Nightmare Adventures: The Turning Thorn Walkthrough

Posted on January 25, 2013 in Walkthroughs -- Share:

Welcome to the Nightmare Adventures: The Turning Thorn Walkthrough

What dark and powerful secrets are hidden within the A.R.C.A.N.E. agency’s old research base? Kiera Vale returns to find out.

Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.

This document contains a complete Nightmare Adventures: The Turning Thorn game walkthrough featuring annotated screenshots from actual gameplay!

We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.

Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!

This walkthrough was created by prpldva, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

General Tips

Nightmare Adventures: The Turning Thorn

  • This is the official guide for Nightmare Adventures: The Turning Thorn.
  • Hidden-object scenes are referred to as HOS in this guide.
  • Look at everything to collect photo clues that will help during mini-games (A).
  • Select the ‘Story’ button to revisit the information you have collected (B).
  • Your inventory (C) is located in the lower panel – select an item to use it.
  • Please note that some puzzle solutions are random.
  • Hints are unlimited, but you must wait for the meter to refill (D).

Chapter 1: At Home

Nightmare Adventures: The Turning Thorn

  • You will have the option of a brief tutorial.
  • Look at the table and take A PACK OF GUM (A).
  • Look at the nightstand; take MY HANDKERCHIEF and read the journal (B).

Nightmare Adventures: The Turning Thorn

  • Look in the closet and take MY TRUSTY BASEBALL BAT (C).
  • Look at the mirror and use MY HANDKERCHIEF 4 times to clean off the dirt (D).
  • Take THE WORLD’S SMALLEST KEY, IT SEEMS (E).
  • Your camera will take a picture of the clue on the mirror.
  • Walk right to the living room.

Nightmare Adventures: The Turning Thorn

  • Look at the camera and scroll through the photos (F).
  • Look at the magazine take; IT’S A PAPERCLIP, and note your birth sign (G).

Nightmare Adventures: The Turning Thorn

  • Look at the chest on the bookcase; take the FAMILY AMULET… ‘W’ FOR WYSTWICK and read the letter (H).
  • Look at the screen and note the number (I).
  • Walk left to the bedroom.

Nightmare Adventures: The Turning Thorn

  • Look at the television and use the 2 knobs to change the channel to 37 (J).
  • Make sure you watch the commercial until you see the telephone number (green).
  • Walk right twice to the kitchen.

Nightmare Adventures: The Turning Thorn

  • Look at the clock and take AN OLD CLOCK’S MINUTE HAND (K).
  • Take A STEAK KNIFE and A STYLISH OVEN MITT (L).

Nightmare Adventures: The Turning Thorn

  • Look at the fish bowl, use THE WORLD’S SMALLEST KEY, IT SEEMS on the lock, then take A WEIRD LITTLE WOODEN COIN (M).
  • Look at the phone, touch the screen, dial 1-800-555-1313, then push the green button (N).
  • Refer to your photos for the telephone number (O).
  • Walk left to the living room.

Nightmare Adventures: The Turning Thorn

  • Once the package is delivered, use A STEAK KNIFE to open the box (P).
  • Take THE WEIRD THING I ORDERED FROM SPEND (Q).
  • Look at the screen and place THE WEIRD THING I ORDERED FROM SPEND in the center for a mini-game (R).

Nightmare Adventures: The Turning Thorn

  • Press the outer ring pieces (S) to light up all the center buttons (T).
  • Most symbols are on more than one ring piece.
  • Press these 4 ring pieces (1-4).

Nightmare Adventures: The Turning Thorn

  • Use MY TRUSTY BASEBALL BAT on the screen (U).
  • After Dr. Phillips talks to you, enter the hole in the screen (V).
  • Look at the candles and take A CHUNK OF HARDENED CANDLE WAX (W).

Nightmare Adventures: The Turning Thorn

  • Look at the clock and place A WEIRD LITTLE WOODEN COIN in the empty circle and AN OLD CLOCK’S MINUTE HAND in the center (A).
  • Refer to the 3 photos for clues (B).
  • Press the right button (C) to move the moon symbol next to the earth symbol (D).
  • Press the left button (E) to move the minute hand to your birth sign of Pisces (F).
  • Take the 1st HALF OF AN AMULET STONE (G).

Nightmare Adventures: The Turning Thorn

  • Look at the chest and use IT”S A PAPERCLIP on the lock (H).
  • Take the 1st SOME KIND OF AMULET STONE (I).
  • Look at the books on the floor and take the 2nd HALF OF AN AMULET (J).
  • Use A PACK OF GUM on the 1st HALF OF AN AMULET (K), then use that on the 2nd HALF OF AN AMULET (L) to make THE AMULET IS COMPLETE NOW.
  • Walk down, then go right to the kitchen.

Nightmare Adventures: The Turning Thorn

  • Look at the microwave and open the door (M).
  • Place A CHUNK OF HARDENED CANDLE WAX inside and press the cook button (N).
  • Open the door and use A STYLISH OVEN MITT to take the 2nd SOME KIND OF AMULET STONE (O).
  • Walk left, then go forward to the mysterious chamber.

Nightmare Adventures: The Turning Thorn

  • Look at the statue in the left bookcase for a mini-game.
  • Place all 4 AMULETS into the circles with the same symbols.
  • You must move the arms to open the correct circles; move the 2 bottom arms up (P).
  • Place the FAMILY AMULET… ‘W’ FOR WYSTWICK in the upper right circle (Q); THE AMULET IS COMPLETE NOW goes in the upper left circle (R).
  • The 1st SOME KIND OF AMULET STONE goes in the lower right circle (S), while the 2nd SOME KIND OF AMULET STONE belongs in the lower left circle (T).

Nightmare Adventures: The Turning Thorn

  • After the cut-scene, walk to the right twice to enter the kitchen.
  • Look at the phone and press the answer button (U).
  • Select the red pieces of dialog to progress (V).

Chapter 2: The Elevator

Nightmare Adventures: The Turning Thorn

  • Look at the control and take A MATCH (A).
  • Look at the sign and take A PIECE OF ELECTRICAL TAPE (B).
  • Walk forward to the rear gate.

