Surface: The Noise She Couldn’t Make Walkthrough

Posted on August 23, 2012 in Walkthroughs -- Share:

Welcome to the Surface: The Noise She Couldn’t Make Walkthrough

When a young woman is found comatose by the side of the road with a bloody knife beside her, it’s up to you to unravel her story!

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 Surface: The Noise She Couldn’t Make 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

Surface: The Noise She Couldn't Make

  • Hidden Object Scenes and mini-games are often randomized – your solution may vary.
  • Hidden Object Scenes will be referred to as HOS in this walkthrough.
  • The journal will collect videos and has an interactive map (A).
  • The glowing circle will show your current location (B).
  • Exclamation marks indicate there are tasks to complete and check marks indicate you have finished a location.
  • A question mark indicates you have not yet visited an area, while a lock indicates an area is not available.
  • Select a previously visited area to travel there.
  • You can also replay certain videos (C).
  • Your inventory is in the bottom panel – click on an item to select it for use (D).
  • The inventory panel auto-hides, move your mouse down to reveal the panel.
  • Hints are unlimited, but you must wait for the hint meter to refill (E).

Chapter 1: Fever

Surface: The Noise She Couldn't Make

  • You will have the option of a brief tutorial.
  • Select Jane (A) to learn her symptom is fever; you must put out the fire that represents the fever.
  • Look at the dock; take the NET (B) and use it to collect the PAPER BOAT (C).
  • Look at the flower and take the KEY (D).
  • Look at the wardrobe and use the KEY in the lock (E).
  • Select the wardrobe for a HOS.

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  • Locate all the items on the list.
  • You will earn the MAGICIAN’S WAND.
  • Walk right to Near the Wrecked Ship.

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  • Look at the cannon and take the SHARP KNIFE (F).
  • Look at the boat and take the CARROT (G).
  • Use the SHARP KNIFE to cut the red cloth (H); take the PIECE OF CLOTH (I).
  • Look at the rabbit hole and use the CARROT on the rabbit (J); take the RABBIT (K).
  • Walk down to the Town Gate, then go left to Near the Decrepit House.

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  • Look at the top hat and place the RABBIT inside (L).
  • Place the PIECE OF CLOTH over the top hat (M).
  • Use the MAGICIAN’S WAND on the top hat (N).
  • Pull on the end in the hat (O).
  • Take the MAGICIAN’S SCARVES (P).
  • Look at the stump and take the TORCH (Q).
  • Look at your map and return to Near the Wrecked Ship.

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  • Look at the boat and use the MAGICIAN’S SCARVES on the hook to make the GRAPPLING HOOK (R).
  • Look at the gargoyle and take the GUNPOWDER (S).
  • Walk down once to the Town Gate.

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  • Use the GRAPPLING HOOK on the tree (T).
  • Look at the scarves and pull the end (U).
  • Take the BUCKET OF WATER (V).
  • Look at Jane and use the BUCKET OF WATER on her to break the fever (W).
  • After the cut-scene, look where she was sitting and use the TORCH on the flame to get the BURNING TORCH (X).
  • Take the HAMMER, glass globe, and the LEVER (Y).
  • Note- you will have a cut-scene once you take the globe.
  • Walk right to Near the Wrecked Ship.

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  • Look at the ladder control and place the LEVER into the socket (A).
  • Pull the lever down (B).
  • Go up the ladder to the Wrecked Ship (C).

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  • Take the SHIP’S WHEEL (D).
  • Look at the winch and use the HAMMER on the wedge (E).
  • Select the dropped net for a HOS (F).

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  • Locate all the items on the list.
  • You will earn the SKULL.

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  • Look at the map table and take the COMPASS (G).
  • Open the shell and take the 1/3 PEARL (H).
  • Look at the globe and place the COMPASS in the center for a mini-game (I).

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  • Place the PAPER BOAT into the opening (J).
  • Use the 5 bubbles (red) to propel the boat into the 6 apple flags (green).
  • Press a bubble to push the boat away; you may need to press several bubbles in sequence.
  • Once the basin opens, take the WOODEN APPLE (K).
  • Walk down once.

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  • Look at the cannon and turn the barrel so the opening faces to your left (L).
  • Use the GUNPOWDER, then the SKULL on the opening (M).
  • Flip the barrel back to the left, then use the BURNING TORCH on the end to fire the cannon (N).
  • Look at the gargoyle and give him the WOODEN APPLE (O).
  • Take the DOORBELL (P).
  • Look at the map and select Near the Decrepit House.

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  • Look at the front door; place the DOORBELL on the wires, then ring the bell (Q).
  • Walk forward to the Dollhouse (R).

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  • Look at the mirror (S).
  • Look at the music box and take the MIRROR SHARD (T).
  • Take the IRONING BOARD (U).
  • Look at the map and return to Near the Wrecked Ship.

