Campfire Legends: The Last Act

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Campfire Legends: The Last Act Walkthrough

Bivouac Legends: The Last Deed – Game Introduction

Welcome to the
Campfire Legends: The Last Act
walkthrough on Gamezebo.

Bivouac Legends: The Last Act
is a Hidden Object Game played on the PC created by Absolutist for GameHouse Studios. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to consummate
Campfire Legends: The Last Act.

Full general Tips

This hidden object game requires visiting several locations and using inventory items to accelerate play.

  • Play is linear. The story dictates game play, items to observe and locations to visit. The thoughts of the main character are frequently displayed to provide game direction.
  • The Help arrangement is first-class. Collect up to 5 fireflies at a time. Utilize them to be led to a needed detail or speed up the Skip bar in puzzles.
  • Always click on interactive objects to add together items to the listing of items to detect.
  • Read the diary each fourth dimension pages are added.

Main Menu:

  • Play – Begin or resume a game. Be careful when resuming a game: at that place is a pick to resume play or restart from the beginning.
  • Project Stillwater – This is bonus spot-the-deviation play that is available after completing the game. At that place are fourteen scenes to play. Completing them unlocks a 15th scene.
  • Extras – A screensaver, concept art, cutscenes and a strategy guide are available at any time. The cutscenes prove only those scenes already viewed.
  • Settings – Change music and sound furnishings volume. You may select or deselect full screen and game tips.
  • Help – Describes how to interact with the game.
  • Exit – Quit the game.
  • Profiles – Follow the “CLICK Here to Modify Proper noun” link to create, delete or switch histrion profiles.

Screen Navigation:

  • Bill of fare – Change your settings, see the game help, resume the game or return to the main carte du jour.
  • Items – Icons showing available items for use. Objects with a “+” sign need to exist combined with other items.
  • Notice – A list of current objects to locate.
  • Goals – Shows the electric current goal and the next required move.
  • Hint/Skip Bugs – Find and store upward to five fireflies to obtain help in locating objects or speed upwards apply of the Skip bar in puzzles.
  • Diary – Finding diary pages adds clues or information. The diary glows when new data is added.

Symbol Meanings:

  • Magnifying Glass – Zoom in on interactive area.
  • Hand – Interact with an object: selection up an item, open up a door or move an object.
  • Gears – Use an inventory particular in an interactive area.

Walkthrough

A short clip explains the groundwork and introduces the story line for play.

Advanced players volition want to deselect the “Tips” option under settings.

Firefly locations are random and announced in scenes throughout the game. Just five may be stored at any i fourth dimension.

Chapter ane: Finding Ashley

 The Last Act

  • Click the “Goals” tab (A) for assistance finding what needs to exist done. The goal appears along the acme of the screen (B). New goals are added to the list if another step needs to be completed first. Click the “X” to close the listing.
  • Icons indicating what needs to exist establish (in this case, Ashley) announced in the dark-green mist section (C).
  • Try to leave the car (D).
  • The airbag deploys and a GLASS SHARD appears in the observe list.
  • Pick up the Drinking glass SHARD on the console (Eastward). A SCARF appears in the find list.
  • Zoom in on the back seat.

 The Last Act

  • Find the SCARF (A). It is added to the Items list (B).
  • Note the Glass SHARD has a plus sign indicating it can be combined with another object.
  • Click the Glass SHARD to open the combine window (C). Drag the SCARF to the shard to get a new item: Drinking glass Knife.
  • Utilize the GLASS Pocketknife to cutting the airbag.
  • Exit the car.

 The Last Act

  • Enter the car again to find the phone parts.
  • Collect the firefly (A). It is added to the Available Hints bar for use in finding listed objects or filling the skip bar on puzzles faster.
  • Option up the phone base of operations and parts (yellowish).
  • Inspect the back seat (B). Collect the rest of the phone parts.
  • If necessary, open the Items tab (C). Click the Base PART to open a combine window. Drag the ix Telephone PARTS to the window to begin a phone repair puzzle.

 The Last Act

  • Select a part. Click the rotate push or correct-click the mouse button to rotate the part.
  • Place the numbered parts in their corresponding numbered position as shown to a higher place.
  • The phone flips over. Put the small blue function (5) in the slot. The larger office (6) fits over information technology (run into the yellow inset). Place the 3 pink cover parts to consummate the phone.