Nightmare Adventures: The Turning Thorn

  • Look at the wires and use A PIECE OF ELECTRICAL TAPE to repair the wires (C).
  • Take A MATCHBOOK (D).
  • Look in the dumpster and take A CUP FROM BUCKET O’ TACOS (E).
  • Walk down.

Nightmare Adventures: The Turning Thorn

  • Look at the barrels and use A CUP FROM BUCKET O’ TACOS on the liquid to get A CUP FULL OF FLAMMABLE POISON (F).
  • Pour A CUP FULL OF FLAMMABLE POISON on the bushes (G).
  • Use A MATCH on A MATCHBOOK to get A BURNING MATCH, then use it on the bushes (H).

Nightmare Adventures: The Turning Thorn

  • Look at the roof; read the note and take SOME KIND OF ELECTRICAL BOX (I).
  • Look at the control and place SOME KIND OF ELECTRICAL BOX on the wires for a mini-game (J).

Nightmare Adventures: The Turning Thorn

  • Press the white buttons (K) to rearrange the ones so the number of ones in each row is equal to the numbers on the left (L).
  • Enter the number of ones in the row with each letter onto the right (M).
  • Press the red button (N).
  • After talking to Jillian, enter the elevator.

Nightmare Adventures: The Turning Thorn

  • Talk to Jillian.
  • Open the case and take A FIRE EXTINGUISHER (O), then use it on the elevator doors (P).
  • Talk to Jillian again and she will give you MY ARCANE BADGE (Q).
  • Climb out the elevator doors (R).

Nightmare Adventures: The Turning Thorn

  • Look at the symbols on the elevator doors (S).
  • Look at the dollhouse and move the symbols on the windows to match the elevator (T).
  • Use the buttons to swap 2 adjacent tiles.
  • Take the SAFETY SCISSORS… NOT TOO SHARP (U).

Nightmare Adventures: The Turning Thorn

  • Look at the control on the case and insert MY ARCANE BADGE (A).
  • Press the buttons (B) to make all the pieces green (C).
  • Press 3, 2, 2, 3, 3, 3, 2, then take MY ARCANE BADGE.
  • Look at the top part of the case, press the open button (D), then take A LARGE METEORITE (E).
  • Walk forward to the security checkpoint.

Nightmare Adventures: The Turning Thorn

  • Look at the toy bear; use the SAFETY SCISSORS… NOT TOO SHARP to cut out A BUTTON WITH AN ‘E’ ON IT (F).
  • Look at the window and use A LARGE METEORITE to break the glass (G).
  • Look at the clipboard and take A BUTTON WITH AN ‘A’ ON IT (H).

Nightmare Adventures: The Turning Thorn

  • Look at the containment door and take A BUTTON WITH A ‘C’ ON IT (I).
  • Look at the keypad; place A BUTTON WITH AN ‘A’ ON IT, A BUTTON WITH AN ‘E’ ON IT, and A BUTTON WITH A ‘C’ ON IT into the keys (J).
  • Look at the photo for the ‘angry dogs’ clue (K).
  • Insert MY ARCANE BADGE in the slot (L), then press A, D, E, B, C.
  • Walk left to the security office.

Nightmare Adventures: The Turning Thorn

  • Look at the call box; turn it on (M), then take A SMALL BATTERY (N).
  • Look at the can and take A TAB FROM A SODA CAN (O).
  • Take A CIRCUIT BOARD (P).
  • Look at the computer monitor (Q).

Nightmare Adventures: The Turning Thorn

  • Select the X to close the email message (R).
  • Open the message about the elevator (S).
  • Select ‘download attachment’ (T) to view the repair instructions (U).
  • Exit the computer.

Nightmare Adventures: The Turning Thorn

  • Look in the drawer; take A POWERLESS FLASHLIGHT (A) and SOME KIND OF STRONG ACID (B).
  • Walk forward, then go to the right.
  • Use A SMALL BATTERY on A POWERLESS FLASHLIGHT to get A WORKING FLASHLIGHT (C).
  • Use A WORKING FLASHLIGHT on the darkness, then look at the controls for a mini-game (D).

Nightmare Adventures: The Turning Thorn

  • Use A TAB FROM A SODA CAN on the 2 screws (E).
  • Remove the fried circuit board (F), then place A CIRCUIT BOARD in the slot.
  • Refer to your photos for clues (G).
  • Press the side upper left button twice (H), press the bottom left button once (I), and press the bottom right button twice (J).
  • Turn the switches to match the screenshot (K).

Nightmare Adventures: The Turning Thorn

  • Enter the bottom of the elevator (L), then talk to Jillian.
  • Look at the brake release and use SOME KIND OF STRONG ACID on the door (M).
  • Press the red button (N).
  • Talk to Jillian again.

Chapter 3: Through the Portal

Nightmare Adventures: The Turning Thorn

  • Talk to Jillian (A).
  • Walk to the left (B).

Nightmare Adventures: The Turning Thorn

  • Talk to Dr. Phillips (C).
  • Look at the artifact and touch the mouth for a mini-game (D).

Nightmare Adventures: The Turning Thorn
Nightmare Adventures: The Turning Thorn

  • Move the tiles to complete the picture (E).
  • After every move, the direction you can move next changes.
  • The arrows next to the Roman numerals indicate the direction you can move when that numeral is lit.
  • Refer to your camera for a clue.
  • This mini-game is randomized; your solution may vary.
  • Select the following tiles for our random solution: P, Q, R, M, J, N, K, W, U, J, L, Q, Y, N, L, W, P, F, Y, X, Y, F, N, T, Z, Z, R, N, O, J, W, M, K, M, J, M, T, S, T, X, T, T.

Nightmare Adventures: The Turning Thorn

  • Take A VERY SHARP ARROW (A).
  • Note the statue on the left (B).
  • Look at the right statue for a mini-game (C).