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  • Look at the hole in the hull of the ship and place the IRONING BOARD across the gap (V).
  • Enter the Wrecked Ship’s Hold (W).

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  • Tip over the bottle (A).
  • Look at the table: take the GEAR and the BUTTERFLY IN A JAR (B).
  • Note the portrait and the statue differ by 3 items (C).
  • Look at the map and select the Town Gate.

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  • Look at the flower and use the BUTTERFLY IN A JAR on it (D).
  • Take the MEDALLION (E).
  • Look at the map and go to the Wrecked Ship’s Hold.
  • Look at the chest in the rear and use the MEDALLION on the indentation (F).

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  • Move all the gems to their outlines so they can glow (G) using the 5 magnets (H).
  • Red magnets attract the gems and the blue magnets repel the gems.
  • Drag the magnets into position and release.

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  • Look in the chest and take the page from Jane’s memory (I).
  • After the cut-scene, take the 2/3 PEARLS (J).
  • Look at the map and go to the Dollhouse.

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  • Look at the cabinet and place the GEAR in the mechanism (K).
  • Turn each of the gears so the ball bearing can roll through all the gears to the left (L).
  • Take the SPRING (M).

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  • Look at the chair and replace the SPRING, then turn the handle 3 times to lower the chair (N).
  • Look at the doll and remove the PIN (O).
  • Use the MIRROR SHARD to cut the necklace, then take the 3/3 PEARLS (P).
  • Look at the map and select the Town Gate.

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  • Look at the sign with Jane Doe’s name real name (Q).
  • Look at the door and place the 3 PEARLS on the small shelf to trigger a mini-game (R).

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  • Use the control (S) to move the stars (T) around to match the symbol (U).
  • There are 3 symbols to match.
  • Walk forward to Main Street.

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  • Look at the carriage wheel; take the BRIDE FIGURINE and the MAILBOX DOOR (V).
  • Note the sign on the carriage door (W).
  • Walk forward to the Tower Gate.

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  • Look at the lion; take the STAR and the STATUE’S HAT (X).
  • Look at the gate and take the BELT (Y).
  • Look at the stable gate and take the SCALPEL (Z).
  • Look at the map and return to the Wrecked Ship’s Hold.

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  • Look at the toy soldier and use the PIN on the key (A).
  • Take the WINDUP KEY (B).
  • Use the map to travel to the Dollhouse.

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  • Look at the music box and use the WINDUP KEY on the lock (C).
  • Take the MOUSE (D).
  • Look at the wedding cake and place the BRIDE FIGURINE next to the groom (E).
  • Move the piece with the bride and groom on it to the left (F).
  • Take the flower that triggers a cut-scene and the MECHANICAL HAND (G).
  • Look at the map and go to Main Street.

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  • Look at the carriage wheel and use the MECHANICAL HAND to take the MAILBOX FLAG (H).
  • Note the item on the lamp (I).
  • Use the map to return to Near the Decrepit House.

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  • Look at the mailbox; place the MAILBOX DOOR and the MAILBOX FLAG on the mailbox (J).
  • Close the mailbox door and raise the mailbox flag (K).
  • Open the mailbox door to find the package (L).
  • Open the package and take the BLACK PAINT (M).
  • Look at the map and go to Main Street.

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  • Look at the carriage door and use the BLACK PAINT on the sign (N).
  • Enter the Ambulance Carriage (O).

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  • Look inside the frame and give the MOUSE to the snake (P).
  • Take the HEART (Q).
  • Select the items on the couch for a HOS (R).

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  • Locate all the items on the list.
  • You will earn the ROOK.

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  • Look at the burlap cover; use the SCALPEL to cut a slit then pull it open (S).
  • Take the MONOCLE (T).
  • Move the stomach sign to the slot (U).
  • Place the HEART in the empty slot (V).
  • Use the map to travel to the Hold of the Wrecked Ship.

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  • Look at the cage and swap the ROOK for the KNIGHT (W).
  • Use the map to return to the Tower Gate.
  • Look at the stable door and place the KNIGHT into the lock (X).
  • Enter the Stables on the right.

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  • Look at the ladder; take the BOOT and the LADDER (A).
  • Look at the stall control and try to open the stall (B).
  • Use the BELT to replace the rope (C).
  • Place the SHIP’S WHEEL on the control and use it to open the stall (D).
  • Look in the stall for a HOS (E).

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  • Locate all the items on the list.
  • You will earn the HORSESHOE.
  • Walk down twice to Main Street.

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  • Look at the horse’s head and place the HORSESHOE in the indentation (F).
  • Take the STONE PIPE (G).
  • Use the LADDER on the lamppost (H).
  • Look at the streetlamp and take the GOOD LUCK MEDALLION (I).
  • Open the streetlamp, pull the chain and take the LAMP (J).
  • Enter the Ambulance Carriage.