 The Last Act

  • Later the cut scene, check to encounter if there is a firefly on the tree (A).
  • Click the Goals tab to see the side by side step (B).
  • Click the pointer on the side to roll the scene (C).
  • Approach the mansion door. Ring the doorbell located to the right of the door.
  • Enter the lobby.
  • Return to the motorcar to retrieve a flashlight (click downwardly twice and then right).

 The Last Act

  • Selection up the FLASHLIGHT from the backseat (A).
  • Four BATTERIES are added to the find list.
  • Zoom in on the glove compartment (B). Press the lock. KEYS are added to the observe listing.

 The Last Act

  • Pick upwardly the iii keys in the front end seat.
  • Get the other ii from the back seat (inset).
  • Check to meet if there is a firefly on top of the dashboard (pink).

 The Last Act

  • Open the glove compartment area. Utilise the Central (pink) to open the lock.
  • Collect the four BATTERIES.
  • Combine the batteries with the flashlight.
  • Render to the mansion foyer.

 The Last Act

  • Attempt to open the door to the report (A). A DOOR HANDLE and PEG are added to the observe list.
  • Inspect the chiffonier on the right.
  • Click the upper door (B) to spill the contents. Endeavor to open the drawer (C). A KEY is added to the list of items to find.
  • Shine the flashlight on the far left (D) to find the KEY.

 The Last Act

  • Shine the flashlight on the couch (A) to notice the DOOR HANDLE.
  • Use the Primal to open up the cabinet drawer (B). Take the PEG from the back of the drawer (yellow inset).
  • Combine the DOOR HANDLE and PEG and put the handle on the study door.

 The Last Act

  • Examine the easel at the back of the written report (A). Look at the base to add the missing WHEELS to the find list.
  • Look at the corner of the desk (B) to find ii of the WHEELS. The third is on the seat of the chair (C).
  • Go out the mansion.
  • Inspect the boarded up window on the correct. Click a nail to need PLIERS.
  • Return to the motorcar.
  • Look in the glove compartment to find the PLIERS.
  • Utilize the PLIERS to remove all of the nails from the boards. Click each lath to remove it from the window.
  • Reenter the mansion.

 The Last Act

  • Click the left arrow on the left side of the entrance hall (A).
  • Zoom in on the area under the stairs (B).

 The Last Act

  • Zoom in on the fuse box (A). FUSES are needed.
  • Selection up the three fuses (yellow).
  • Go toward the foyer (B).

 The Last Act

  • Choice upwards the 3 fuses in the stair surface area.
  • Scroll right (A).
  • Get the two fuses in the foyer.
  • Examine the cabinet (B). Option upward the concluding 3 fuses.
  • Return to the fuse box.
  • Place the fuses on the box to open a puzzle.
  • The goal is to insert the fuses to form a continuous link of like colored fuses.
  • The all-time strategy is to work from both ends. Right click to rotate a fuse. Use the two-colored transition fuses to modify colors. See the next screen shot for the solution.

 The Last Act

  • Return to the study.
  • Zoom in on the easel. Place the three WHEELS on the bottom of the easel. Click the easel to motion it out of the way.
  • Enter the library.

Chapter two: Finding the Hidden Rooms

 The Last Act

  • The diary is now available (A). Use the diary to supplement information and obtain clues for using inventory items. The numbers on the cover indicate how many pages the diary contains (three of eighteen).
  • Click the page corners (B) to view the information.

 The Last Act

  • Pick up 4 of the missing pages (A) circled to a higher place.
  • Read the diary again. A new goal is added. Note the information about the time on the clock.
  • Return to the study.

 The Last Act

  • Examine the grandfather clock (A). It is missing the CLOCK HANDS.
  • Look closer at the desk-bound (B). Pick upwards the two missing CLOCK HANDS.
  • Become back to the clock.
  • Identify the hands on the clock face. Drag each hand to position them at ane:00 as the diary instructed (C).
  • Open the lower compartment (D). The clock needs GEARS to run.

