Welcome to the Ominous Objects: The Cursed Guards Walkthrough.

Mr. Jenkins is back to help you uncover the mystery of the haunted armor!

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 Ominous Objects: The Cursed Guards 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 Laurie Murphy, 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

  • This is the official guide for Ominous Objects: The Cursed Guards.
  • This guide does not mention each time you have to zoom into a location; the screenshots show each zoom scene.
  • Hidden-object puzzles are referred to as HOPs. This guide does not show screenshots of the HOPs, however, it is mentioned when a HOP is available and the inventory item collected.
  • Use the Map to travel quickly to a location.

Chapter 1: The Green Knight

  • Take the BROKEN LANTERN, LID and OIL (A).
  • Place Mr. Jenkins (B) on the log to get a LENS (C).
  • Combine the BROKEN LANTERN, LID, OIL and LENS for a LIT LANTERN.
  • Place the LIT LANTERN (D).
  • Walk forward.
  • Take the STONE (E).
  • Take 1/2 CLOCK PART; read the note (F).
  • Use the STONE (G).
  • Take the STICK (H).
  • Use the STICK for a puzzle (I).
  • Solutions vary.
  • Play the HOP.
  • Speak to the woman (J).
  • Take the SMOKER; read the newspaper and note (K).
  • Walk forward.
  • Speak to the woman (L); receive the BERGENWEIT KEY.
  • Take the TOURNIQUET (M).
  • Take the WALKING STICK (N).
  • Place the BERGENWEIT KEY for a puzzle (O).


  • Solution. 1-18.
  • Select the photo 2x. Open the book; read the note, take the Map; select the book. Take 2/2 CLOCK PART (P).
  • Walk down.
  • Read the note. Use the WALKING STICK to receive 1/2 METAL ROD (Q).
  • Place the 2/2 CLOCK PARTS for a puzzle (R).
  • Solution (S).
  • Open the tube to receive 2/2 METAL ROD.
  • Walk forward.
  • Place the 2/2 METAL RODS on the pole.
  • Repeatedly move the bottom rod to the open hole to climb the pole (T).
  • Take the WIRE (U).
  • Walk down.
  • Open and place the WIRE (V).
  • Slide the button (W).
  • Place Mr. Jenkins (X).
  • Solution. 1-9.
  • Receive a ROPE.
  • Walk forward.
  • Place the ROPE (Y).
  • Select the rope (Z).
  • Drag the rope 3x (A).
  • Take the CUP (B).
  • Place the CUP to receive a CUP WITH ACID (C).
  • Walk down.
  • Use the CUP WITH ACID to remove the bars (D).
  • Crawl forward.
  • Take the PIPE WRENCH (E).
  • Walk forward.
  • Take 1/2 SWORD HANDLE (F).
  • Select the gate; take the EMBLEM PART (G).
  • Walk right.
  • Take 1/3 PUZZLE PIECE (H).
  • Walk down 3x.
  • Place the PIPE WRENCH (I). Move the up arrow to match the numbers on the bolts (J). Remove each bolt. Take a LARGE GEAR.
  • Walk left.
  • Place and select the LARGE GEAR (K). Take the EMBLEM (L).
  • Walk forward, then right.
  • Combine the EMBLEM and EMBLEM PART for a LION EMBLEM.
  • Place the LION EMBLEM (M); take the DAGGER (N).
  • Walk down 2x.
  • Use the DAGGER (O).
  • Select (P). Receive a STONE.
  • Play the HOP (Q) to receive the SCROLL TUBE.
  • Place the TOURNIQUET and STONE (R).
  • Open the SCROLL TUBE for SECRET MAP PARTS, COIN and EMPTY SCROLL TUBE.
  • Select the SECRET MAP PARTS.
  • Solution (S).
  • Take the SECRET MAP.
  • Walk forward.
  • Place the COIN (T).
  • Solution. 1-5.
  • Take the PIRATE CAP.
  • Place the PIRATE CAP (U) for a PILLAR HINT (V).
  • Place the EMPTY SCROLL TUBE in the water barrel for a TUBE OF WATER (W).
  • Walk right.
  • Place the PILLAR HINT (X).
  • Solution (Y).
  • Take the QUIVER.
  • Use the TUBE OF WATER (Z) for an interactive HOP to take 2/3 PUZZLE PIECE (A).
  • Take the CLOTH (B). Use the scraper to get HOT COALS (C).
  • Take an ARROW from the QUIVER.
  • Combine the ARROW and CLOTH for a CLOTH-WRAPPED ARROW.
  • Place the CLOTH-WRAPPED ARROW for a LIT ARROW (D).
  • Walk down 2x.
  • Combine the SMOKER and HOT COALS for a SMOKER.
  • Use the SMOKER (E). Take 3/3 PUZZLE PIECE (F).
  • Walk forward.
  • Place 3/3 PUZZLE PIECES (G).
  • Solution – Hard and Casual (H).
  • Walk left.
  • Place the SECRET MAP (I).
  • Solution (J). A-B-C-B-C-B-C-B-C-A-D-E-F-E-D-F.
  • Take the note and 1/3 CLASP.
  • Take the LEVER (K).
  • Walk down 2x.
  • Play the HOP (L) for a SWORD.
  • Replace the LEVER and drag up (M). Take the HOSE and 2/3 CLASP (N).
  • Walk forward, then left.
  • Select the SWORD for 2/2 SWORD HANDLES.
  • Place 2/2 SWORD HANDLES (O).
  • Solution (P). A-C-D-B-A-B.
  • Take the SCROLL and CROSSBOW.
  • Walk down, then right.
  • Combine the CROSSBOW and LIT ARROW for a LOADED FIRE BOW.
  • Use the LOADED FIRE BOW (Q).
  • Walk down.
  • Speak to the man; receive a GATE KEY (R).
  • Use the GATE KEY (S).
  • Walk forward.
  • Take the CANDLE (T).
  • Take the 3/3 CLASP (U).
  • Combine the SCROLL and 3/3 CLASPS.
  • Solution (V).
  • Take the ARCH CODE (W).
  • Place the ARCH CODE (X).
  • Select 1-4.
  • Take the TONGS (Y).
  • Walk down, then left.
  • Take the notes; use the TONGS to get a LENS (Z).
  • Walk down.