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  • Look at the counter and place the LAMP into the flash; take the CAMERA (K).
  • Use the map to travel to the Stables.
  • Look at the dog house and take the collar for a cut-scene (L).
  • Place the CAMERA in front of the dog house (M).
  • Select the camera to take a photo of the bone, then take the PICTURE OF A BONE (N).
  • Use the map to go to the Wrecked Ship’s Hold.

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  • Look at the statue; place the STONE PIPE, MONOCLE, and the STATUE’S HAT on the statue (O).
  • Take the BRAIN from the opening (P).
  • Return to the Ambulance Carriage using the map.

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  • Look at the metal man and place the BRAIN into the head opening (Q).
  • Place the PICTURE OF A BONE on the right sign (R).
  • Look inside the mid-section for a mini-game (S).

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  • Assemble the jigsaw by dragging the pieces onto the grid (T).
  • Take the DEFIBRILLATOR (U).
  • Use the map to go to the Tower Gate.

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  • Look at the tower door and use the DEFIBRILLATOR on the lock (V).
  • Walk forward to the Throne Room.

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  • Look at the throne and take the memory page for a cut-scene (W).
  • Move the pillow aside and take the GAS (X).
  • Return to the Ambulance Carriage using the map.

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  • Look at the hydraulics and replace the broken tank with the GAS (A).
  • Take the PLUNGER (B).
  • Return to the Throne Room using the map.

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  • Look at the metal door and replace the PLUNGER (C).
  • Look at the reservoir (D).

Chapter 2: Respiratory

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  • Look at the boat and take the FISHING ROD (A).
  • Look at the whale and remove the seaweed (B).
  • Walk left to Near the Windmill (C).

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  • Look at the target; take the RUBY and the ARROW FLETCHING (D).
  • Look at the shed door and use the FISHING ROD to unlatch the door (E).
  • Take the OAR (F).

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  • Look at the bottom part of the spider on the door and take the BUCKET WITH TAR (G).
  • Look in the window for a cut-scene (H).
  • Walk down to the Lake Coast.

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  • Look at the statue; place the RUBY in his belt (I) then take the WEIGHT (J).
  • Walk left to Near the Windmill.
  • Look at the gate and use the WEIGHT on the hook (K).
  • Enter the gate to the Cave.

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  • Look at the backpack and take the SPRAY CAN (L).
  • Walk down once.

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  • Look at the pool toy and use the SPRAY CAN to blow it up (M).
  • Take the BOARD (N).
  • Walk down once to the Lake Coast.

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  • Look at the boat and place the BOARD over the hole (O).
  • Pour the BUCKET OF TAR over the board (P).
  • Place the OAR in the boat (Q).
  • Go forward to the Island (R).

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  • Look at the figures and take the ring (S).
  • Select the trash heap for a HOS (T).

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  • Locate all the items on the list.
  • You will earn the RIBBON.
  • Use the map to travel to Near Windmill.

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  • Look in the shed and use the RIBBON on the twigs (U).
  • Take the BROOM (V).
  • Use the map to travel to the Island.

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  • Look at the figures and use the BROOM to remove the cobwebs (W).
  • Give the GOOD LUCK MEDALLION to one of the figures (X).
  • Walk forward to enter the Tree of Wishes.

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  • Look at the frog; remove the crown (A) and take the OPENER (B).
  • Place the ARROW FLETCHING on the end of the stick (C).
  • Look at the painting (D).
  • Walk down once.

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  • Look at the convertible top and use the OPENER to cut a hole (E).
  • Pull the lever (F).
  • Enter the Car.

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  • Look at the bag and open the zipper (G).
  • You will earn the CLAPPER.
  • Take the SCREW and the THROWING STAR (H).
  • Use the map to travel to Near Windmill.

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  • Look in the window and use the THROWING STAR to get the KEY (I).
  • Walk down once to the Lake Coast.
  • Look at the train car and place the CLAPPER in the bell; take the BELL (J).
  • Use the map to return to the Tree of Wishes.

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  • Look at the toy train and use the BELL on the ear trumpet (K).
  • Take the TICKET (L).
  • Look at the table and use the KEY to take the LOCK (M).
  • Return to the Lake Coast using the map.

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  • Look at the train and place the TICKET into the stamper (N).
  • Pull down the lever (O).
  • Enter the Train.

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  • Look at the case and take the CODE PAPER (P).
  • Look at the open bag and take the WHEELS (Q).
  • Select the open case for a HOS (R).

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  • Locate all the items on the list.
  • You will earn the SCISSORS.
  • Walk down once to the Lake Coast.

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  • Look at the whale and place the WHEELS on the cart (S).
  • Use the map to travel to the Cave.
  • Look at the backpack and use the SCISSORS to cut it open (T).
  • Take the BUTTON (U).
  • Return to the train using the map.

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  • Look at the case and place the BUTTON on the left (V).
  • Press the left button, then the center button (W).
  • Open the case and take the ship in a bottle (X).
  • The ship in a bottle will separate and become the BOTTLE and SHIP.
  • Go to the Car using the map.

