Christmas Stories: A Christmas Carol Game Cover
Christmas Stories: A Christmas Carol Game Cover

A Christmas Carol Strategy Guide: Mastering the Redemption of Ebenezer Scrooge

Everyone deserves a second chance, and that’s at the heart of A Christmas Carol by Charles Dickens. This guide will serve as your roadmap to navigating the hidden object game, Christmas Stories: A Christmas Carol, ensuring you experience every poignant moment of Scrooge’s transformation.

General Tips for a Seamless Christmas Journey

  • This is your comprehensive strategy guide for Christmas Stories: A Christmas Carol.
  • Remember to zoom into scenes to find key items and solve puzzles. The screenshots in this guide will highlight these areas.
  • We’ll use HOP to denote Hidden-object puzzles.
  • HOP lists may vary slightly between playthroughs.
  • Utilize the Map to swiftly travel between locations and revisit areas where you may have missed something.

Chapter 1: Unlocking Scrooge’s Past Through His Diary

  • Begin by opening the gate to Scrooge’s property.
  • Engage with the Hidden-Object Puzzle (HOP) marked (A) to acquire the MAILBOX KEY.

  • Use the MAILBOX KEY (B) to open the mailbox, retrieve the DOOR KNOCKER (C).
  • Interact with the door knocker, placing it in its mouth, and then knock (D) to gain entry.
  • Proceed forward into Scrooge’s abode.

  • Attempt to rouse Scrooge from his slumber.
  • Converse with the Ghost of Christmas Past (E) to understand your purpose.
  • Collect the BELL (F) from the scene.
  • Position the BELL on the fireplace and retrieve the BOOKMARK (G).

  • Obtain the SLING and use the BOOKMARK to open the book (H); discover the SCREWDRIVER (I).
  • Employ the SCREWDRIVER (J) to detach the WINDOW HANDLE.
  • Persist in interacting with the gingerbread house until you uncover a HEART HALF (K).
  • Ascend the stairs.

  • Use the WINDOW HANDLE (L) to open the window, then attach the SLING to the slingshot to target the raven (M) and obtain the HEART HALF (N).

  • Secure the POUCH (O).
  • Utilize the “+” symbol on the pouch to access its contents, open it, and restore the medallion by piecing together fragments from within, along with the two HEART HALVES (P).
  • This action will grant you the HEART AMULET (Q).
  • Return downstairs.

  • Examine Scrooge’s medallion, affix the HEART AMULET to it, and unlock it (R) to receive the NURSERY KEY.
  • Return upstairs.
  • Use the NURSERY KEY (S) to unlock the door.
  • Enter the Nursery.

  • Collect the ROPE LADDER (T).
  • Acquire the POKER (U).
  • Find the FEATHER (V).
  • Descend the stairs.

  • Affix the ROPE LADDER to the window (W).
  • Venture forward.
  • Take the SPOUT (X).
  • Grab the HORN (Y).
  • Proceed to the Hall.

  • Use the POKER to obtain the BIRDCAGE ORNAMENT; attach the SPOUT to the watering can and secure the EMPTY WATERING CAN (Z).
  • Return to the Nursery.
  • Place the BIRDCAGE ORNAMENT on the birdcage, then prompt Scrooge to breathe life back into the bird (A). Collect the ANIMATED BIRD (B).
  • Go back to the Hall.

  • Utilize the ANIMATED BIRD to retrieve the SCROOGE AMULET (C).
  • Return to the Nursery.
  • Open the box using the SCROOGE AMULET (D) and take the PUPPET (E).
  • Position the PUPPET on the puppet theatre and engage all three puppets in a dance sequence, triggering a series of mini-games (F).

  • Restore all the puppets by moving one block at a time, adhering to the rule that smaller blocks can only be placed on larger ones (G).

  • Move all items to their correct room (H).

  • Once a room is completed, a quarter sun will light up; place all quarter suns on the sun (I).

  • Take the FLOWER (J).

  • Take LENSES 1/3 (K).
  • Descend the stairs.
  • Take LENSES 2/3 (L).
  • Place the FLOWER on the picture frame and push it (M); take the FIREFIGHTER BADGE (N).
  • Go forward.

  • Open the fire box with the FIREFIGHTER BADGE (O); take the WIRE BRUSH and CHISEL (P).
  • Go to the Hall.
  • Take LENSES 3/3 (Q).
  • Go down.

  • Use the CHISEL on the steps and take the PRETZEL (R).
  • Go to the Side Street.
  • Hang the PRETZEL outside the bakery and take the RULER (S).
  • Go down.

  • Open the cupboard with the RULER (T) for a series of mini-games.
  • Put the three books on the shelf (U).
  • Select the books in the following order: red 3, 2, 1, green 3, 2, 1, yellow 3, 2, 1 (V).
  • Restore the image (W).
  • Find the 8 coins (X,Y).
  • Match the dancers with their correct partners (Z).

