Welcome to the Vermillion Watch: Order Zero Walkthrough
Someone’s been stealing rare antiques!
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 Vermillion Watch: Order Zero 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 Margie B, 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
- Chapter 1: Grand Hall
- Chapter 2: Ahab’s Ship
- Chapter 3: Museum
- Chapter 4: Zoological Garden
- Chapter 5: Nautilus Center
General Tips
- This is the official guide for Vermillion Watch: Order Zero.
- This guide won’t tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Grand Hall
- Take INVITATION (A).
- Select INVITATION twice.
- Take MASTER KEY (B).
- Exit (C).
- Use MASTER KEY (D).
- Solution (E).
- Pull switch (F).
- Use INVITATION on scene.
- Remove sheets (G-H).
- Use MASTER KEY and select; take SCISSORS (I).
- Move items; select handle (J).
- Play HOP (K); receive CARGO TAG.
- Give CARGO TAG (L); select map on scene.
- Solution (M1-M4).
- Take PATCH and look at picture (N).
- Pull switch (O).
- Talk (P).
- Select statue (Q).
- Go (R).
- Give INVITATION (S).
- Go forward: take CALLING CARD (T).
- Go forward twice.
- Open door and enter; play HOP (U).
- Use PATCH (V).
- Use SCISSORS (W); take FOLDED PAPER (W1).
- Open FOLDED PAPER. Solution (X). Take ORIGAMI MESSAGE.
- Go (Y-Z).
- Use ORIGAMI MESSAGE on scene (A).
- Take PARTY PROGRAM (B).
- Walk down and go (C).
- Select (E).
- Play HOP (F); receive TOKEN CLUE.
- Go (G).
- Place TOKEN CLUE. Solution is random; scarab will always be in the last spot you select. Take SCARAB (H).
- Take ANUBIS JAR and CANE (I).
- Select note on SCARAB. Select button 7x (J); take PIGMENT and SCARAB (J1).
- Use PIGMENT; swap as shown (K); take SNAKE EYE (L).
- Walk down.
- Open door and look at tag; take TONGS (M).
- Walk down.
- Place SNAKE EYE (N); remove sand; take ARTIFACTS 1/3 and FALCON JAR (O).
- Walk down; go right.
- Use TONGS (P); receive ARTIFACTS 2/3.
- Go to Grand Hall and go (Q).
- Use CANE; stop lines twice (R); receive ARTIFACTS 3/3.
- Pull lever (S).
- Take FILM REELS 1/2 (T).
- Open book; place SCARAB (U); move card and take BUILDERS (V).
- Place BUILDERS and select (W); take HAPI JAR (X).
- Go to Egyptian Room.
- Use ARTIFACTS 3/3; take FILM REELS 2/2 and OSIRIS JAR (Y).
- ANUBIS JAR, FALCON JAR, and OSIRIS JAR on HAPI JAR; arrange as shown (Z).
- Look at note; take DISPLAY FIGURINE (Z1).
- Go to Projection Room.
- Place FILM REELS 2/2 (A).
- Place DISPLAY FIGURINE (B). Choose any DAGGER (C).
- Open DAGGER; look at note.
- Go to Egyptian Room.
- Use DAGGER (D).
- Take OZ BADGE (E).
- Go to Grand Hall; go (F).
- Place OZ BADGE (G).
- Solution (H).
- Select (I).
- Receive PORTRAIT.
- Go to Egyptian Room.
- Remove items (J).
- Solution: N-Kx2-Nx3-Kx2-L-K-L-M-Lx2-K.
- Open casket; remove all bandages, starting from topmost one (O).
- Take ACID (P).
- Select scene (Q).
- Go to Projection Room.
- Select projector (R).
- Select scene (S).
- Walk down.
- Talk (T). Ask questions.
- Take ZOOLOGICAL PAMPHLET (U) and FLARE GUN (V).
- Walk down.
- Throw ACID (W).
- Take RED QUEEN CARD (X).
- Select lady (Y).
- Select scene; receive GAS DEVICE (Z).
- Remove Mask (A).
- Go forward twice; select scene and use FLARE GUN (B).
- Go forward twice.
- Play HOP (C); receive SMELLING SALTS.
- Use SMELLING SALTS (D).
- Give RED QUEEN CARD (E).
- Walk down.
- Select painting (F).
- Select parts (G).
- Go (H).
- Place PORTRAIT, ZOOLOGICAL PAMPHLET, and CALLING CARD (I).
- Select Ahab’s Ship (J).
Chapter 2: Ahab’s Ship
- Repeat sequence 3x. Puzzle is random (K).
- Exit (L).
- Go (M).
- Go forward.
- Take KUNAI 1/4 (N).
- Go (O).
- Take FOLDING RULER (P).
- Go (Q).
- Take STEEL PIPE and KUNAI 2/4 (R).
- Walk down.
- Use STEEL PIPE (S). Play HOP; receive TRACKING DEVICE.
- Walk down and hide (T).
- Ring bell (U).
- Throw TRACKING DEVICE (V).
- Go to Workshop Deck and go (W).
- Take RAG (X).
- Move rug; take LION’S BADGE (Y).
- Go to Main Deck.
- Use RAG (Z); receive OILED RAG.
- Go left.
- Use OILED RAG; solution 1-5.
- Go (Z1).
- Take KUNAI 3/4, DOROTHY’S BADGE, and DOG TREATS (A).
- Select matching pairs (B); take THREADED NEEDLE (orange).
