In the northern part of the state, near the upper reaches of the Hudson River, there is a town named Sleepy Hollow. As is often the case, small towns hide big mysteries. A chain of bloody events commenced one ordinary night. A secret marriage and a new will have inflicted a dreadful curse upon this town. A terrible legend has become reality. The legend of a terrifying creature returned from hell. This is a special Collector's Edition release full of exclusive extras you won’t find in the standard version. As a bonus, Collector's Edition purchases count toward three stamps on your Monthly Game Club Punch Card! The Collector’s Edition includes:
Internet gratuit Cursed Fates: The Headless Horseman Collectors Edition
Zoom into the door; put the KEY into the lock W and turn the key twice. Play the mini-game. Enter the mill. Remove the branches and take the mortar C. Walk down and go up the ladder. The symbols marked in green Lilly and Sasha: Guardian Angels the correct sequence. Pairs of runes have been marked with matching colors. Walk down twice and go towards the cottage. Move aside the curtain and take the chalice Q. Turn left and move forward. Initially, he is completely skeptical of the rumors of a murderous demon. Walk down twice. Zoom into the Zumas Revenge again to play the mini-game. Remove the hat and take the butterfly E.
Make note of the time O. Collect the 13 items marked in yellow J. Walk down and enter the mansion. Remove the lute and take the star F. Talk to the man. Open the trapdoor A. Walk down twice and turn left. Go up the ladder. Clothes and accessories can be picked up from the section marked in green; correctly placed items will flash and lock in place. For the most part, this area of the game works as advertised. Open all the drawers to complete this puzzle A. Walk down and move forward.
Find the 16 items marked in yellow Y. Move aside the straw hat and take the hedgehog M. Go upstairs and walk down three times. Zoom into the cabinet; put the KEY into the lock D and turn the key twice. Place the honey P and the swamp flower Q into the small jar R. Turn right twice, move forward, and turn left. Enter the barn. Collect the EEdition items marked in yellow J. Put the figs L on the Horsemsn and cut them twice with the knife green. To solve this puzzle Qactivate the glowing symbols according to Horswman sequence marked in purple. Move forward and go up the ladder. Move forward, turn left, and move forward. Open the hatch L to talk Amazing Adventures Riddle of the Two Knights the woman.
Zoom into the window again and play the mini-game. There are some trophies to earn, and items to unlock for viewing in the trophy room. Remove the fan and take the rose I. Individual pieces can be turned around by pressing the buttons marked in green. Remove the branches and take the mortar C. Use the pot J to combine colors and use the other pot K to remove a color from your brush. Pairs of runes have been marked with matching colors. To solve this puzzle I , pick up pieces and put them on the board to create the correct picture. Move aside the straw hat and take the hedgehog M. Turn right and move forward. Zoom into the right door; put the KEY into the lock F and turn the key once. Move aside the iron and take the cork B.Use the ladle S in the pot and dip the flask T into the pot. Move forward and go up the ladder. Tip the bottles in sequence, from B-H, to solve the puzzle. Collect the 13 items marked in yellow J. Find the 16 items marked in yellow P. Zoom into the chest; put the KEY into the lock Q and turn it once. Put the IRON into the mold. Turn right and go towards the cottage. Turn right and then turn left. Talk to the woman J. To solve this puzzle I , dip the brush into the various paints and apply those colors to the right spots on the painting. Move forward and enter the basement. Once an item has no more use, it leaves your inventory for good. Turn right twice, move forward, and turn left. Turn right and move forward.
For adventure fans, there are plenty of environmental puzzles to solve as well as ways to combine items. Find the 16 items marked in yellow P. This adds a good hour or so of gameplay, and basically ends the headless horseman by destroying his magical sword. Walk down three times. Walk down, go towards the mill, and move forward. You will receive the BELT. Walk down and move forward twice. Place the figs into the pot M. Zoom into the piano again to play the mini-game. Open the trapdoor A. Play the HOS. Right-click to rotate any piece you are currently holding. Find the 16 items marked in yellow Y. Find the 15 items marked in yellow Z.