Mystery Case Files: Shadow Lake: Chapter Three: The Warden's House
Our Mystery Case Files Shadow Lake Walkthrough will help you navigate the deserted streets of Bitterford, Maine, where off-the-charts paranormal activity has caught the attention of psychic Cassandra Williams and the reality TV show Ghost Patrol. You soon discover that something wicked has taken up residence in this small town, but thanks to our Mystery Case Files Shadow Lake Walkthrough, you won't have to rely on just your wits to solve the case. We've included tons of screenshots, chapter-by-chapter instructions and solutions to all puzzles to help you during your investigation.
General Info and Tips
Chapter One: The Motel
Chapter Two: Shadow Lake Penitentiary
Chapter Three: The Warden's House
Chapter Four: The Schoolhouse
Chapter Five: Downtown Bitterford
Chapter Six: The Coroner
Chapter Seven: Trestle Road
Chapter Eight: The Church
Chapter Nine: The Relic
Ask for help in the comments below!
Chapter One: The Motel
Chapter Two: Shadow Lake Penitentiary
Chapter Three: The Warden's House
Chapter Four: The Schoolhouse
Chapter Five: Downtown Bitterford
Chapter Six: The Coroner
Chapter Seven: Trestle Road
Chapter Eight: The Church
Chapter Nine: The Relic
Ask for help in the comments below!
- Go back to Motel Room Number 1 to bring Cassandra the drawings you found.
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Watch the Cutscene until you come to a puzzle area.
- The goal of the puzzle is to put the pieces together so they form the full moving image of the convict escaping.
- Click and drag the pieces to place them in the correct spot.
- See the screenshot for the solution.
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Once the cutscene is over, return to the Prison by clicking on your map and fast traveling.
- Go inside the prison and return to the Warden's Office on the second floor (through the record's room).
- You can now move forward behind the desk.
- Click on the desk drawer on the left to open it.
- Click on the newspaper clipping to zoom in.
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Click on the photograph to move the clipping aside and reveal the address of the warden's house.
- You now have the Warden's house on your map.
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Click on the map to open it and then click on the house to travel there.
- Click on the woodpile to zoom in.
- Take the RUSTY AXE.
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Go inside the house.
- Find the CAT.
- Click on the fireplace to zoom in.
- Find the POKER.
- Click under the couch to zoom in.
- Find the CASSETTE.
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Go through door ahead.
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Click on the drawer on the right to zoom in.
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Find the rest of the items on the list in the drawer.
- Click on the junk drawer to pull it out.
- Click to zoom in on where the drawer was.
- Take the FUSE.
- Click on the door on the left to zoom in.
- Click on the doorknob.
- It's too dark to go down the stairs.
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Use the NIGHT-VISION GOGGLES on the open door.
- Click on the area by the shelf to zoom in.
- Take the SMALL BOLT CUTTERS.
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Go back to the main room in the house and go up the stairs to the second floor.
- Click on the door on the left to open it.
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Go through the door.
- Click on the tent to zoom in.
- Take the WIRES.
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Go back outside the house.
- Click on the fuse box to zoom in.
- Use the SMALL BOLT CUTTERS on the lock.
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Click to zoom in on the fuse box.
- Use the WIRES on the control box.
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This will start a mini-game.
- The goal of the game is to click and drag each wire and connect them to a box of the same number.
- Each wire must go the amount of boxes each connect says. For example, 6 must go 6 boxes before it can connect to another 6.
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See the screenshot above for the solution.
- Click on your map and then return to the motel.
- Go back to where Cassandra is.
- You will receive more drawings.
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Return to the Warden's House.
- Use the DRAWING on the outside of the house.
- You will receive the CHARGED DRAWING.
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Go inside the house.
- Use the DRAWING on the area by the fireplace.
- You will receive the CHARGED DRAWING.
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Enter the kitchen.
- Use the DRAWING on the area by the stove.
- You will receive the CHARGED DRAWING.
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Use the NIGHT-VISION GOGGLES on the basement door.
- Click on the fuse box on the left to zoom in.
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Use the FUSE on the area that's marked Basement.
- Use the DRAWING on the wall of the basement.
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You will receive the CHARGED DRAWING.
- Click on the sharpener on the right to zoom in.
- Click on the button to turn it on.
- Use the RUSTY AXE on the sharpener.
- You will receive the SHARPENED AXE.
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Go back to the floor and go in the room on the left to trigger a hidden object area.
- Find all the items in the room.
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Cassandra will then tell you to look under the floorboard.
- Click on the floor board to zoom in.
- Click to move the board.
- Click to zoom in on the report card.
- Use the DRAWING on the Report Card.
- You will receive the CHARGED DRAWING.
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Go back one screen.
- Click on the branch blocking the door on the right to zoom in.
- Use the SHARPENED AXE on the branch 3 times.
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Enter the room.
- Click on the area on the bed first.
- This will trigger the ghost.
- Click on the area by the TV.
- Click on the frame and then click on the two catches on either side to release the photo and reveal the note.
- Use the DRAWING on the note.
- You will receive the CHARGED DRAWING.
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Return to the motel and go back to talk to Cassandra.
- She will do another reading and you will have to solve another moving picture puzzle.
- See the screenshot above for the solution.
- Click on the map to open it.
- Go to the School House.
General Info and Tips
Chapter One: The Motel
Chapter Two: Shadow Lake Penitentiary
Chapter Three: The Warden's House
Chapter Four: The Schoolhouse
Chapter Five: Downtown Bitterford
Chapter Six: The Coroner
Chapter Seven: Trestle Road
Chapter Eight: The Church
Chapter Nine: The Relic
Ask for help in the comments below!
Chapter One: The Motel
Chapter Two: Shadow Lake Penitentiary
Chapter Three: The Warden's House
Chapter Four: The Schoolhouse
Chapter Five: Downtown Bitterford
Chapter Six: The Coroner
Chapter Seven: Trestle Road
Chapter Eight: The Church
Chapter Nine: The Relic
Ask for help in the comments below!