The Jolly Gangs Spooky Adventure

Investigate eerie hijinks and uncover a mystery that will leave you in stitches! Work your way from one hilarious scene to the next as you help Moxxie and her pals investigate a ghostly appearance in a psychic`s apartment. Go directly to the source to get the scoop on the next huge tabloid story in The Jolly Gang`s Spooky Adventure. Solve hidden object puzzles, beat minigames, and chat with a colorful cast of characters in this wacky Adventure game!

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The Jolly Gang's Spooky Adventures - Walkthrough - No Commentary - Part 3

But she simply must be in time for work that means you need to hurry up and follow the list carefully not to waste the time given. Pick up the Hat and put it on the Coat Rack. The doctor will tell her to try Som Num. Click on the CD tray on the side of the Laptop to open it. Click to zoom in on the trashcan. Think carefully and don't waste time. Party Time! This is easier than it looks, because if something is blocking your way, the claw will automatically pick it up and get rid of it when you click on a good match. You will have to move pieces of paper to reveal 2 of the Every stage the player is given a mission - a list of items important to find. Take the Passport from under the right edge of the carpet. It will automatically combine with the Saw Handle in your inventory. She will fall asleep. Click on the Alarm Clock on the windowsill to turn it off. Take the Brick from the street near the triangle.

Take the second Code Paper from the shelf in the cabinet. Take the Key out of the yarn basket. Other characters may also make comments about what they think Moxxie should do. You will not be able to go back to previous locations unless the story directs you there. Click on the trashcan to zoom in. Click the handle to open the Safe door. Take the first Code Paper off the bulletin board on the left wall. In a few cases there will be an item you should pick up, but Moxxie has something important to tell you about it first. Go back in the shed. Take the third Code Paper from the magazine on the desk. Take the Purple Stone. Click to zoom in on the trashcan.


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Take the CD marked with a telephone from the Cabinet. That gives you an idea. Check the door—Meredith has hidden the door handle so no one can sneak in! Use the Golf Club to reach for the papers in the Safe. Use the Mahjongg - Ancient Egypt from your inventory to break the Piggybank on the windowsill. This is easier than it looks, because if something is blocking your way, the claw will automatically pick it up and get rid of it when you click on a good match. Pick up the Sponge from under the right side of the closet. Every move is connected with your future actions. Open the Curtain. To turn the pages, click on the lower right corner of the book. Click on the Safe to zoom in. Call the number and talk to the psychic to arrange a meeting. Moxxie will Egyptian Settlement 2: New Worlds return to her apartment. Click on the Chest to zoom in. See screenshot.

She is not a nice person. The 3 Code Papers will get taped together. They will fall down. There are good matches red ends and burnt-out matches black ends on the ground. Click on the CD tray on the side of the Laptop to open it. Use the Fire Extinguisher on the papers in the Safe. The door will open and Moxxie will go in. You need to use the claw to pick up 7 good matches. Use the Scissors to cut the wires. Take the Saw Handle and the Crowbar from the toolbox. You do not need to complete Tasks in the order shown on the Task List. Moxxie will automatically go to the graveyard. Take it.

Party Time! Take Advebture cookies out of the basket by the couch and you will reveal a The Jolly Gangs Spooky Adventure. There are Cut Scenes between chapters. Go back in the shed. Take the Passport from under the right edge of the carpet. The Potion Dissolver is the beaker on the top shelf. There is a payphone on the wall in the far back. It will automatically combine with the Som Num. Take the Fire Extinguisher from below the window. Pick up the Gangx and put them in the wastepaper basket on the right of the closet. Use the combination from the paper,to open the box. Talk to your boss. In a Out of Your Mind cases there will be an item you should pick up, but Moxxie has something important to tell you about it first. The Task List in the Adcenture right is also an important source of clues about what to do next.


Pick up the cigarettes and put them in the wastepaper basket on the right of the closet. In a few cases there will be an item you should pick up, but Moxxie has something important to tell you about it first. Close the closet doors. You do not need to do the tasks in the exact order that they appear on the Task List. There are Herbs pressed inside the pages of the book. Take the Som Num out of the medicine cabinet. For example, a rope may tie itself to a magnet, a clue that you need to drop the magnet down into something to use it. Pick up the papers. This is easier than it looks, because if something is blocking your way, the claw will automatically pick it up and get rid of it when you click on a good match. Use the Crowbar on the Hatch. Click on every Herb you see. Take the Screwdriver from the water cooler. When she receives a new assignment, she will automatically travel to a new location. Moxxie will automatically go to the graveyard.

8 thoughts on “The Jolly Gangs Spooky Adventure

  1. Go into the shed. Use the Paper Cutter on the painting to reveal the Key to the potions book. Use the Screwdriver to open the electrical panel. Click on the yellow purse that is hanging from the chair.

  2. The fan will go off, and Meredith will complain about the heat. This is a Hidden Object Adventure game. This is easier than it looks, because if something is blocking your way, the claw will automatically pick it up and get rid of it when you click on a good match.

  3. A red business card will be left on the floor. Now you have matches, but no way to use them, because you have nothing to strike them on. Click on the Book to move it. Take the Brick from the street near the triangle. Take the Scissors from the desk.

  4. Move the pillow on the couch to reveal Scissors. This will trigger a mini-game. Use the Stick on the toy boat to pull it out of the puddle. Click on the lowest left shelf in the closet to start a mini-game.

  5. You will see the shadow of a cracker inside the lampshade. Interview with a Psychic Talk to the psychic. Use the Hacksaw to cut the Grate near the coin that you can see behind the bars. Click on the ground near his feet to start a mini-game. The box has a combination lock.

  6. Click on the CD tray on the side of the Laptop to open it. See screenshot. Take the third Code Paper from the magazine on the desk. The arrangement is random.

  7. All of these are true. Collect 3 more bottles. Take the Cell Phone out of the jacket pocket.

  8. Click on the lowest left shelf in the closet to start a mini-game. For example, a rope may tie itself to a magnet, a clue that you need to drop the magnet down into something to use it. Meredith will not let you see the boss unless you help her sort some photos.

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