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  • Look at the glove box and place the CODE PAPER next to the torn paper (A).
  • Enter the code 8-6-1-9-0-9 (B).
  • Open the glove box and take the KEY (C).
  • Look at the steering wheel and use the KEY on the bracelet (D).
  • Take the BRACELET PIECE.
  • Travel to the train using the map.

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  • Look at the chest and place the BRACELET PIECE into the lid (E).
  • This will trigger a mini-game.

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  • Move all the gems to their outlines so they can glow (F) using the 5 magnets (G).
  • Magnets will repel or attract only the colors on that magnet.
  • Drag the magnets into position and release.

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  • Look inside the chest and take the memory page (H).
  • After the cut-scene, take the FORK (I).
  • Use the map to get to the Island.

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  • Look at the rear of the car and use the LOCK on the chain (J).
  • Use the FORK to take the KEY (K).
  • Travel to Near Windmill using the map.
  • Look at the top of the spider and use the KEY on the jaws to get the CAR KEY (L).
  • Return to the Car using the map.

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  • Look at the dash, put the CAR KEY in the ignition, then turn it (M).
  • You will automatically return to the Lake Coast.
  • Look at the whale and take the spider KEY (N).
  • Walk left to the Near Windmill.

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  • Look at the lower portion of the spider on the door and place the spider KEY into the body (O).
  • Enter the Windmill.

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  • Look at the table; take the HANDLE and the MATCHES (P).
  • Look at the tank and read the page (Q).
  • After the cut-scene, look again at the tank and take the DRILL BIT (R).
  • Select the crate for a HOS (S).

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  • Locate all the items on the list.
  • You will earn the OLD RAG.
  • Travel to the Island using the map.

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  • Look at the case and take the PLASTER HEAD (T).
  • Place the DRILL BIT on the drill in the case then take the DRILL (U).
  • Look at the rear of the car and place the BOTTLE under the drip (V).
  • Use the DRILL to make the hole bigger (W).
  • Take the BOTTLE WITH FUEL.
  • Use the map to travel to the Cave.

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  • Look at the pedestal and place the PLASTER HEAD on top (X).
  • Take the TIARA (Y).
  • Use the map to return to the Tree of Wishes.

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  • Look at the frog and place the TIARA on his head (A).
  • Place the OLD RAG on the tip of the arrow (B).
  • Use the BOTTLE OF FUEL on the tip of the arrow (C).
  • Use the MATCHES to light the tip of the arrow (D).
  • Take the BURNING ARROW (E).
  • Look at the round chest for a mini-game (F).

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  • Place the HANDLE next to the similar piece to trigger the mini-game (G).
  • Combine 2 items on the board, then press the center button to create a third item/figure.
  • Repeat this process until the board is filled.
  • Combine the bush (H) and the hourglass (I) to make the tree.
  • Combine the horse (J) and the wheel (K) to make the cart.
  • Combine the man (L) and the tree (M) to make the house.
  • Combine the house (N) and the grain (O) to make the windmill.
  • Combine the man and the hourglass to get the wise man.
  • Combine the crown (P) and the wise man (Q) to make the king.
  • Combine the king (R) and the house to make the castle.
  • Combine the man and the castle (S) to make the knight.
  • Take the LANTERN when the center opens.
  • Look at the map and select the Windmill.

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  • Look at the table and place the BURNING ARROW with the bow; Take the LONGBOW (T).
  • Travel to the Cave with the map.
  • Use the LONGBOW on the scarecrow (U).
  • Walk forward to the Tent in the Cave.

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  • Look at the tent and open the flap (A).
  • Place the LANTERN inside the tent (B).
  • Take the memory page for a cut-scene, then take the HANDKERCHIEF (C).
  • Look at the table and take the GLOVES (D).
  • Use the SCREW to repair the ax, then take the ICE AXE (E).
  • Walk down once.

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  • Look at the flames and use the GLOVES to take the WRENCH (F).
  • Look at the cave wall; use the ICE AXE on the white vein then take the CHALK (G).
  • Walk forward.

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  • Look at the telescope and use the HANDKERCHIEF to clean the lens (H).
  • Hang the STAR on the string (I).
  • Look at the drawing and use the CHALK to finish the drawing and trigger a mini-game (J).

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  • Using the arrows, move the caveman (K) through the fields to collect all his belongings (blue).
  • Watch the food meter at the top (L); you consume food with every step.
  • Make sure you take the fishing rod before you try to capture the fish and get the spear before you capture the boar.
  • Take the STOPWATCH from the center.
  • Use the map to travel to the Windmill.

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  • Look at the reservoir cover and use the WRENCH to remove the bolts (M).
  • Look at the reservoir control; place the STOPWATCH on the device for a mini-game (N).

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  • Position the timers (green) to open the gates so the glass ball travels from the top left (O) to the lower right (P) without breaking.
  • Select 2 timers to swap positions.
  • Once all the timers are in place, press the red button (Q).

