini game.
  • Solve the game by spotting the differences; the difference must be selected on both sides of the image.
  • Collect the antler.
  • Collect the evidence and click the poster.
  • Place the bomb and select the matches to ignite it.
  • Move ahead.
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