Fiction Fixers: The Curse of OZ

The Land of Oz is in great peril. An evil man has erected towers that consume the people, light, and energy of Oz itself. Protect Dorothy and Toto as they travel across Oz in hopes of finding a way home to Kansas. Team up with the Scarecrow, the Tinman, and the Lion and use their powers to overcome great obstacles. Beware of the Wicked Witch and Victor Vile! It’s up to you to save Dorothy and the Land of Oz in Fiction Fixers: The Curse of Oz, a fun Hidden Object Puzzle Adventure game.

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Fiction Fixers - Adventures in Wonderland  Free Game: First Start Gameplay Review [Mac Store]


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Snow Queen Mahjong hope it is not the end of him, and that more fiction fixers games are coming. Enter the bedroom and look at the wall fixture. The water is too wide for the Lion, so you must build a raft. Select the cabin door for a hidden object oc. The object is to play the notes in the correct order. Walk down, then go to the right. Note the bedroom door F. Look at the close-up of the scarecrow H. Once the Chief finished talking, walk to the right. The graphics were excellent, the sound effects very good, and overall, it's a very well designed game. Look at the close-up of the lock. Note the torch holder B. Next are the Kalidah with wooden armor. Look at the close-up of the door on the house. Click on the raft to cross the river.

Enter the bedroom and look at the wall fixture. Use the fictionizer on the book and enter the vortex. Continue sliding the blocks until the red block is out. Now that the fictionizer is repaired, look at The Wizard of Oz book. Walk left, then go forward. Select the cabin door for a hidden object screen. You arrive in Kansas by the tire swing. Look at the close-up of the stork Q. Look at the tower base for a mini-game H. Press the button that appears in the center to turn off the tower. Walk down and then take the left path to return to the cabin. Walk forward to the tower and take the final raft piece M. Walk right, through the door R. Walk down and take the raft piece to the right of the path J. Look at the close-up of the sign V.

This game will also allow you to stretch Mystery P.I.: The Vegas Heist screen to fit your monitor. Take the lantern piece from the top portion of the barn T. Look at the close-up of the lock on the cage P. Note the hanging chain T. Click on the bottom 2 dials along with the top dial E. The object is to Dig The Ground all ReignMaker gems. After the Wizard speaks, he will give you three items. Locate all the items on the list. Look at the throne just under the floating head. Look at the close-up of the door on the house. You map will activate here-click on the scroll icon between the hint and menu buttons D. Push the symbols in numerical order. Note the building on the right B. Walk down to exit the barn area.


Look at the close-up of the fence on the left F. The object is to light all the lanterns. Your fictionizer needs repair parts. Click on each of the crows to scare them away O. Walk to the left. Walk forward to the gate. It challenges me in ways that are definitely good for the brain. Walk forward to the tower and take the final raft piece M. Clicking on Dorothy will give you the current tasks H. Find all the items on the list. Use the fictionizer on the book and enter the vortex. Look at the crow on the sign. Look at the close-up of the scarecrow H. Select the area on the right for a hidden object area C.

Note the 4 machines around the room C. Click on a lantern to turn it off or on. Select the wagon for a hidden object scene. It was a good length as well, and is good value for money. Walk forward twice. The graphics are great. Walk to the building on the right. Take the piece of the bolt cutters F. Click on the gems in numerical order. Select the machine that is second from the right. Exit the bedroom. This game will also allow you to stretch the screen to fit your monitor. Once the Chief finished talking, walk to the right. The object is to turn the dials so that the needle goes into the green area, but not past it D.

Walk down twice to return to the front of the cabin. Look at the close-up of the stone pillar on the right. Walk down and enter the bedroom. Click on the bottom 2 dials along with the top dial E. Note the 4 machines around the room C. Go forward twice to return to the river area. Walk down to exit the lab. Click on the gate to open it and walk forward to enter the castle. Select the fishing boat for a hidden object scene. I hope they do lots more in the series. You can now click on Dorothy in the upper right corner to learn the current objective. Take the lantern piece from the post S. Note the path to the left A. Talk to the Scarecrow and he will join your team L. Click on the circuit board for a mini-game M.

3 thoughts on “Fiction Fixers: The Curse of OZ

  1. Locate the 6 tractors in the tornado. Look at the close-up of the water faucet P. Select the refuse at the base of the center column for a hidden object scene. Select the base of the tree for a hidden object area I.

  2. I did have to skip a few, but the skip button fills quickly and there is no time penalty, which I also liked. Locate all the items in the list. Walk right to return to the dungeon. Click on the key to unlock the door. Look at the door again.

  3. Click on the gate to open it and walk forward to enter the castle. Walk forward on the left path. Walk down and then take the left path to return to the cabin.

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