Nightmare Adventures: The Turning Thorn

  • Read the riddle on the left (D), then move the ring (E) so the symbols land under the center eye (F) in the order from the poem.
  • The 3 buttons move the ring different number of spaces; the direction reverses each time you push a button.
  • Push the III, then the V button so the flame is under the center eye (G).
  • Push the V button so the blood drop is under the center eye (H), next push the III button to move the skull under the center eye (I).
  • Push the IV to move the sun under the center eye (J).
  • Note the code and take A DAGGER (K).
  • Go up the stairs to the central chamber.

Nightmare Adventures: The Turning Thorn

  • Zoom into the left fountain to get a photo of the clue (L).
  • Take AN OLD SKULL (M).
  • Look at the gate and take the 1/3 A GREEN GLASS EYE (N).
  • Walk forward into the center door.

Nightmare Adventures: The Turning Thorn

  • Take AN EMPTY BUCKET (O).
  • Look at the statues and take A RED BOX (P).

Nightmare Adventures: The Turning Thorn

  • Look at the candles to get a clue, then take A LIT CANDLE and 1/3 A RED GLASS EYE (Q).
  • Look at the bookcase; take AN HOURGLASS and the 2/3 A RED GLASS EYE (R).
  • Walk down, then enter the left chamber.

Nightmare Adventures: The Turning Thorn

  • Take A LENGTH OF ROPE from the left statue (S).
  • Take A VERY HEAVY AXE (T).
  • Look at the skulls and take the 3/3 A RED GLASS EYE (U).
  • Walk left to the balcony (V).

Nightmare Adventures: The Turning Thorn

  • Take A GREEN BOX (A).
  • Look at the rail to get a photo clue, then take A SMALL COIN WITH AN 11 ON IT (B).
  • Walk down, then go right to the witches study.

Nightmare Adventures: The Turning Thorn

  • Take A BLUE BOX (C).
  • Take AN URN, PERHAPS (D).
  • Look at the desk; take the 2/3 A GREEN GLASS EYE and AN ORANGE BOOK (E).
  • Read the 2 pages of the letter and take A VERY ODD NECKLACE (F).
  • Walk down twice.

Nightmare Adventures: The Turning Thorn

  • Look at the gate (G) and use A VERY ODD NECKLACE in the lock (H).
  • Enter the right chamber.

Nightmare Adventures: The Turning Thorn

  • Take AN OLD SWORD (I).
  • Look at the wall and use AN OLD DAGGER 4 times on the bricks (J).
  • Place A LIT CANDLE in the opening, then take A RED BOOK (K).

Nightmare Adventures: The Turning Thorn

  • Look at the clock and take the 1/3 A BLUE GLASS EYE (L).
  • Place A SMALL COIN WITH AN 11 ON IT to replace the eye.
  • Refer to your photo clues (M).
  • Select the green symbol at the bottom (N), then press the XI (O).

Nightmare Adventures: The Turning Thorn

  • Take A PURPLE BOOK (P).
  • Note the left statue (Q).
  • Look at the grate and take the 3/3 A GREEN GLASS EYE (R).

Nightmare Adventures: The Turning Thorn
Nightmare Adventures: The Turning Thorn
Nightmare Adventures: The Turning Thorn

  • Slide the pieces around to complete the pattern.
  • Move the pieces in numerical order (1-38).
  • The final solution is shown here (S).

Nightmare Adventures: The Turning Thorn

  • Use A LENGTH OF ROPE on AN EMPTY BUCKET to make A BUCKET ON A ROPE (T).
  • Look in the well and use A BUCKET ON A ROPE on the water (U), then take A BUCKET FULL OF WATER.
  • Walk down, then enter the center chamber.
  • Look at the torch and use A BUCKET FULL OF WATER to douse the flame (V).
  • Take A MARKED STONE TUMBLER (W).
  • Walk down twice.

Nightmare Adventures: The Turning Thorn

  • Look at the statue on the left for a mini-game.
  • Insert A MARKED STONE TUMBLER in the empty hole (A).
  • Look at your photos for a clue (B).
  • Find the symbol that is in the same position as the blue circle, then turn the first tumbler to that symbol (C).
  • Follow the line on the clue to the next circle, then find the symbol in the same spot and change the next tumbler to that symbol. Continue this process to enter the rest of the symbols.
  • Take A YELLOW BOX (D).
  • Walk forward, then enter the right chamber.

Nightmare Adventures: The Turning Thorn

  • Look at the left statue for a mini-game.
  • Look at the camera clue (E); the color of the boxes equate to the colored discs on the clock.
  • The left side has 11 scratched into the wall (F), so place A GREEN BOX, and A RED BOX into the left hand (G).
  • The right side wants 13 (H), so place A BLUE BOX, A YELLOW BOX, and A BLACK BOX into the right hand (I).
  • Take the 2/3 A BLUE GLASS EYE (J).
  • Walk down, then go left twice to the balcony.

Nightmare Adventures: The Turning Thorn

  • Note the moons so you take a photo (K).
  • Look at the rail and take A WOODEN ROD (L).
  • Walk down twice.
  • Look at the right lava fountain and use A WOODEN ROD in the control, then push the lever up (M).
  • Take SOME KIND OF STONE PANEL (N).
  • Walk left, then right to the witches study.

Nightmare Adventures: The Turning Thorn

  • Look at the painting and place SOME KIND OF STONE PANEL at the bottom (O).
  • Look at your photo clues (P).
  • Push the buttons to position the moons (Q) as shown in the clue.
  • Push Rx2, Sx1, Rx2, Sx1, Rx1, Sx1, Tx1, Sx1, Tx3, Rx3, Sx1, Rx1, Tx1, Sx1, Tx1, Rx1, Sx1, Rx1, Sx1, Rx3, Sx1, Rx4.
  • Take A BLUE BOOK (U).
  • Look at the bookcase on the right for a mini-game (V).

Nightmare Adventures: The Turning Thorn

  • Place A RED BOOK, AN ORANGE BOOK, A PURPLE BOOK, and A BLUE BOOK on the shelves to trigger the mini-game.
  • Use the 4 photo clues to determine the placement of the books (A).
  • Select 2 books to swap positions.
  • Take the 3/3 A BLUE GLASS EYE (B).
  • Walk down twice, then enter the center door.