  • Solution. 1-13.
  • Play the arrow HOP.
  • Walk forward.
  • Replace the LENS (A).
  • Position the lenses (B).
  • Take the note and the BOX KEY (C).
  • Walk down, then left.
  • Select the box (D); place the BOX KEY.
  • Select the key 2x and use to open the box (E).


  • Solution. 1-13.
  • Solution. 14.
  • Take the note and POISON (F).
  • Take an ARROW from the QUIVER.
  • Combine the CROSSBOW, ARROW and POISON for a POISONED BOW.
  • Walk down, then forward.
  • Use the POISONED BOW.
  • Receive an ENVELOPE.

Chapter 2: The Red Knight

  • Take the note and CADUCEUS FIGURINE (H).
  • Place the HOSE (I). Select and hold the handle (J).
  • Take the OIL (K).
  • Open the ENVELOPE; take the note and GREEN RELIC.
  • Walk forward.
  • Remove the cloth; play the HOP to receive a STICK (L).
  • Take the note; use the OIL (M).
  • Take the GASOLINE CANISTER (N).
  • Walk down.
  • Take the BROKEN PICKAXE (O).
  • Combine the BROKEN PICKAXE and STICK for a PICKAXE.
  • Use the stone (Q) on the stick (P); take the KEY (R).
  • Walk forward.
  • Play the HOP to receive SCREW 1/3 (S).
  • Read the message; place and select the KEY (T).
  • Take 2/3 SCREW (U).
  • Use the PICKAXE; take the SCROLL (V) and 3/3 SCREW (W).
  • Walk down.
  • Place the 3/3 SCREWS; pull the lever (X).
  • Walk left.
  • Solution (Y). R-L-R-R-L.
  • Speak to the man.
  • Take the MATCHBOX (Z).
  • Place the CADUCEUS FIGURINE (A).
  • Take the ALCOHOL (B).
  • Read the notes; take the MAZE TOY and EMPTY BURNER beneath it (C).
  • Use the ALCOHOL on the broken ladder. Take and place 1-7 rungs on the ladder (D).
  • Combine the EMPTY BURNER and GASOLINE CANISTER for a BURNER.
  • Use the BURNER (E).
  • Walk forward.
  • Take 1/3 BUTTONS (F).
  • Climb the ladder.
  • Take the RUSTED SCISSORS (G).
  • Take the MAGNET (H).
  • Walk down.
  • Use the MAGNET (I); select the lever (J) to play a HOP (K). Receive a CARD.
  • Place the CARD (L). Depress the buttons (M).
  • Take the CROWBAR (N).
  • Walk forward.
  • Use the CROWBAR (O). Take the GRINDSTONE (P).
  • Walk down.
  • Place the GRINDSTONE (Q).
  • Place the RUSTED SCISSORS on the grindstone for SCISSORS.
  • Play the HOP to receive a ROTARY DIAL (R).
  • Place the ROTARY DIAL. Note the code (S). Dial 2-4-5 (T).
  • Take the SIGNET KEY (U).
  • Walk forward.