Chapter 3: Paralysis

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  • Note the path to Sand River (A).
  • Look at the ring of compasses and take the MAGNET (B).
  • Note the path to the Statue (C).
  • Select the debris pile for a HOS (D).

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  • Locate all the items on the list.
  • You will earn the GUITAR PICK.
  • Walk forward on the right to the Sand River.

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  • Look at the structure on the left; take the LEVER (E) and raise the gate (F).
  • Look at the base of the cactus and use the MAGNET on the needles (G).
  • Take the DROPPER (H).
  • Walk down, then go forward on the left to the Statue.

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  • Look at the statue to learn Jane’s symptom (I).
  • Look at the statue again and use the BOOT on the scorpion (J).
  • Use the DROPPER to collect the TEAR (K).
  • Look at the ground and use the TEAR on the plant (L).

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  • Look at any of the statues for a cut-scene.
  • Look at the drummer and take the MEDALLION WITH THE DOG (M).
  • Look at the piper and take the BRUSH (N).
  • Take the right path to the Oasis.

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  • Look at the soldier and take the SMOKE BOMB (O).
  • Remove the dead flower from the vase (P).
  • Walk down then take the left path to the Fork in the Road.

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  • Look at the flowers; use the SMOKE BOMB to scare away the bees then take the FLOWER (Q).
  • Look in the well and take the VALVE (R).
  • Look at the fallen column and read the page (S).
  • Walk forward on the left to the Hall of Ropes.

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  • Look at the winch and place the LEVER on top (T).
  • Select the base of the platform for a mini-game (U).

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  • Use the spool of rope to trace all the lines once without retracing your path.
  • Drag the spool to: G-E-H-G-F-C-G-D-C-A-D-E-A-B-E.

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  • Look at the platform; take the GUITAR and the BLUNT BLADE (I).
  • Use the map to travel to the Desert.
  • Look at the large rock; use the BLUNT BLADE on the rock to make the SHARP BLADE (J).
  • Use the map to return to the Hall of Ropes.

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  • Look at the box and use the SHARP BLADE to take the ROPE (K).
  • Take the RAKE (L).
  • Travel to the Oasis using the map.

Surface: The Noise She Couldn't Make

  • Look at the soldier and place the FLOWER in the vase (M).
  • Take the NON-LOADED MUSKET (N).
  • Open the bag and take the PIPE BRUSH (O).
  • Use the map and go to the Fork in the roads.

Surface: The Noise She Couldn't Make

  • Look in the well and use the PIPE BRUSH in the pipe (P).
  • Take the FORM (Q).
  • Return to the Oasis using the map.

Surface: The Noise She Couldn't Make

  • Look at the beach and use the RAKE on the sand (R).
  • Place the FORM on the raked sand (S).
  • Remove the mold and take the SAND FISH (T).
  • Use the map to travel to the Sand River.

Surface: The Noise She Couldn't Make

  • Look at the cat, place the SAND FISH in the bowl (U), then take the SAND CAT (V).
  • Go to the Hall of Ropes using the map.
  • Use the SAND CAT on the birds (W).
  • Walk forward to the Hall of Birds.

Surface: The Noise She Couldn't Make

  • Look at the tools and take the SCREWDRIVER (X).
  • Look at the hole in the column and place the ROPE on the gears (Y).
  • Take the IRON BALL and the HYPNO-MEDALLION (Z).
  • Walk down once.

Surface: The Noise She Couldn't Make

  • Look at the box, use the SCREWDRIVER to remove the clamp, then take the THREE-EYED MUZZLE (A).
  • Walk forward to the Hall of Birds.
  • Look at the cage and use the BRUSH on the last spot (B).
  • Place the THREE-EYED MUZZLE on the last spot (C).
  • Each face has a different number of eyes; arrange the faces from left to right, according the number of eyes each has (D).
  • Select 2 faces to swap positions; the eyes will turn green when correctly placed.
  • Take the CLIMBING EQUIPMENT and the LIGHTER (E).
  • Travel to the Oasis using the map.

Surface: The Noise She Couldn't Make

  • Look at the back wall and use the CLIMBING EQUIPMENT on the gear in the rock (F).
  • Go forward, up to the Rocky Slope (G).

Surface: The Noise She Couldn't Make

  • Look at the flying machine and take the LEVER (H).
  • Look at the fan and take the BELLOWS (I).
  • Select the area at the base of the flying machine for a HOS (J).

Surface: The Noise She Couldn't Make

  • Locate all the items on the list.
  • You will earn the CLOCK HANDS.
  • Use the map to return to the Hall of Birds.

Surface: The Noise She Couldn't Make

  • Look at the tools and use the LEVER on the vice (J).
  • Turn the lever to open the vice, then take the TONGS (K).
  • Look at the base of the post and use the BELLOWS on the air bag (L).
  • Travel to the Sand River using the map.