 The Last Act

  • Pick up the iii gears in the room (pink).
  • Inspect the desk-bound (A). Accept the v GEARS.
  • Return to the clock.
  • Place the GEARS on the clock to commencement a puzzle.
  • The goal is to place the gears on the pegs to connect the bottom gear to the top. Not all gears need to be used. One solution is shown in the following screen shot.

 The Last Act

  • Once all the gears are turning, a Primal is added to the find list.
  • Look closer at the lower part of the clock to notice the KEY (xanthous).
  • Effort to return to the foyer.

 The Last Act

  • Render to the desk-bound (A). Take the PLASTIC Carte du jour.
  • Examine the door handle (B). Insert the PLASTIC Carte between the door and the door jamb. Drag it upwards and then downward to open the door.

 The Last Act

  • Selection up the DIARY PAGE on the stairs (A).
  • Examine the page for a clue for the side by side step.
  • Return to the written report.
  • Audit the ATLAS on the book stand up (B).

 The Last Act

  • Note the writing on the iv corners of the pages (A).
  • Go forrard one page.

 The Last Act

  • Click the lesser of the page and pull it back until the ii text notations match (A).
  • Repeat the process with the upper left corner (B).
  • Get forward i page.

 The Last Act

  • Note the text on the two pages.
  • Go dorsum one page.
  • Drag the lower right corner dorsum to reveal the concluding part of the message (A).

 The Last Act

  • Examine the globe (A).
  • Rotate the earth until the U.s. is positioned on the left side (B). A secret compartment opens.
  • Accept and read the DIARY PAGE for the next education (C).
  • The data about the Cloak-and-dagger DOOR is added to the notice listing.
  • Return to the foyer.

 The Last Act

  • Examine the cabinet again (A). Take the WALKMAN from the drawer.
  • Ringlet the scene left.
  • Enter the area under the stairs.
  • Insert the Key in the keyhole on the right (B) to open up the secret door.
  • Afterwards the cutting scene, zoom in on the door at the bottom of the stairs.
  • Examine the lock. Click the cover to remove it and open up a slider puzzle.

 The Last Act

  • The goal is to clear a path for the light-green lock piece to slide to the exit.
  • The pieces can simply slide horizontally or vertically along their tracks.
  • The best strategy is to motion the ii pink horizontal pieces to the far right (A) and far left (B). Clear a path for the top piece (A) first. Adjacent reposition the pieces equally needed to movement the lesser piece (B) to the far left. Once they are both in place slide the vertical pieces to articulate the mode.
  • The final placement of the pieces is shown in the dashed inset.

Chapter 3: Exploring the Hidden Rooms

 The Last Act

  • Click the button to slowly retract the gate (A).
  • As the gate is retracting, the elevator comes down. Audit the elevator. A WOODEN PLANK is needed to keep the doors open.
  • When the gate is fully retracted, take the WOODEN PLANK (B).
  • Zoom in on the elevator (C).
  • Apply the WOODEN PLANK to wedge the doors open.
  • Have the DIARY Page (pink) to encounter a map of the sanatorium.
  • Enter the door on the right to the large hall.

 The Last Act

  • Accept the door on the far right to the tunnel (A).
  • Zoom in on the the circuit box (B). Circuit plugs are added to the discover listing.
  • Get up the stairs on the right to return to the hall.
  • Take the get-go door on the left (C) to return to the archive antechamber.
  • Zoom in on the elevator. Inspect the red toolbox in the elevator.

 The Last Act

  • Choice upwards the 9 circuit plug WIRES from the toolbox.
  • Return to the tunnel.
  • Place the nine WIRES on the excursion box to open a puzzle.
  • The goal is to place the wires on the circuit board then the current flows through each of the connections in numerical gild.
  • The best strategy is to work through the connections in numerical club. Place a wire on the board. Right click to rotate it. Watch the current period and accommodate the circuits every bit needed. Non every wire needs to connect to another to consummate the circuit.
  • The following screen shot shows the solution.

 The Last Act

  • There may be other wiring solutions to this puzzle.