Nightmare Adventures: The Turning Thorn

  • Look at the 3 statues for a mini-game.
  • Read the 3 plaques to determine where to place the 3 sets of eyes and the other 6 items (C).
  • The left statue needs the 3 A BLUE GLASS EYES, A VERY HEAVY AXE, and AN URN, PERHAPS (D).
  • The center statue needs the 3 A RED GLASS EYES, AN OLD SWORD, and AN OLD SKULL (E).
  • The right statue needs the 3 A GREEN GLASS EYES, A VERY SHARP ARROW, and AN HOURGLASS (F).
  • Take the wooden box that rises in the center of the room.

Chapter 4: Level 3

Nightmare Adventures: The Turning Thorn

  • Talk to Jillian.
  • Look at the clipboard and take A FISHING HOOK (A).
  • Look at the tray and take A SHARP CHISEL (B).
  • Look at the body bag, open the zipper, then take A SMALL HAMMER (C).

Nightmare Adventures: The Turning Thorn

  • Note the computer (D).
  • Look at the vent and use A SHARP CHISEL on the edge, then use A SMALL HAMMER on the chisel to remove the cover (E).
  • Go out through the vent.

Nightmare Adventures: The Turning Thorn

  • Talk to the witch (F).
  • Read the memo on the bulletin board (G).
  • Note the mini-game on the biology lab door (H).
  • Walk to the left, then go up the stairs to the catwalk. Enter the armory door on the right.

Nightmare Adventures: The Turning Thorn

  • Look at the coffee stand; note the code and take A SHOELACE (I).
  • Zoom into the clue in the locker (J).
  • Walk down twice.

Nightmare Adventures: The Turning Thorn

  • Combine A SHOELACE and A FISHING HOOK to make MY HOMEBREW FISHING ASSEMBLY (K).
  • Look at the grate and use MY HOMEBREW FISHING ASSEMBLY to get A SMALL KEY (L).
  • Look at the door for a mini-game (M).

Nightmare Adventures: The Turning Thorn

  • Use the 4 arrow buttons to move the highlight so the right number is 27 (N).
  • Note your photo clue (O).
  • You must use each button twice so they read ’0′ (P).
  • Push the buttons in this order: R, T, S, Q, Q, R, S, and T.
  • Walk left to the control room.

Nightmare Adventures: The Turning Thorn

  • Look at the guard’s coffee cup to get a photo clue (A).
  • Note the control (B).
  • Walk down, go up the stairs, and enter the armory.

Nightmare Adventures: The Turning Thorn

  • Look at the second from the left locker and enter ‘RAVENS’ on the keypad (C).
  • Refer to your photo clue if necessary (D).
  • Look inside the locker and take A COMPUTER GAME DISC (E).
  • Use A SMALL KEY on the padlock (F).
  • Look inside and take A FEW 9mm BULLETS (G).
  • Walk down 4 times to return to the medical office.

Nightmare Adventures: The Turning Thorn

  • Look at the computer and place A COMPUTER GAME DISC in the drive (H).
  • Press OK (I).

Nightmare Adventures: The Turning Thorn

  • Zoom into the fountain and take the CAR KEYS (J).
  • Use the CAR KEYS to open the trunk (K).
  • Look inside the trunk for a HOS.

Nightmare Adventures: The Turning Thorn

  • Locate all the items on the list (L).
  • You will earn a MAGIC WAND (M).

Nightmare Adventures: The Turning Thorn

  • Look at the box and use the MAGIC WAND on the mouse, then take the WEED KILLER (N).
  • Look at the fountain and add the WEED KILLER to the water (O).
  • Turn the red valve (P).
  • Look at the intercom and push the button (Q).

Nightmare Adventures: The Turning Thorn

  • Select OK on the notification (R).
  • Select ‘New Mail’ at the bottom of the screen (S).
  • Read the two messages (T), especially the one about the restroom repairs to find a photo clue (U).
  • Exit the computer, go out the vent, then look at the biology lab door for a mini-game.

Nightmare Adventures: The Turning Thorn

  • Refer to your photo clues for the code (V).
  • Press the red buttons (W) to enter the vertical, then horizontal codes.
  • Press 4, 1, 3, 2, 2, 2, 3, 2, 4, and 1.
  • Next, light up the squares so the number of lights matches each row and column (X).
  • Walk forward.

Nightmare Adventures: The Turning Thorn

  • Look at the phone, listen to the message and take AN EMPTY SYRINGE (A).
  • Open the cover and take THE TAPE WITH THORN’S VOICE ON IT (B).
  • Look at the cabinet for a photo clue (C).
  • Walk down, left, go up the stairs, then enter the armory.

Nightmare Adventures: The Turning Thorn

  • Walk left, go up the stairs and enter the armory.
  • Look at the door and enter the access code; press 8232 (D).
  • Look at your photo clue, if necessary (E).
  • Look in the bathroom and take A HEAVY WRENCH (F).
  • Walk down 3 times.

Nightmare Adventures: The Turning Thorn

  • Look at Gomez and use AN EMPTY SYRINGE on her hand to get A SAMPLE OF GOMEZ’ BLOOD (G).
  • Look at the valve, use A HEAVY WRENCH to remove the nut, then take A VALVE HANDLE (H).
  • Walk forward.

Nightmare Adventures: The Turning Thorn

  • Look at the ventilation control; place A VALVE HANDLE on the peg, then turn the handle (I).
  • Walk down, left, then go up the stairs.
  • Look at the body and take AN UNLOADED 9mm PISTOL (J).
  • Walk down, then go left into the control room.

Nightmare Adventures: The Turning Thorn

  • Use A FEW 9mm BULLETS on AN UNLOADED 9mm PISTOL to get A LOADED PISTOL (K).
  • Look at the lockdown override and use A LOADED PISTOL on the glass (L).
  • Move the lever for the PSY-LINK (M).
  • Walk down, then go up the stairs.