Surface: The Noise She Couldn't Make

  • Look at the left sand structure and place the CLOCK HANDS on the clock face (M).
  • If you did not lift the lower gate on the previous visit, please do so now (N).
  • Place the IRON BALL into the opening, then push (O).
  • Take the VITRUVIAN MAN (P).
  • Look at the snake, use the HYPNO-MEDALLION to charm him, then take the SNAKE (Q).
  • Walk down once.

Surface: The Noise She Couldn't Make

  • Look at the large rock and use the SNAKE to retrieve the PRISM (R).
  • Use the map to return to the Oasis.
  • Look at the tree and use the TONGS to remove the nails (S).
  • Take the MECHANICAL EGG (T).
  • Walk forward to the Rocky Slope.

Surface: The Noise She Couldn't Make

  • Look at the flying machine and place the VITRUVIAN MAN on the case (U).
  • Take the BOMB (V).
  • Select the bird device for a mini-game (W).

Surface: The Noise She Couldn't Make

  • Place the MECHANICAL EGG in the left holder (A) and the PRISM in the right holder (B).
  • Turn the mirrors so the laser hits the center of the egg (C).
  • The laser color must alternate colors between mirrors and be green when it hits the egg.
  • Take the MECHANICAL BIRD from the left holder.
  • Return to the Hall of Birds using the map.

Surface: The Noise She Couldn't Make

  • Look at the metal tree and place the MECHANICAL BIRD on the empty branch (D).
  • Look at the pedestal and take the FLUTE (E).
  • Go to the Statue using the map.

Surface: The Noise She Couldn't Make

  • Look at the piper and give him the FLUTE (F).
  • Look at the guitarist; give him the GUITAR (G) and the PICK (H).
  • Walk forward on the left to the Fork in the Road.

Surface: The Noise She Couldn't Make

  • Look at the fallen column and place the BOMB in the crack (I).
  • Use the LIGHTER on the fuse (J).
  • Take the right path to the Hall of Wind then walk forward again to the Hall of Rain.

Surface: The Noise She Couldn't Make

  • Look at the drain and use the SHIP to push out the HAND; take the HAND (K).
  • Take the CART (L).
  • Look at the pipes; take the SPADE and the ADHESIVE TAPE (M).
  • Use the map to travel to the Rocky Slope.

Surface: The Noise She Couldn't Make

  • Use the CART on the fan blade (N).
  • Take the FAN and the DRUM STICKS (O).

Surface: The Noise She Couldn't Make

  • Look at the dog’s grave and use the SPADE to dig a hole (P).
  • Place the MEDALLION WITH THE DOG on the lid (Q).
  • Open the box; take the bone for a cut-scene, then take the PLASTER HEAD (R).
  • Use the map and go to the Hall of Wind.

Surface: The Noise She Couldn't Make

  • Look at the broken fan and replace the FAN BLADE (S).
  • Look at the hole in the glass and use the ADHESIVE TAPE to close the hole (T).
  • Open the doors for a mini-game (U).

Surface: The Noise She Couldn't Make
Surface: The Noise She Couldn't Make
Surface: The Noise She Couldn't Make

  • Flip the triangles around each other to recreate the pattern on the right.
  • Select an outer triangle and you will see the possible moves; select a location to move to.
  • The first 8 moves are shown here (1-8).
  • The second 8 moves are shown here (9-16).
  • The final 3 moves are shown here (17-19) with the final solution (20).
  • Look in the door and take the BAGPIPE (V).
  • Walk forward to the Hall of Rain.

Surface: The Noise She Couldn't Make

  • Look at the hole and use the CERAMIC HEAD to repair the column (W).
  • Look at the pipes and use the VALVE on the stem, then turn the valve a few times (X).
  • Look at the platform and take the DRUM (Y).
  • Travel to the Statue using the map.

Surface: The Noise She Couldn't Make

  • Look at the bagpiper and place the HAND on his arm (A).
  • Place the BAGPIPES in his arms (B).
  • Look at the drummer and give him the DRUM (C).
  • Place the DRUM STICKS in his hand (D).

Surface: The Noise She Couldn't Make

  • Look at the platform and take the memory page for a cut-scene (E).
  • Take the SIGNAL KEY (F).
  • Use the map to travel to the Rocky Slope.
  • Look at the flying machine and use the SIGNAL KEY in the lock (G).

Chapter 4: Nightmares

Surface: The Noise She Couldn't Make

  • Select the crashed flying machine for a HOS.
  • Locate all the items on the list.
  • You will earn the SAND.

Surface: The Noise She Couldn't Make

  • Zoom into the fire and throw the SAND on it (A).
  • Go forward to the Tower Entrance.
  • Examine the bushes; take the DETERGENT (B).
  • Walk up the steps to the Throne Room (C).