 The Last Act

  • When the lights come on, accept the DIARY PAGE from the tunnel wall (A).
  • Read the diary. Find out there is an Audio CASSETTE somewhere in the basement.
  • Go forward to the terminate of the hall. Notation the blue line almost the ceiling on the right side of the tunnel. It denotes the air conditioning ducts.
  • Enter the start door on the left to enter the morgue (B). A VENTILATION grate is needed to shut down the air conditioning. Click correct to exit the morgue. Notation the partial ladder leaning confronting the wall next to the morgue archway (C).
  • Render to the hall.
  • Click the vent on the air conditioning duct (D). A LADDER is added to the discover list.
  • Return to the morgue. Option up the broken LADDER in the hall.

 The Last Act

  • The LADDER is missing four STEPS.
  • Pick up the get-go Step by the corner to the tunnel (A).
  • Zoom in on the door at the terminate of the hallway (B). Discover two more STEPS among the debris.
  • The concluding Pace is on the left of the tunnel entrance (C) by the circuit box.
  • Combine the LADDER and STEPS to go a stock-still ladder.
  • Return to the hall.

 The Last Act

  • Place the LADDER against the wall to access the ventilation grate (A). Click the grate to find a HEX Key is needed to remove the grate.
  • Inspect the supply cart (B). Accept the HEX KEY.
  • Use the HEX Primal to remove the four bolts.
  • Five OLD RAGS are needed to block the ventilation arrangement.

 The Last Act

  • Choice up the commencement two Onetime RAGS in the hall (A).
  • Get the third ane from the lift (B).
  • Inspect the rubbish pile at the end of the morgue hallway (C) to get the fourth.
  • Enter the morgue. Accept the fifth Erstwhile RAG from the tabular array (D).
  • Return to the hall.
  • Stuff the five OLD RAGS in the ventilation shaft.
  • Render to the morgue.
  • Inspect the control panel adjacent to the panel of doors on the left.
  • Zoom in and click the console to become the Fundamental pad squares added to the find listing.

 The Last Act

  • Look closer at the cabinet (A). Click the doors to open up them.
  • Accept the v KEYS from the cabinet.
  • The locations of the remaining four KEYS are circled in green.
  • Zoom in on the command console once more.
  • Place the KEYS on the pad to open a puzzle.
  • The goal is to place the squares in the pad so each is bordering a similarly colored square.
  • The best strategy is to piece of work with the corner pieces where two colors are given. Right-click to rotate the squares.
  • The next screen shot includes the solution.

 The Last Act

  • Encounter the inset above for the panel solution.
  • Take the AUDIO Tape from the middle right cabinet.
  • Combine the WALKMAN and the AUDIO TAPE.
  • Render to the archive hallway.
  • Zoom in on the voice activation panel on the archive door.
  • Place the WALKMAN on the console. Press the meridian right button on the Walkman to play the tape.

Chapter 4: The Archives

 The Last Act

  • Click the drawers on the right (A) to get DIARY PAGES added to the find list.
  • Zoom in on the lower monitor (B). Impact the monitor control pad to add some other DIARY PAGE.
  • Wait at the reckoner (C). Take the DIARY PAGES.
  • Read the new entries in the diary.
  • Seven KEYS are added to the list.

 The Last Act

  • Examine the posters on the wall (A).
  • Pick up iv KEYS.
  • Await at the figurer monitor (B). Take the KEY by the lizzard and the ane in the pencil holder.
  • Examine the camera control area (C). Find the last Primal next to the picture.
  • Zoom in on the file cabinet drawers.

 The Last Act

  • Use the information from the diary to find the lawmaking to open the drawers (A).
  • Insert the keys in club from 1 – 7 in the lettered boxes. The gild is 1-D, 2-R, 3-H, four-A, 5-K, 6-E, 7-N.
  • Take the two DIARY PAGES from lesser drawer (B).
  • Read the diary entries.
  • Become back to the photographic camera command area by the bear.
  • Look closer at the photographic camera control pad. Touch on it to add together BUTTONS to the find list.

 The Last Act

  • Choice up the first BUTTON from the top of the computer case (A).
  • Look at the figurer monitor (B). Take the BUTTON in the cactus pot.
  • Expect again at the camera command area (C). Take the BUTTON from the shelf and the one on the bear.

