Dark Tales: Edgar Allan Poe's The Fall of the House of Usher: Chapter Three: Through the Town
Our Dark Tales: Edgar Allan Poe's The Fall of the House of Usher Walkthrough is the perfect companion for the ever vigilant detective as you once again join your friend Dupin in a strange and dangerous new investigation. As this new case draws you deeper into its murky circumstances, you'll be glad you have our detailed notes, step-by-step instructions, custom screenshots, and puzzle solutions to help you solve the case of the Usher Twins and the missing townspeople.
- Click the box and select the charcoal to use on the flap.
- Notice the street.
- Click the fountain.
- Select the Reborn One to use on the fish.
- Collect 1 / 3 stone fish.
- Select the Reborn One to use on the flower.
- Collect the toy plane wing.
- Move ahead on the street.
- Collect the pouch with sand.
- Place the trained mouse onto the wheel.
- Collect 1 / 2 frame fragments and read the poster.
- Collect the photograph.
- Select the knife to slice the panel and collect 1 / 2 buttons.
- Place the photograph onto the scene.
- Select the Reborn One to use on the statue.
- Collect 2 /2 frame fragments.
- Move into the Clockmaker’s Shop.
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- Attach the clock weight onto the hook.
- Collect the mime figurine.
- Select the knife to use on the balloon.
- Click the cloak and speak to the ghost.
- Collect the turpentine.
- Move down once.
- Select the turpentine to pour into the jar.
- Collect the paint.
- Move down once.
- Attach the mime to the hook a mini game will trigger.
- Place silhouetted items along with their correct matches in the scene.
- Select the pick and use it on the rocks.
- Select the hook to move the branches.
- Select the axe to chop the tree.
- Click the sun.
- Place silhouetted items along with their correct matches in the scene.
- Select the wheel and place it onto the cart.
- Select the window and place it onto the house.
- Select the lumber and use it to create a pier.
- Click the moon.
- Place silhouetted items along with their correct matches in the scene.
- Select the cloth and use it to create a sail on the ship.
- Select the flag and place it onto the balcony.
- Click the well to collect the bucket; use the bucket to douse the fire.
- Click the sun and collect the mechanical crab.
- Move to the Clockmaker’s Shop.
- Place the mechanical crab onto the box.
- Read the book; collect 2 / 2 buttons and collect the weight.
- Move down 3 times and move into the house.
- Insert the 2 frame fragments onto the frame.
- Collect 1 / 3 symbols and 2 / 3 stone coins.
- Place the pouch with sand onto the left and place the weight onto the scale.
- Click the pouch 3 times; collect the measured sand.
- Move down 2 times and go to the right.
- Attach the 2 buttons onto the device to trigger a mini game.
- Solve the game by adjusting the buttons to match the code.
- Click the hourglass and pour in the measured sand.
- Click and collect the hourglass.
- Move to the Clockmaker’s Shop.
- Give the ghost the hourglass.
- Collect the screwdriver.
- Move down 2 times.
- Select the screwdriver to collect the propeller.
- Move to the Clockmaker’s Shop.
- Zoom into the desk and place down the paint, the plane wing and the propeller to trigger a mini game.
- Solve the game by assembling and painting the plane as shown in the picture.
- Collect the toy plane.
- Exit the close up and move down 2 times.
- Select the toy plane to use on the sign.
- Collect 3 / 3 stone coins.
- Move ahead.
- Give the gatekeeper the 3 stone coins.
- Move ahead to the Cemetery.