Surface: The Noise She Couldn't Make

  • Examine the ground; take the SPONGE (D).
  • Take a closer look at the handprint and take the VALVE (E).
  • Examine the tree; put the MUSKET (F) on it and take the BULLET (G).
  • Put the BULLET back in the MUSKET and take the LOADED MUSKET.
  • Walk down.

Surface: The Noise She Couldn't Make

  • Zoom into the horse; use the DETERGENT (H) followed by the SPONGE (I) on the horse.
  • Open the compartment and take the HORSE-RIDER (J).
  • Return to the throne room.

Surface: The Noise She Couldn't Make

  • Examine the device by the throne; put the HORSE-RIDER on it to activate a mini-game (K).
  • Move the buttons on the side until all the horses are at the same speed.
  • Once you get a green light (L) for each correct setting, push the button (M).
  • Please look at the screenshot for the solution (N).
  • Go forward to the Secret Room behind the throne.

Surface: The Noise She Couldn't Make

  • Examine the vanity and take the PLASTIC HAND (O).
  • Remove the dress from the form (P).
  • Note the chest (Q).
  • Walk down to the throne room.

Surface: The Noise She Couldn't Make

  • Look at the handprint on the floor; put the PLASTIC HAND on it (R), then take the PIN (S).
  • Walk forward.

Surface: The Noise She Couldn't Make

  • Zoom into the chest; put the PIN in the center to activate a mini-game.
  • Move all the gems to their outlines (T) using the 6 magnets.
  • Magnets will repel or attract only the colors on that magnet.
  • Drag the magnets into position and release.

Surface: The Noise She Couldn't Make

  • Zoom into the chest; take the page for a cut-scene (U).
  • Take the HOOK and the GREEN GEM (V).
  • Use the map to return to Main Street.

Surface: The Noise She Couldn't Make

  • Examine the window above the ladder; shoot the lock with the LOADED MUSKET (A).
  • Open the window and take the BLUE GEM (B).
  • Examine the manhole cover; put the VALVE in the center (C).
  • Rotate the lid 5 times so the heads of the keys match the outer symbols; take the GARDENING SCISSORS (D).
  • Walk forward to the Tower Entrance.

Surface: The Noise She Couldn't Make

  • Zoom into the ivy and cut it with the GARDENING SCISSORS (E); take the PEG and the DOOR KNOCKER (F).
  • Walk down and go left into the Dark Alley.
  • Zoom into the door; put the GREEN GEM and the BLUE GEM into the eye sockets (G).
  • Put the DOOR KNOCKER in the mouth (H); hit the door knocker and enter the Memorial.

Surface: The Noise She Couldn't Make

  • Examine the gong; take the page for a cut-scene (I) and then the ELEPHANT FIGURINE (J).
  • Return to the Secret Room using the map.
  • Examine the mirror; put the ELEPHANT FIGURINE in the slot (K) and take the GONG MALLET (L).
  • Return to the Memorial.

Surface: The Noise She Couldn't Make

  • Zoom into the gong; put the HOOK on it (M) and then hit the gong with the GONG MALLET (N).
  • Look in the fountain; take the NAMEPLATE (O).
  • Walk down to the Dark Alley.

Surface: The Noise She Couldn't Make

  • Zoom into the back gate; put the NAMEPLATE in the niche (P).
  • This will activate a mini-game.

Surface: The Noise She Couldn't Make

  • Move the glass ball (green) to position it correctly so it can show the constellation (pink) in the center.
  • Please look at the screenshot for the 5 solutions (@).
  • Walk forward to Near the Old Chapel.

Surface: The Noise She Couldn't Make

  • Examine the mound; take the SCYTHE (Q).
  • Zoom into the door; take the CANDLE (R).
  • Go towards the Backyard on the right (S).

Surface: The Noise She Couldn't Make

  • Examine the reeds and cut them with the SCYTHE (T).
  • Take the RAG (U) and the DRAGON TOOTH (V).
  • Return to the throne room.

Surface: The Noise She Couldn't Make

  • Examine the left statue; put the CANDLE on the candleholder (A) and the DRAGON TOOTH in the mouth (B).
  • Press on the nose (C) and take the LIT CANDLE.
  • Return to the Backyard.

Surface: The Noise She Couldn't Make

  • Examine the lantern; put the LIT CANDLE into it (D).
  • Examine the cart; take the WHEEL (E).
  • Return to Near the Old Chapel.

Surface: The Noise She Couldn't Make

  • Inspect the battering ram; put the WHEEL on it (F).
  • Put the PEG on the wheel (G) and then push the wheel forward.
  • Go into the Old Chapel (H).

Surface: The Noise She Couldn't Make

  • Try to talk to Liza (I).
  • Examine the pew; take the STICK (J).
  • Walk down.
  • Zoom into the broken pitchfork; put the STICK on it (K).
  • Take the PITCHFORK.
  • Walk forward on the right to return to the Backyard.