  • Place the SIGNET KEY (V).
  • Solution – Casual (W1-W2).
  • Solution – Hard (W3-W4).
  • Place the CROWBAR in the fan. Use Mr. Jenkins to get a TOY (X).
  • Use the SCISSORS to get a ROPE (Y).
  • Combine the TOY and ROPE for a ROPED TOY.
  • Use the ROPED TOY (Z).
  • Press (A). Receive RELICS.
  • Walk forward.
  • Take 1/2 BOX PART; use the SCISSORS on the stitching; take the GRAIN (B).
  • Place the GRAIN (C); take 2/3 BUTTONS (D).
  • Combine the CANDLE and MATCHBOX for a LIT CANDLE.
  • Combine the SCROLL and LIT CANDLE. Move the candle to read the message; take the BALL.
  • Combine the MAZE TOY and BALL.
  • Solution (E).
  • Take 3/3 BUTTONS.
  • Place the 3/3 BUTTONS (F).
  • Solution (G). D-B-A-C-D-B.
  • Walk forward.

Chapter 3: The Blue Knight

  • Speak to the man.
  • Take the LONG PLANK (H).
  • Take 1/4 NAIL and 2/2 BOX PART (I).
  • Walk forward.
  • Take 2/4 NAIL (J).
  • Use Mr. Jenkins to get 1/2 SHIP PART (K).
  • Take 3/4 NAIL (L).
  • Place 2/2 BOX PARTS for a puzzle (M).
  • Solution (N).
  • Take the DIE and FISHING GLOVE.
  • Walk down.
  • Use the DIE for a puzzle (O).
  • Solutions vary.
  • Speak to the man; receive a LANTERN.
  • Use the FISHING GLOVE to get a SHARP SHELL (P).
  • Take 2/3 PLANK (Q).
  • Use the SHARP SHELL (R).
  • Walk to the Lighthouse Path.
  • Select, then place the LANTERN (S).
  • Solution (T).
  • Take 4/4 NAIL AND 3/3 PLANK (U).
  • Remove the coat. Take the ROPE and 1/4 KNIGHT FIGURE (V).
  • Walk forward.
  • Take 2/4 KNIGHT FIGURE and OLD CHEESE (W).
  • Take the OLD BOOT (X).
  • Use Mr. Jenkins to receive a COMPASS KEY (Y).
  • Walk down.
  • Give the OLD CHEESE; receive 1/2 SHIP BADGE (Z).
  • Walk down.
  • Combine the LONG PLANK, 3/3 PLANKS, 4/4 NAILS and OLD BOOT for a GANGWAY.
  • Place the GANGWAY (A) to play a HOP (B). Receive a HELM.
  • Return to the Lighthouse Path.
  • Place the HELM (C).
  • Solution. 1-6.
  • Enter the Lighthouse.
  • Select 1-5. Take the completed MOP (D).
  • Take the GLOVE (E).
  • Take 1/3 LANDMARK (F).
  • Take UNLIT LAMP (G).
  • Return to the Cliff.