  • Move the cupids up and down until they can both fire their arrows at the hearts at once (A).
  • Move the right cupid all the way up, move the left cupid up slowly until it’s just below the right, then move down to aim at the hearts.
  • Take the SCISSORS (B).
  • Go down.

  • Open the cushion with the SCISSORS and take the BLUE SNOWFLAKE and SECRETARY KEY (C).
  • Open the cabinet with the SECRETARY KEY (D); take the CANDY and the VALVE (E).
  • Go to the Side Street.

  • Clean the pump with the WIRE BRUSH and put the VALVE on it and the EMPTY WATERING CAN under it; swing the handle and take the FULL WATERING CAN (F).
  • Go down.

  • Water the plant with the FULL WATERING CAN and take the BUTTON (G).
  • Put the BUTTON on the safe and push 145 (H).

  • Play the HOP (I).
  • You receive the STAMP.
  • Go down.

  • Open the box with the STAMP (J); take the WINDUP KEY and BROKEN LANTERN (K).
  • Talk to the Ghost (L) to receive a CANDLE.
  • Go to the Nursery.

  • Wind up the puppet with the WINDUP KEY (M); take the MITTENS (N).
  • Remove the ice with the MITTENS to receive PAGES 1/3 (O).
  • Go down.

  • Remove the ice with the MITTENS to receive PAGES 2/3 (P).
  • Go down.
  • Remove the ice with the MITTENS to receive PAGES 3/3 (Q).

  • Access the BROKEN LANTERN and put the CANDLE and LENSES in it (R); close the door to receive the LANTERN.
  • Melt the gremlin with the LANTERN (S); move the diary and put the PAGES in it (T).

Chapter 2: Venturing into Christmas Past

  • Talk to the Ghost (U).
  • Take the COALS 1/2 (V).
  • Take the SCARF (W).
  • Take COALS 2/2 (X).

  • Take the PIPE WITHOUT HOLES (Y).
  • Put the SCARF and COALS on the snowman; take the ROASTED CHICKEN and YOKE (Z).
  • Put the ROASTED CHICKEN on the door and swap signs 1 and 2, then 2 and 3 (A).
  • Go into the Tavern.

  • Take the MALLET (B).
  • Go down.
  • Break the street lamp with the MALLET and take the MATCHES (C).
  • Go left.

  • Put all logs on the fire and light it with the MATCHES; remove the pot with the YOKE and take the BOILING WATER (D).
  • Go down.
  • Melt the ice castle with the BOILING WATER (E).

  • Play the HOP (F).
  • You receive the MONEY.

  • Give the MONEY to the boy and take the BONE (G).
  • Go left.
  • Put the BONE in the bowl (H).
  • Take the DAGGER (I).
  • Go down.

  • Remove the COMPASS with the DAGGER (J).
  • Go left.
  • Put the COMPASS on the shield and take the AXE (K).
  • Go down.

  • Remove the fallen tree with the AXE (L).
  • Go right.

  • Take the AWL (M).
  • Access the PIPE WITHOUT HOLES and use the AWL to make a FLUTE (N).

  • Use the FLUTE on the mouse hole (O); take the RAZOR and CONTINENT (P).
  • Cut the strings with the RAZOR and take the GINGERBREAD SNOWMAN (Q).
  • Go down.

  • Put the GINGERBREAD SNOWMAN on the tree and receive the HATCH HANDLE (R).
  • Go right.
  • Take the WHEEL and put the HATCH HANDLE on the hatch for a mini-game (S).

  • Use the arrows on the sides to move the rows of blocks until the gem has dropped down to the bottom.
  • Level 1: T, Ux4, Tx3.
  • Level 2: T, U, T, Ux2, Tx3, Ux4, Tx4, Ux5, Tx2, U.
  • Level 3: keep alternating T and U as far as they go.
  • Take the DISASSEMBLED CATAPULT, NET and HORN (V).

  • Take the second CONTINENT with the NET (W).
  • Put both CONTINENTS on the globe (X); take the CORKSCREW (Y).
  • Go to the Tavern.

  • Remove the cork with the CORKSCREW (Z); fill the HORN with gunpowder and take the HORN WITH GUNPWDER (A).

  • Go to the School.
  • Access the DISASSEMBLED CATAPULT and put the WHEEL on it; open the ball and fill it from the HORN WITH GUNPOWDER (B).
  • Close the ball and load the catapult, have Scrooge revive the Viking and give the Viking the MATCHES (C).
  • You receive a VIKING WITH A BOMB.
  • Shoot the statue (D) with the VIKING WITH A BOMB.
  • Walk forward.

  • Take the SALT MILL HANDLE (E).
  • Go to the Tavern.
  • Put the SALT MILL HANDLE on the grinder and grind; fill the shaker with salt and take the SALT (F).
  • Go to the Schoolyard.