 The Last Act

  • Look in the bottom area of the filing drawers. Take the three BUTTONS.
  • Examine the posters on the wall. Get the remaining five BUTTONS.
  • Zoom in on the camera control area (C). Place the buttons and transfer plug on the pad to open up a puzzle.
  • The goal is to motility the transfer plug to a photographic camera to activate it.
  • The control punch buttons can only move on their colour coded paths. The control plug can only move on a red colored path.
  • The best strategy is to clear the slot where the command plug needs to go first.
  • View the following screen shots for the catastrophe positions of the buttons for each photographic camera.

 The Last Act

  • Watch the cut scene on camera three.

 The Last Act

  • Watch the cut scene on camera two.

 The Last Act

  • Watch the cut scene on photographic camera five.

 The Last Act

  • Spotter the cut scene on photographic camera one.

 The Last Act

  • Lookout man the cut scene on camera 4.

 The Last Act

  • Return to the reckoner monitor.
  • The organisation requires a countersign. Each cut scene viewed on the security photographic camera monitors contained part of the password. They were recorded in the diary.
  • Find the password in the diary (A) and blazon it in as shown above (B). Click “OK”.
  • A USB drive is needed.
  • Return to the morgue.
  • Look in the eye left cabinet (C). Accept the USB Bulldoze.
  • Render to the archives.
  • Insert the USB Drive in one of the drive slots (D) to open a puzzle.

 The Last Act

  • The goal is to connect the dots without retracing a path.
  • Clicking a dot highlights possible routes. A dot can be clicked more than once as a connector to dissimilar paths.
  • In the above screen shots, the xanthous circle indicates the commencement point. The numbers prove the sequence the dots were clicked.
  • Once the beams have been disabled, return to the hall. Take the middle door to the cabin passage.
  • Go forward to the basement door.
  • Examine the lock machinery. Information technology is missing a dark-green piece.
  • Return to the hall. Go by the morgue and inspect the debris pile.
  • Expect at the door lock. Take the dark-green piece.
  • Render to the basement door.
  • Put the lock slice on the lock to open a slider puzzle.

 The Last Act

  • This is like to the before slider puzzle.
  • Correctly placing the key pieces (A) and (B) volition let the path to exist cleared. Expect at the solution (dashed yellow) to see the final piece placement.

Chapter 5: Finding the Girls

 The Last Act

  • Attempt to open the hatch door at the superlative of the stairs (A).
  • Option up the Thin BEAM (B). Insert it between the slats in the hatch (C) to try and move the chair. More than items are needed.
  • Choice upwards the NAILS, HAMMER and Metal CLIPS outlined in aqua above.

 The Last Act

  • Move the start METAL Prune effectually on the hatch until the cursor turns to gears. Affix the clip with ii NAILS. Use the HAMMER to pound in the nails (A). Positioning the hammer tin can exist tricky. Be sure information technology is over a nail and the cursor has changed to gears.
  • Place the Sparse Axle in the metal brace and drag it to the left (B) to motion the chair.
  • Repeat the above process with the 2nd clip, nails, hammer and beam.
  • Click the hatch to enter the living room.

 The Last Act

  • Wait at the monitor (A).
  • Examine the frame (B). MAP PIECES are added to the discover list.
  • Pick up the three pieces in the room (yellow).
  • Examine the desk (C). Have the two pieces.
  • Look at the table (D). Find the terminal piece.
  • Identify the pieces inside the frame to open a jig-saw puzzle.
  • Select a piece. Correct-click to rotate it and place in on the map. A correctly placed piece locks into position. The solution is shown in the side by side screen shot.

 The Last Act

  • Examine the completed map (A) for clues on where to get next.
  • Gyre the scene left (B) to observe the front door.
  • Go to the front porch and on to the cemetery.

 The Last Act

  • Zoom in on the tomb entrance (A). Expect closer at the door. Click the center of the star to add an AMULET and TOMB DOOR BUTTONS to the find list.
  • Look closer at the grave (B).

 The Last Act

  • DIARY PAGES are added.
  • Pick up the five TOMB DOOR BUTTONS (A) circled in carmine.
  • Return to the business firm. Scroll right to view the living room.
  • Zoom in on the desk-bound on the back correct. Pick up the picture in the brief case. Read the new diary entries.
  • Return to the grave.
  • Inspect the metal box by the caput stone (B). A RAG, STEEL BRUSH and ANTI RUST LIQUID are added to the find list.
  • Return to the firm porch.