  • Use the GLOVE. Take the JOURNAL (H).
  • Combine the JOURNAL and COMPASS KEY. Open for a puzzle.
  • Solution (I1-I2).
  • Solution (I3).
  • Take the LENS.
  • Walk down.
  • Place the LENS (J). Select to receive 2/2 SHIP PART (K).
  • Walk down.
  • Play the HOP (L) for a 2/2 SHIP BADGE.
  • Place the 2/2 SHIP PARTS (M).
  • Solution (N).
  • Take the LIGHTBULB (O).
  • Return to the Lighthouse.
  • Open and place the LIGHTBULB (P).
  • Place 2/2 SHIP BADGES.
  • Solution (Q).
  • Take the FLINT and SHURIKEN (R).
  • Return to the Cliff.
  • Use the SHURIKEN (S). Receive the BLUE RELIC.
  • Combine the UNLIT LAMP and FLINT for a LAMP.
  • Place the LAMP. Take the HOOK (T).
  • Combine the ROPE and HOOK for a HOOKED ROPE.
  • Return to the Broken Bridge.
  • Use the HOOKED ROPE (U).
  • Walk forward.

Chapter 4: The Black Knight

  • Use the MOP; take the STICK (V).
  • Walk forward.
  • Take the SCARF (W).
  • Use Mr. Jenkins on the windmill to get a CHEST PIECE and NET (X).
  • Walk down.
  • Combine the STICK and SCARF for a TORCH.
  • Place the TORCH for a LIT TORCH (Y).
  • Walk forward.
  • Use the LIT TORCH (Z).
  • Take the TWEEZERS (A).
  • Walk down.
  • Use the TWEEZERS to get an ENVELOPE (B).
  • Walk forward.
  • Open the ENVELOPE to get a CODE HINT.
  • Place the CODE HINT. Set the tumblers to 5-9-2-5 (C).
  • Take the BUCKET WITH WATER (D).
  • Walk down.
  • Use the BUCKET WITH WATER (E).
  • Open the door and enter the building.
  • Play the HOP (F) for a MEDALLION.
  • Place the CHEST PIECE (G).
  • Take the note and 2/3 LANDMARK (H).
  • Take the UMBRELLA (I).
  • Walk down.
  • Place the MEDALLION; climb down (J).
  • Take the UMBRELLA BUTTON (K).
  • Combine the UMBRELLA and UMBRELLA BUTTON for a SWORD.
  • Place the SWORD (L).
  • Take 3/3 LANDMARK (M).
  • Return to the Library.
  • Place the 3/3 LANDMARKS on the globe.
  • Solution (N1-N3).
  • Take the MAGNIFIER (O).
  • Play the HOP for a BONE (P).
  • Walk down and go down the Sewer.
  • Use the MAGNIFIER on the coins.
  • Solution (Q).
  • Receive 3/3 GENEALOGICAL TOKEN.
  • Use the BONE (R).
  • Walk forward.
  • Take the STICK (S).
  • Take the PLIERS (T).
  • Combine the STICK and NET for a HAND NET.
  • Use the HAND NET for an APPLE (U).
  • Return to the Windmill.
  • Give the APPLE (V); take the SADDLEBAG (W).
  • Return to the Library.
  • Place the 3/3 GENEALOGICAL TOKENS (X).
  • Solution (Y).
  • Take the CROWN EMBLEM.
  • Take the SPYGLASS (Z).
  • Walk down.
  • Place the CROWN EMBLEM (A).
  • Solution (B).
  • Take the PIN.
  • Return to the Drainage Pipe.
  • Use the SPYGLASS to activate a HOP (C). Play it to receive 3/4 KNIGHT FIGURE.
  • Walk down.
  • Combine the SADDLEBAG and PIN for a HOOK. Open and take the note and SCRAPER.
  • Use the HOOK (D).
  • Solution (E). 1-10.
  • Take 4/4 KNIGHT FIGURE.
  • Return to the Library.
  • Place the 4/4 KNIGHT FIGURES (F).
  • Solution (G).
  • Take the CANVAS PART (H).
  • Return to the Drainage Pipe.
  • Play the HOP (I) for a PIECE OF ROPE.
  • Place the CANVAS PART (J). Take the SHORT ROPE, note and DEATH KNIGHT FIGURE (K).
  • Combine the SHORT ROPE and PIECE OF ROPE for a ROPE.
  • Place the ROPE (L) and climb down.