Nightmare Adventures: The Turning Thorn

  • Enter the PSY-LINK door (N).
  • Look at Jillian and take AN EMPTY TAPE RECORDER (O).
  • Walk down 3 times, then walk forward to the bio lab.

Nightmare Adventures: The Turning Thorn

  • Place THE TAPE WITH THORN’S VOICE ON IT with AN EMPTY TAPE RECORDER to get A RECORDER WITH THORN’S VOICE ON IT (P).
  • Look at the case, zoom into the panel, then use A RECORDER WITH THORN’S VOICE ON IT on the panel for a mini-game (Q).

Nightmare Adventures: The Turning Thorn

  • Look at the photo clue with the strange phrase (R).
  • Move the letters to spell out the phrase, leaving the center empty (S).
  • Press the buttons to move the inner (T) and outer rings (U).
  • Our solution was to press the letters and outer ring buttons,: M, A, N, F, S, OUTER RING BUTTON x3, O, OUTER RING BUTTON, S, OUTER RING BUTTON x2, D, OUTER RING BUTTON, F, OUTER RING BUTTON, A, OUTER RING BUTTON, N, OUTER RING BUTTON, L, OUTER RING BUTTON, A, OUTER RING BUTTON, I, M.
  • Note the letters in the blue circles are not changeable, so you must build the phrase from there (U).

Nightmare Adventures: The Turning Thorn

  • Take A BLANK SLIDE (A).
  • Combine A BLANK SLIDE with A SAMPLE OF GOMEZ’ BLOOD to get A PREPARED SAMPLE OF GOMEZ’ BLOOD (B).
  • Walk down, left, go up the stairs, then enter the PSY-LINK.
  • Note the PSY-LINK chair (C).
  • Look at the control and place A PREPARED SAMPLE OF GOMEZ’ BLOOD in the port for a mini-game (D).

Nightmare Adventures: The Turning Thorn

  • Locate all the sequences from the left (E) in the grid (F).
  • Exit the panel and get in the PSY-LINK chair.

Chapter 5: Gomez’ Mind

Nightmare Adventures: The Turning Thorn

  • Look in the tire and take A BROKEN TEACUP (A).
  • Look in the sand box and take A COIN WITH A RABBIT ON IT (B).
  • Enter the tree house (C).

Nightmare Adventures: The Turning Thorn

  • Look at the shelf and take A COIN WITH A PIG ON IT (D).
  • Look at the list on the wall (E).
  • Talk to Gomez (F).

Nightmare Adventures: The Turning Thorn

  • Take A PIECE FROM A SMALL CUP (G).
  • Look at the table and take A BLOCK WITH A BEE ON IT (H).
  • Look at the chest for a mini-game (I).

Nightmare Adventures: The Turning Thorn

  • Move the colored hearts to reflect the list of favorite fruits (J).
  • Look at the photo clues (K).
  • Push the buttons at the bottom to move the hearts; a button may move more than one column.
  • Our solution was: Mx2, Lx1, Ox2, and Nx3.

Nightmare Adventures: The Turning Thorn

  • Take A COIN WITH A MONKEY ON IT (P).
  • Look at the monkey and take A SCREWDRIVER (Q).
  • Look at the cabinet for a mini-game (R).

Nightmare Adventures: The Turning Thorn

  • Place A COIN WITH A MONKEY ON IT in the lower left circle (S).
  • Place A COIN WITH A PIG ON IT in the upper right circle (T).
  • Place A COIN WITH A RABBIT ON IT in the lower right circle (U).
  • Look at the 4 photo clues with the animal’s names (V).
  • Press the letters in the center to spell out the animal’s names (W).
  • Selecting a letter will close the surrounding letters.

Nightmare Adventures: The Turning Thorn

  • Select the can in the cabinet to get A TEA BAG – JASMINE, IT SEEMS (A).
  • Note the box under the cabinet (B).
  • Look at the upper paper on the wall and take A BLOCK WITH A TREE ON IT (C).
  • Walk down.

Nightmare Adventures: The Turning Thorn

  • Look at the plaque on the tree and use A SCREWDRIVER on the 2 screws (D).
  • Take A GARDENING SPADE from the hole in the tree (E).
  • Look in the sandbox and use A GARDENING SPADE on the ‘X’ (F).
  • Take A BLOCK WITH A RAVEN ON IT (G).
  • Enter the tree house.

Nightmare Adventures: The Turning Thorn

  • Look at the box under the cabinet for a mini-game.
  • Place A BLOCK WITH A RAVEN ON IT, A BLOCK WITH A BEE ON IT, and A BLOCK WITH A TREE ON IT into the grid to activate the mini-game.
  • Look at the photo clue (H).
  • Arrange the blocks so all the blocks adhere to the clue (I).
  • Take SOME ALL-PURPOSE GLUE (J).
  • Walk down.

Nightmare Adventures: The Turning Thorn

  • Use SOME ALL-PURPOSE GLUE on A PIECE FROM A SMALL CUP (K), then use A PIECE FROM A SMALL CUP on A BROKEN TEACUP (L) to make A COMPLETED TEACUP.
  • Zoom into the faucet and use A COMPLETED TEACUP on the spigot to get A CUP OF WATER (M).
  • Enter the tree house.

Nightmare Adventures: The Turning Thorn

  • Use A TEA BAG – JASMINE, IT SEEMS on A CUP OF WATER to make A COLD BUT FUNCTIONAL CUP OF TEA (N).
  • Look at Gomez and give her A COLD BUT FUNCTIONAL CUP OF TEA (O).
  • Talk to her completely.
  • Once you are back in the PSY-LINK, walk down 3 times.

Nightmare Adventures: The Turning Thorn

  • Look at Gomez and zoom into her locket (P).
  • Open the locket and take A BUTTON WITH A ‘R’ ON IT (Q).
  • Walk left, go up the stairs, then enter the armory.