Surface: The Noise She Couldn't Make

  • Examine the cart; use the PITCHFORK on the hay (L) and take the FORCEPS (M).
  • Go back to the Dark Alley using the map.
  • Examine the birdhouse; use the FORCEPS to retrieve the HEART-SHAPED BADGE (N).
  • Use the map to return to the Secret Room.

Surface: The Noise She Couldn't Make

  • Look at the dress form and place the HEART-SHAPED BADGE into the niche (O).
  • Take the NEEDLE AND THREAD (P).
  • Examine the blanket; use the NEEDLE AND THREAD on the tear (Q), then take the BLANKET (R).
  • Return to the Old Chapel using the map.

Surface: The Noise She Couldn't Make

  • Throw the BLANKET on the eye (S).
  • Zoom into and take the LANTERN (T). You will be transported to the School.
  • Use the LANTERN on Noise (U).
  • Take a closer look at the chalkboard; use the RAG on it (V).
  • You will be transported to the Hospital.

Surface: The Noise She Couldn't Make

  • Look at the nurse and take the note (A). You will be transported near the hut.
  • Examine the door; take the MAT and KNOB (B).
  • Examine the fence; put the MAT on it (C).
  • Go over the fence into the Backyard of the Hut.

Surface: The Noise She Couldn't Make

  • Select the lounge chair for a HOS.
  • Locate all the items on the list.
  • You will earn the SAW.

Surface: The Noise She Couldn't Make

  • Look at the well; cut the beam with the SAW (D).
  • Take the WELL LID (E).
  • Take the EMPTY TRANQUILIZER DART (F).
  • Walk down.

Surface: The Noise She Couldn't Make

  • Look the front door; use the WELL LID on the door.
  • Enter the Living Room.
  • Inspect the door; take the SWITCH BUTTON (G).
  • Look at the steps; take the SCREWDRIVER (H).
  • Use the map to return to the Backyard of the Hut.

Surface: The Noise She Couldn't Make

  • Examine the door; remove the screws with the SCREWDRIVER (I).
  • Take the FRIDGE HANDLE (J).
  • Return to the Living Room using the map.

Surface: The Noise She Couldn't Make

  • Zoom into the fridge; put the FRIDGE HANDLE on the door (K).
  • Turn the handle and take the PUMPKIN (L).
  • Put the EMPTY TRANQUILIZER DART into the bottle to get the FULL TRANQUILIZER DART (M).
  • Inspect the dart gun; put the FULL TRANQUILIZER DART in it to get the LOADED TRANQUILIZING GUN (N).
  • Inspect the stairs; put the PUMPKIN on the trap (O).
  • Go up to the Second Floor.

Surface: The Noise She Couldn't Make

  • Use the LOADED TRANQUILIZING GUN on the dog (P).
  • Inspect the trophy bear; take the NIPPERS (Q).
  • Select the teddy bear for a HOS (R).

Surface: The Noise She Couldn't Make

  • Locate all the items on the list.
  • You will earn the SHOVEL.
  • Return to the Backyard of the Hut.

Surface: The Noise She Couldn't Make

  • Inspect the mound; use the SHOVEL in the dirt and take the WIRE (S).
  • Use the map to go to the Second Floor and then go into Liza’s Room on the right.
  • Examine the switch and put the WIRE over the faulty one (T).
  • Place the SWITCH BUTTON on the switch, then turn the switch on (U).

Surface: The Noise She Couldn't Make

  • Look at the drawer; put the KNOB on it (V).
  • Open the drawer and take the HUNTING HORN (W).
  • Walk down.

Surface: The Noise She Couldn't Make

  • Look at the bear; put the HUNTING HORN in the slot (A).
  • Press the left button twice, then press the right button once to make all 3 purple (B).
  • Take the 1/3 PEARL (C).
  • Walk down.

Surface: The Noise She Couldn't Make

  • Examine the key cabinet; break the seal with the NIPPERS (D).
  • Take the SNAKE HEAD and the KEY FOR BYRON’S FETTERS (E).
  • Examine the mantle; put the SNAKE HEAD on the cane (F) and take the 2/3 PEARLS (G).
  • Return to the Backyard of the Hut.

Surface: The Noise She Couldn't Make

  • Examine the well; use the KEY FOR BYRON’S FETTERS in the keyhole (H) to free Man’s Best Friend.
  • Take the 3/3 PEARL (I).
  • Go to Liza’s Room.
  • Zoom into the doll; put the 3 PEARLS into the necklace (J) and take the LOCKPICK (K).
  • Return to the Living Room using the map.

Surface: The Noise She Couldn't Make

  • Inspect the door; add the LOCKPICK to it to activate a mini-game (L).
  • Move the forms so they will fit on the lockpick; select 2 pieces to swap positions.
  • Pieces can swap with any piece next to them, or with a piece in the same column.
  • Please look at the screenshot for the solution (M).
  • Congratulations, you have completed Surface: The Noise She Couldn’t Make

Written by

Margie B is the Senior 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.