Chapter 5: Saving Alfred

  • Use the SCRAPER to get 1/4 CHEST KEY (M).
  • Take 1/2 TORCH KEY (N).
  • Walk forward.
  • Use the PLIERS to get 1/2 CUPBOARD KEY (O).
  • Use Mr. Jenkins to get 2/2 TORCH KEY (P).
  • Walk down.
  • Use 2/2 TORCH KEY (Q).
  • Solution (R). D-F-H-A-B-D-F-H-A.
  • Take the TORCH.
  • Walk forward.
  • Place the TORCH for a LIT TORCH (S).
  • Use the LIT TORCH (T) to take 2/2 CUPBOARD KEY and a PIECE OF CLOTH (U).
  • Walk down.
  • Place the 2/2 CUPBOARD KEYS (V).
  • Take the SHOVEL SHANK (W).
  • Walk forward.
  • Use the SHOVEL SHANK (X).
  • Enter the Cave, then walk left.
  • Select to trigger a HOP (Y) to receive a KNIGHT FIGURE.
  • Take the BELT (Z).
  • Take the SECRET KEY (A).
  • Use the LIT TORCH (B).
  • Use the BELT; open the coat (C).
  • Do a chest compression 3x (D). Place the dots 1-3.
  • Speak with Alfred.


  • Place Mr. Jenkins (E).
  • Solution – Casual (F1). Bx2.
  • Solution – Casual (F2). Ax10-A2-Bx2.
  • Solution – Casual (F3). Ax2-Ax3.
  • Solution – Hard (F4). Fx3.
  • Solution – Hard (F5). Ax10-Ax2-Bx2-Cx2.
  • Solution – Hard (F6). Ax2-Ax4-Ax4-Ax3-Ax7-Dx3.
  • Solution – Hard (F7). Ax4-Ax4-Ax3.
  • Walk down 3x.
  • Place the DEATH KNIGHT FIGURE and KNIGHT FIGURE (G).
  • Take the HOOK (H).
  • Use the PIECE OF CLOTH (I).
  • Select 1-4.
  • Take the note and HEAVY STONE (J).
  • Return to the Waterfall.
  • Use the HEAVY STONE (K).
  • Take the BREASTPLATE and 1/2 PIECE OF STAINED GLASS (L).
  • Walk down.
  • Use the BREASTPLATE (M).
  • Take 2/2 PIECE OF STAINED GLASS (N).
  • Walk down 2x.
  • Place the 2/2 PIECES OF STAINED GLASS and third piece (O).
  • Take the WICKER DOLL and 2/4 CHEST KEY (P).
  • Walk forward 2x.
  • Select the WICKER DOLL for a ROPE.
  • Combine the ROPE and HOOK for a HOOKED ROPE.
  • Read the note; use the HOOKED ROPE to get the POUCH (Q).
  • Walk left.
  • Play the HOP to receive 3/4 CHEST KEY (R).
  • Combine the POUCH and SECRET KEY. Take the note and TWEEZERS.
  • Use the TWEEZERS for 4/4 CHEST KEY (S).
  • Walk down 2x.
  • Remove the dirt. Place 4/4 CHEST KEYS (T).
  • Solution (U). 1-11.
  • Take the HINT and SWORD.
  • Walk forward.
  • Place the HINT.
  • Solution (V).
  • Attempt to walk forward.
  • Place the SWORD (W).
  • Solutions vary.


  • Walk forward.
  • Select @ for a puzzle.
  • Solution (X1). 1-3.
  • Solution (X2). 4-13.


  • Solution (X3). 14-23.
  • Solution (X4). 24-32.


  • Solution – Casual (Y1-Y2).
  • Solution – Casual (Z1-Z4).


  • Solution – Hard (A1-A4).
  • Solution – Hard (A5).


  • Solution – Hard (B1-B4).
  • Solution – Hard (B5).
  • Solution – Hard (C1-C2).
  • Congratulations. You have completed the Ominous Objects: The Cursed Guards.

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