Nightmare Adventures: The Turning Thorn

  • Look at the locker keypad and place A BUTTON WITH A ‘R’ ON IT in the open space (R).
  • Look at the photo clue (S).
  • Enter ‘JAVIER’ into the keypad (T).
  • Take A ‘BLUE LEVEL’ ACCESS CARD (U).
  • Walk down 3 times, then go forward to the bio lab.

Nightmare Adventures: The Turning Thorn

  • Look at the door and use A ‘BLUE LEVEL’ ACCESS CARD on the control (V).
  • Enter the stairwell (W).

Chapter 6: Containment

Nightmare Adventures: The Turning Thorn

  • Note the entrance to the Magick laboratory (A).
  • Note the control box mini-game on the wall (B).
  • Enter the interrogation room (C).

Nightmare Adventures: The Turning Thorn

  • Look at the coffee mug and take A SMALL PLASTIC BUTTERFLY (D).
  • Look at the folder and take A SPINNER FOR A BOARD GAME (E).

Nightmare Adventures: The Turning Thorn

  • Look at the bulletin board and take A CLAW FROM ONE OF THE CREATURES (F).
  • Take A FOLDING CHAIR (G).
  • Walk down.

Nightmare Adventures: The Turning Thorn

  • Place A FOLDING CHAIR under the control box (H).
  • Look at the hatch; note the voltage and the open button (I).
  • Look at the control panel for a mini-game (J).

Nightmare Adventures: The Turning Thorn

  • Connect the numbers to add up to 230 volts (K).
  • Select a pipe piece to rotate it in place; select an arrow to move the adjacent piece in that direction.
  • Look at the hatch and press the open button; you can now go up the ladder.
  • Enter the Magick laboratory on the right.

Nightmare Adventures: The Turning Thorn

  • Look at the machine and take A GREEN PLASTIC PIG (L).
  • Look at the bookshelf and read the 4 pages of the book (M).
  • Zoom into the left door to see the witch (N).
  • Walk down, go up the ladder, the walk left to the security office.

Nightmare Adventures: The Turning Thorn

  • Take A VIAL OF SUBSTANCE A7083 (O).
  • Look at Abby’s drawing (P).
  • Look at the computer, select the mail icon (Q), then read the message titled Abby (R).
  • Select the ‘ABBY’ icon for a mini-game (S).

Nightmare Adventures: The Turning Thorn

  • Select the buttons in the top section (A) to change the numbers at the bottom (B).
  • Look at the photo clue (C).
  • Each button moves one or more digits in the code.
  • A green arrow indicates that the digit in that position will increase, while the red arrow indicates a decrease.
  • Set the code to 6201 by pressing: Gx5, Fx2, Ex1, and Dx4.
  • Exit the computer and walk forward.

Nightmare Adventures: The Turning Thorn

  • Look at the mini-game on the containment door.
  • Refer to the camera clue (H).
  • Our solution is: Kx1, Ox4, Tx3, Px2, Tx1, Vx3, Jx3, Ux1, Qx2, Mx1, Ix3, Xx2, Vx2, Mx1, Jx1, Vx1, Qx2, Sx2, Mx2, Jx1, Nx2, Wx1, Kx2, Ix1, and Px2.
  • Walk forward.

Nightmare Adventures: The Turning Thorn

  • Talk to Abby completely (A).
  • Look at the calendar (B).
  • Look at the dresser and take SOME EYE MAKEUP (C).
  • Look at the box for a mini-game (D).

Nightmare Adventures: The Turning Thorn

  • Place a SMALL PLASTIC BUTTERFLY in the empty spot to trigger the mini-game.
  • Look at the photo clue (E).
  • Change the colors of the butterflies to match the drawing (F).
  • Press the butterflies in this order: Gx4, Hx5, Ix2, Jx3, Kx4, and Lx2.
  • Take A PINK PLASTIC PIG (M).

Nightmare Adventures: The Turning Thorn

  • Look at the guard and take A RING FULL OF KEYS (N).
  • Look at the chest for a mini-game (O).

Nightmare Adventures: The Turning Thorn

  • Press the arrows to rotate the maze and get all the blocks to the matching colored area (P).
  • You are allowed 8 rotations; press the buttons in numerical order (1-8).

Nightmare Adventures: The Turning Thorn

  • Look inside the chest and take A DRY PAINTBRUSH (Q).
  • Look at the notebook (R).
  • Walk down.

Nightmare Adventures: The Turning Thorn

  • Look at the case a use A RING FULL OF KEYS on the lock (S).
  • Look at the photo clue (T).
  • Change the stars to match the calendar (U).
  • Look at the top part of the case, push the button, then take THE ‘SAGE’S BLADE’… (V).
  • Walk left to the security office.

Nightmare Adventures: The Turning Thorn

  • Use A RING FULL OF KEYS on the locked drawer (A).
  • Look in the drawer and take A BAR OF CHOCOLATE (B).
  • Read the letter and look at the drawing (C).
  • Look at the meteor and use THE ‘SAGE’S BLADE’… to break off A PIECE OF METEORITE (D).
  • Look at the cabinet for a mini-game (E).

Nightmare Adventures: The Turning Thorn

  • Look at the photo clue (F).
  • Press the shapes based on how many sides a figure has and the color.
  • Press the red circle, black X, black triangle, and the red square (G).
  • Look in the vault and take A BOARD GAME: ‘PIGGY PRINCESS’ (H).
  • Walk forward twice.

Nightmare Adventures: The Turning Thorn

  • Zoom into Abby and give her A BAR OF CHOCOLATE and A BOARD GAME: ‘PIGGY PRINCESS’ (I).
  • Look at the board game, then place A GREEN PLASTIC PIG, A PINK PLASTIC PIG, and A SPINNER FOR A BOARD GAME on the board to activate a mini-game (J).

Nightmare Adventures: The Turning Thorn

  • After Abby takes her turn, spin the spinner (K).
  • Once Abby lands on the blue space (L), select a card (M).
  • Choose any answer (N).
  • Spin the spinner again. Abby will take her turn and win the game.