 The Last Act

  • Option up the STEEL BRUSH next to the boots in front of the door (A).
  • Get the RAG draped over the side of the chest (B) just inside the door.
  • Return to the basement. Pick up the ANTI RUST LIQUID (C). Now protective GLOVES are needed.
  • Return to the living room. Roll the scene left.
  • Zoom in on the sink area (D). Choice upward the GLOVES. Now more items are needed.
  • Return to the basement.

 The Last Act

  • Pick upwards the SCREWDRIVER, SPRAY BOTTLE and SPRAY TOP.
  • Combine the ANTI RUST LIQUID with the SCREWDRIVER to pry off the lid.
  • Combine the SPRAY Bottle with the ANTI RUST LIQUID to add the liquid to the bottle.
  • Combine the SPRAY Canteen with the SPRAY Height to cap the liquid.
  • Render to the grave.
  • Zoom in on the metallic box.
  • Spray the box with the liquid in the SPRAY BOTTLE.
  • Use the Metallic Brush to remove the rust.
  • Wipe the box make clean with the RAG.
  • Examine the box to play a puzzle.

 The Last Act

  • The goal is to create a path from the red arrow at the top to the green button at the bottom.
  • Use the arrows on the right and left to scroll the pieces. Move pieces to the middle column and employ the arrows to change their rows. The placement of the initial pieces is random.
  • The solution is shown in the inset.

 The Last Act

  • Detect the AMULET PIECES in the box (A).
  • Return to the business firm.
  • Expect on the back right desk-bound to find the GLUE (B).

 The Last Act

  • Refer to the diary or look at the rock below the metal box to see the shape of the amulet.
  • Click the AMULET Piece (A) to open a combine window.
  • Elevate the half-dozen AMULET PIECES (B) to the combine window to open a puzzle.
  • Select a piece from the lesser to recreate the amulet. Right-click to rotate a piece. A correctly positioned piece locks into place.
  • When the amulet is complete, use the Mucilage to each of the breaks to get a whole AMULET.
  • Return to the tomb.

 The Last Act

  • Place the AMULET in the heart of the star.
  • Elevate the five TOMB DOOR BUTTONS to the door.
  • Refer to the diary for the social club to click the buttons. The order is indicated above.

 The Last Act

  • Zoom in on the door (A).
  • Examine the lock. Six MARBLES are added to the find list.
  • Pick up the first two MARBLES (pinkish).
  • Scroll to the right side of the scene (B).
  • Option up ii more than MARBLES.
  • Audit compartment on the rear wall (C).
  • Accept the last 2 MARBLES and the last DIARY PAGE.
  • Read the diary.
  • Curlicue left.
  • Identify the six MARBLES in the door lock to open up a puzzle.

 The Last Act

  • The goal is to place the colored marbles in their similarly colored rows.
  • Click a marble to motion it into the empty slot at the bottom of the row. Click the centre circle to rotate the marbles.
  • The best strategy is to piece of work one color at a time. The solution is in the inset.
  • Click the padlock on the door. A SLEDGEHAMMER is required.

 The Last Act

  • Return to the grave (A).
  • Accept the SLEDGEHAMMER leaning against the right mail service.
  • Use the hammer to pause the lock (B).
  • Watch the cut scene.

 The Last Act

  • Pick upwards the DIARY.
  • Scroll right.
  • Selection upwardly the 3 DIARY PAGES.
  • Zoom in on the gas cylinder by the door (dashed aqua). Click the top of the cylinder for the next items to find.

 The Last Act

  • Pick up the part on the floor.
  • Inspect the compartment (A). Pick up the last two parts.
  • Zoom in on the gas cylinder (B).
  • Affix the parts equally shown above.
  • Click the lever and watch the terminal cut scene.

Congratulations! You lot accept finished playing
Campfire Legends: The Last Human activity
. Select the Project Stillwater tab on the primary menu to play the spot-the-difference games with various scenes.

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Source: https://www.gamezebo.com/walkthroughs/campfire-legends-the-last-act-walkthrough/