  • Give the SALT to the deer and take the FEATHER (G).
  • Go to the Square.
  • Put the FEATHER on the dove and select blue, red, and yellow; take the OIL CAN (H).
  • Go to the Schoolyard.

  • Oil the lock with the OIL CAN and turn the key (I); take the HAY and the LOCK PART (J).
  • Stuff the toy with HAY and have Scrooge revive him; take the ANIMATED CAT (K).
  • Go to the Square.

  • Release the ANIMATED CAT on the tree to retrieve the CUCKOO (L).
  • Go right.
  • Put the CUCKOO on the clock (M); take the SILVER KEY and LOCK PART (N).
  • Go to the Tavern.
  • Open the cabinet with the SILVER KEY (O).

  • Play the HOP (P).
  • You receive the SHOES.
  • Go down.

  • Give the SHOES to the boy; take the BRUSH (Q).
  • Go right.

  • Wipe the blackboard with the BRUSH (R).
  • Select books III, IV, V, I, II (S); take the LOCK PART (T).
  • Walk forward.

  • Put the three LOCK PARTS on the door (U) for a mini-game.
  • Move all red blocks to the top and all blue blocks to the bottom (V).
  • Blocks can move to an empty spot or jump over one other block.
  • There are many possible solutions; keep sliding and jumping, making sure you keep moving the red blocks all the way to the top and the blue ones all the way to the bottom.
  • Go to the Belfry.

Chapter 3: Navigating the Engagement

  • Talk to evil Scrooge; take the LUMP OF GOLD (W).
  • Talk to the Ghost (X).
  • Take the SMITHY INSTRUCTIONS (Y).

  • Take STAINED-GLASS PIECES 1/3 (Z).
  • Take the YELLOW STAR (A).
  • Go to the Square.

  • Put the YELLOW STAR on the box (B); take the CANDLE (C).
  • Go to the Belfry.
  • Put the CANDLE on the basin (D) for a mini-game.

  • Move the candles and rotate the silhouettes to create the correct shadows (E, F).
  • Take the BELFRY KEY (G).

  • Open the door with the BELFRY KEY (H).
  • Walk forward.

  • Take the EMPTY BUCKET (I).
  • Take the FLOUR (J).
  • Take the SHOVEL and hang up the SMITHY INSTRUCTIONS (K).
  • Go to the Schoolyard.

  • Dig the snow with the SHOVEL; take the MONOGRAM and STAINED-GLASS PIECES 2/3 (L).
  • Go down.
  • Open the bag with the MONOGRAM (M).

  • Play the HOP (N).
  • You receive the HOLLY.
  • Walk forward.

  • Put the HOLLY on the box (O); take the SICKLE and COAL (P).
  • Go to the Belfry Tower.
  • Use the SICKLE to remove the PLASTER WREATH and STAINED-GLASS PIECES 3/3 (Q).
  • Walk down.

  • Put the PLASTER WREATH on the angel and take the BRONZE BUCKLE (R).
  • Go to the School.
  • Open the bag with the BRONZE BUCKLE and take the FLINT and CHISEL (S).
  • Go to the Belfry.

  • Put the STAINED-GLASS PIECES on the door for a mini-game.
  • Move the oil candles to the slots at the top; you can only manipulate the tile with the arrows.
  • Break connections between tiles by selecting the gold circles between them.
  • Rotate the door with the red arrows.
  • T: Pull yellow and red down; U: turn door, move arrow tile top left, turn door; V: Pull purple and blue down; W: turn door, push yellow and red around.
  • X: Grab purple only and pull top left, turn door, push purple into place, move arrow tile back down; Y: turn door, grab blue only and pull top left, turn door, move blue into place; Z: repeat for yellow; A: repeat for red.
  • Go to the Alley.

  • Dig the snow with the SHOVEL and take the ROCK (B).
  • Fill the EMPTY BUCKET and take the WATER BUCKET (C).
  • Access the ROCK and turn it into a SMELTING MOLD with the CHISEL (D).
  • Go to the Belfry Tower.

  • Put the COAL on the fire and light it with the FLINT, put the SMELTING MOLD and WATER BUCKET down and put the LUMP OF GOLD in the mold (E); use the tongs to move the mold in and out of the fire and take the RING WITHOUT GEM (F).

  • Talk to the Ghost (G).
  • Take the ICE ROSE (H).
  • Go to the Alley.
  • Open the door with the ICE ROSE (I).
  • Walk forward.

  • Put the FEATHER on the Native American and take the REED PIPE (J).
  • Go to the Belfry.
  • Give the REED PIPE to the angel; take the COIN (K).
  • Go to the Alley.

  • Remove the screws with the COIN (L); take the PIGEON and GLASS CUTTER (M).
  • Go to the Belfry Tower.
  • Put the PIGEON on the tea pot and take the CODE (N).
  • Go to the Museum.

![Museum Bot

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