Nightmare Adventures: The Turning Thorn

  • Talk to Abby to get SOME KIND OF MICROCHIP (O).
  • Walk down, then go to the right.
  • Look at the bottom part of the case and insert SOME KIND OF MICROCHIP (P).
  • Look at the top part of the case, press the ‘open’ button (Q), then take A BOTTLE OF ‘SAGE BLOOD’ (R).
  • Walk left, go down the ladder, then walk right to the Magick laboratory.

Nightmare Adventures: The Turning Thorn

  • Use A DRY PAINTBRUSH on A BOTTLE OF ‘SAGE BLOOD’ to get A PAINTBRUSH DIPPED IN SAGE BLOOD (S).
  • Look at the door to Dr. Phillip’s office and use A PAINTBRUSH DIPPED IN SAGE BLOOD on the window 4 times (T).
  • Enter Dr. Phillip’s office.

Nightmare Adventures: The Turning Thorn

  • Talk to Griselda then use A VIAL OF SUBSTANCE A7083 on her (A).
  • Look at the computer; read the letter, then take A ROLL OF CLEAR TAPE (B).
  • Look at the table and take DR. PHILLIP’S SALIVA-COVERED DONUT (C).
  • Look at the safe for a mini-game (D).

Nightmare Adventures: The Turning Thorn

  • Look at the photo clue (E).
  • Use the dial and the buttons to enter the combination on the right.
  • You must first open the spaces by dialing the suits, then fill in the numbers.
  • Once you open a suit, the next available space will be highlighted.
  • Our solution was: Fx1, Gx12, Hx1, Gx4, Hx1, Gx4, Hx1, Gx3, Hx1, Fx1, Gx12, Fx1, Gx9, Fx1.
  • Read both pages in the book and take THE DISK FROM DR. PHILLIP’S SAFE (I).
  • Walk down twice, then enter the interrogation room.

Nightmare Adventures: The Turning Thorn

  • Look at the coffee mug and use SOME EYE MAKEUP on the side (J).
  • Use A ROLL OF CLEAR TAPE on the fingerprint, then take THE FINGERPRINT I LIFTED OFF THE MUG (K).
  • Walk down.
  • Look at the control and use THE FINGERPRINT I LIFTED OFF THE MUG in the yellow square (L).
  • Walk forward to containment one.

Nightmare Adventures: The Turning Thorn

  • Look at Dr. Phillips, then look at the control and take A GEMSTONE OF SOME KIND (M).
  • Walk down, enter the Magick laboratory.
  • Look at the machine and place A GEMSTONE OF SOME KIND in the center for a mini-game (N).

Nightmare Adventures: The Turning Thorn

  • You must press the symbols in the order from the chant (O).
  • Look at the photo clues for the chant and the symbol syllables (P).
  • Press the symbols in order, in an unbroken chain.
  • Place DR. PHILLIP’S SALIVA-COVERED DONUT on the left (Q), A CLAW FROM ONE OF THE CREATURES on the right (R), and place A PIECE OF METEORITE at the top (S).
  • Once the sequence plays on the screen, take A GEMSTONE INFUSED WITH A SPELL OF TRANSPOSITION from the center (T).
  • Exit the close-up, walk down, then forward.

Nightmare Adventures: The Turning Thorn

  • Look at Dr. Phillips, then look at the control and place A GEMSTONE INFUSED WITH A SPELL OF TRANSPOSITION in the center (A).
  • Press the left button (B).
  • Talk to Dr. Phillips to get the code 5236 (C).

Nightmare Adventures: The Turning Thorn

  • Look at the creature, then the control; enter 5236 and press the red button (D).
  • Talk to Dr. Phillips, then take THE PENCIL I BORROWED FROM DR. PHILLIPS (E).
  • Walk down, enter the Magick laboratory, then enter Dr. Phillip’s office.

Nightmare Adventures: The Turning Thorn

  • Look at the pad and use THE PENCIL I BORROWED FROM DR. PHILLIPS to find the code (F).
  • Lift the paper to find A TILE WITH A ‘B’ ON IT (G).
  • Walk down, then look at the keypad for Dr. Thorn’s office for a mini-game.

Nightmare Adventures: The Turning Thorn

  • Look at the photo clue for the code (H).
  • Move the tiles so all the A’s are touching 3′s, all the B’s are touching 1′s, and all the C’s are touching 1′s.
  • Press the tiles in this order: P, O, L, I, J, M, P, O, L, I, J, M, L, I, J, K, N, M, J, I, L, M, P, Q, N, M, P, and O.
  • Place A TILE WITH A ‘B’ ON IT in the lower left space to complete the mini-game.
  • Enter Dr. Thorn’s office.

Nightmare Adventures: The Turning Thorn

  • Zoom into the photo on the bookcase (R).
  • Look at the desk and read the letter (S).
  • Zoom into the chessboard (T).
  • Look at the seal on the wall and take SOME KIND OF KNOB OR DIAL (U).
  • Look at the security screens for a mini-game (V).

Nightmare Adventures: The Turning Thorn

  • Look at the controls and place THE DISK FROM DR. PHILLIP’S SAFE in the slot (A).
  • Place SOME KIND OF KNOB OR DIAL in the number 1 circle (B).
  • Look at your photo clue (C).
  • Rotate the dials so the red mark is in the same position as the number in the clue (D).

Nightmare Adventures: The Turning Thorn

  • Look at the chessboard clue to see which screens belong to which symbols (E).
  • Look at a symbol clue for its number (F), find the monitors in that symbols group that add up to the number, then turn off the remaining monitors in that group. Do this for all 4 symbols (G).

Nightmare Adventures: The Turning Thorn

  • Look in the safe and take DR. THORN’S BLACK LEVEL SECURITY CARD (H).
  • Walk down twice, go up the ladder, then walk to the right.
  • Look at the access control and use DR. THORN’S BLACK LEVEL SECURITY CARD in the slot (I).
  • Enter the elevator.

Chapter 7: The Island

Nightmare Adventures: The Turning Thorn

  • Look at the elevator control and push the button (A).
  • Talk to the witch thoroughly (B).
  • Walk forward to exit the elevator, then walk forward to the rear gate.

Nightmare Adventures: The Turning Thorn

  • Look at the control on the gate for a mini-game.
  • Cover up the unnecessary numerals so each row on the left (C) equals the right (D).
  • Our solution was to press the buttons in this order: F, G, H, P, M, P, M, Ix3, E, L, K, Ox2, N, and M.
  • This mini-game is randomized; your solution may vary.
  • Use A RING OF KEYS in the lock (Q).

Nightmare Adventures: The Turning Thorn

  • Walk through the gate (R).
  • Select the boat to cross the lake (S).

Nightmare Adventures: The Turning Thorn

  • Look in the boat and take AN EMERGENCY FLARE (T).
  • Note the entrance to the back yard (U).
  • Enter the house (V).

Nightmare Adventures: The Turning Thorn

  • Look in the box and take A BALL OF GRAY YARN (W).
  • Look at the book and read the 3 pages (X).
  • Look at the banister and take A SCRAP OF CLOTH… FROM SOMETHING THAT WENT UPSTAIRS (Y).
  • Walk right to the living room.

Nightmare Adventures: The Turning Thorn

  • Look at the mantle and read the message in the bottle (A).
  • Look in the fireplace and take AN OLD PIECE OF PARCHMENT (B).
  • Look in the basket; take ‘ACCESS CARD A’ and read the note (C).
  • Look at the piano for a mini-game (D).

Nightmare Adventures: The Turning Thorn

  • Look at the message in the bottle clue from your photo clues (E).
  • The three letters on the keyboard show how the rest of the alphabet should be placed (F).
  • Play LOST SOS XW.
  • Take AN OLD COMPASS (G).
  • Walk down.

Nightmare Adventures: The Turning Thorn

  • Look at the mirror and place AN OLD COMPASS in the niche (A).
  • Look at the photo clue (B) and turn the compass NEEDLES to those directions (C).
  • Enter the basement (D).

Nightmare Adventures: The Turning Thorn

  • Look at the stand and take A SHARP PIECE OF BROKEN GLASS (E).
  • Look in the desk drawer and take A SCREWDRIVER (F).

Nightmare Adventures: The Turning Thorn

  • Look at the papers; take the ‘ACCESS CARD B’ and read the documents (G).
  • Look at the bulletin board and place AN OLD PIECE OF PARCHMENT with the scrap (H).
  • Select the document to ‘read’ it, then talk to the witch (I).
  • Walk down, then go up the stairs.

Nightmare Adventures: The Turning Thorn

  • Look at the table and take SOME GLUE (J).
  • Note the glowing door (K).
  • Walk out on the porch (L).

Nightmare Adventures: The Turning Thorn

  • Look at the telescope and use A SCREWDRIVER on the 2 screws, remove the cover, then take A TELESCOPE LENS (M).
  • Take the GREEN SPRAY PAINT (N).
  • Look in the window (O).
  • Walk down twice, then walk right to the living room.

Nightmare Adventures: The Turning Thorn

  • Look at the chair and read the book (P).
  • Use A SHARP PIECE OF BROKEN GLASS on the pillow to get TWO RED BUTTONS (Q).
  • Walk down twice, then go to the backyard.

Nightmare Adventures: The Turning Thorn

  • Look at the leaves and use the GREEN SPRAY PAINT on the doll (R).
  • Use SOME GLUE on the doll’s head (S).
  • Place the TWO RED BUTTONS on the doll’s face (T).
  • Use A BALL OF GRAY YARN on the doll’s head (U).
  • Place A SCRAP OF CLOTH… FROM SOMETHING THAT WENT UPSTAIRS on the doll’s body (V), then take MY ‘EFFIGIAL POPPET’… LIKENESS OF THE WITCH.
  • Talk to Abby (W).
  • Walk down, enter the house, then go down to the basement.

Nightmare Adventures: The Turning Thorn

  • Look at the stand and place A TELESCOPE LENS in the center (A).
  • Look at the containment control; place ‘ACCESS CARD A’ in the left slot and place ‘ACCESS CARD B’ in the right slot (B).

Nightmare Adventures: The Turning Thorn

  • Zoom into the bulletin board and touch the spell (C).
  • Talk to the witch (D).
  • Look at the furnace, place MY ‘EFFIGIAL POPPET’… LIKENESS OF THE WITCH inside, turn the valve, then use AN EMERGENCY FLARE on the doll (E).
  • Walk down, go up the stairs, then walk forward.

Nightmare Adventures: The Turning Thorn

  • Talk to Dr. Thorn (F).
  • He will show you the box for a mini-game (G).

Nightmare Adventures: The Turning Thorn

  • Move the skulls so they are touching a gem of the same color.
  • Select a flashing skull to move it to the empty position.
  • Our solution was to select the skulls in the following order: S, G, O, V, I, N, B, L, T, P, C, N, B, L, T, P, C, N, S, E, M, H, Q, D, O, V, I, N, F, R, M, H, Q, D, O, J, C, N, F, R, M, E, B, L, T, P, C, N, U, J, C, P, T, L, B, E, S, G, O, D, Q, H, M, A, K, G, O, D, Q, H, M, A, K, G, O, D, Q, H, M, E, B, N, S, E, B, N, S, G, O, G, K, A, M, R, F, N, S, G, K, A, M, R, F, N, S, G, O, G, K, A, M, E, B, L, T, P, C, P, T, L, B, N, S, G, K, A, M, R, F, N, S, G, O, D, Q, H, M, E, S, E, B, L, T, P, C, N, U, J, C, P, T, P, C, N, I, V, O, J, C, N, U, H, Q, D, O, J, C, N, U, H, Q, D, O, J, C, P, and T.
  • Note the final solution (W).
  • Congratulations! You have completed Nightmare Adventures: The Turning Thorn!

Written by

Margie B is the Strategy Guide Editor for Big Fish Games, working on the East Coast. She has been creating guides for the past 7 years and has several hundred guides under her belt. In her spare time she enjoys playing games on her iPad, going to the movies, traveling, and spending time with friends and family.