- Give DOG TREATS (C); take FISH BONE and SILK PILLOWCASE (D).
- Give DOG TREATS twice (E-F).
- Go to Lion’s Room.
- Use FISH BONE; take KUNAI 4/4 (G).
- Place KUNAI 4/4 (H).
- Play HOP (I); receive MECHANICAL HEART.
- Use THREADED NEEDLE (J); receive TRACKING DEVICE 1/3.
- Take COMPARTMENT KEY from MECHANICAL HEART; receive HEART.
- Go to Glass Dome.
- Use SILK PILLOWCASE (K); receive INFLATED BALLOON.
- Pull (L); take TRACKING DEVICE 2/3 (M).
- Go to Dorothy’s Room.
- Use COMPARTMENT KEY; take BULLETS (N).
- Go to Workshop Deck.
- Use BULLETS (O); receive MOLTEN LEAD.
- Use MOLTEN LEAD and select; take LEAD MIRROR (P).
- Walk down; go right.
- Use LEAD MIRROR and FOLDING RULER (Q).
- Solution (R). Press button (S).
- Receive TRACKING DEVICE 3/3.
- Place TRACKING DEVICE 3/3 and INFLATED BALLOON; select each tracking device (T).
- Take AHAB’S COAT (U).
- Go to Lion’s Room.
- Place AHAB’S COAT; take DECOY (V).
- Go to Main Deck.
- Place DECOY (W).
- Go left.
- Ring bell (X).
- Go (Y).


- Take AHAB’S BADGE (A).
- Take LARGE HARPOON and TIN MAN’S BADGE (B).
- Select 1-4.
- Solution (C).
- Take NORTHERN STAR (D).
- Go to Glass Dome.
- Place NORTHERN STAR; rotate as shown (E).
- Take SCARECROW’S BADGE and COMPASS (F).
- Go to Lion’s Room.
- Use COMPASS; Solution: Hx6-Gx8-Hx7-Gx6.
- Take THE ESSEX (I).
- Walk down.
- Place DOROTHY’S BADGE, LION’S BADGE, AHAB’S BADGE, TIN MAN’S BADGE, and SCARECROW’S BADGE (J).
- Arrange as shown (K).
- Select 1-5 (J).


- Solution one (1-5) (L).
- Solution two (1-4) (M).
- Take NEMO’S MAP.
- Take CAPSULE PIECES 1/7-7/7 (orange) and THE ANN ALEXANDER (N).
- Take TAR CHUNK (O).
- Place TAR CHUNK (P); receive MOLTEN TAR.
- Go to Ahab’s Quarters.
- Give NEMO’S MAP; take GLASS DOME KEY (Q).
- Go to Glass Dome.
- Use GLASS DOME KEY; take GUN CYLINDER (R).
- Go to Dorothy’s Room.
- Place GUN CYLINDER. Select: Tx2-S-T-Sx2.
- Solution is random. Use order shown in example above (1-5).
- Close door (U).
- Select corset (V); take CAPSULE DESIGN (W).
- Select vials and then any bottle (X); receive FLASH GRENADE.
- Open door; use FLASH GRENADE (Y).
- CAPSULE PIECES 7/7 on CAPSULE DESIGN. Select 1-7; receive EXPLOSIVE CAPSULE.
- Walk down.
- Take TRACKING DEVICE (A).
- Go to Glass Dome.
- Use MOLTEN TAR twice (B).
- Place TRACKING DEVICE (C).
- Play HOP (D).
- Go to Main Deck.
- Take THE PEQUOD (E).
- Enter Ahab’s Quarters.
- Place THE ESSEX, THE ANN ALEXANDER, and THE PEQUOD (F).
- Remove dome and select (G).
- Select (H-Ix2-Jx3)-(K-Lx2-Mx3)-(N).
- Go to Dorothy’s Room.
- Select two lights (O).
- Go to Lion’s Room.
- Select two lights (P).
- Pull (Q).
- Go to Glass Dome.
- Swap fuses: I-II-III-IV (R).
- Pull switch (S).
- Take HARPOON TIP (T).
- Go to Workshop Deck.
- Use HARPOON TIP; place HEART (U) and select armor.
- Walk down.
- Play automatic HOP.
- Talk (V).
- EXPLOSIVE CAPSULE on LARGE HARPOON; receive EXPLOSIVE HARPOON.
- Place EXPLOSIVE HARPOON (W).
- Take NAVIGATION MAP (X).
- Select ‘visit this member’ (Y).
- Give NAVIGATION MAP (Y1).
- Solution is random (Z).
- Walk down.
- Select Museum (Z1); receive PORTRAIT.
Chapter 3: Museum
- Select rug (A); go up.
- Take CURATOR’S KEYS (B).
- Read note; take PENNIES 1/4 (C).
- Take SATELLITE MODEL (D).
- Go (E).
- Look at book (F).
- Use CURATOR’S KEYS (G); select (H).
- Go (I).
- Take DOCUMENT PIECES 1/8-8/8 (orange).
- Move lamp; place DOCUMENT PIECES 8/8; solution (J).
- Take RESTORED GRAPH PAPER.
- Place RESTORED GRAPH PAPER; select head and take GLOBE HINT (K).
- Walk down.
- Open book; place GLOBE HINT (L).
- Place SATELLITE MODEL (M). Select satellite model once and spin globe twice; take PUZZLE PIECE (N).
- Walk down.
- Place PUZZLE PIECE. Solution: Q-R-Qx3-Px2-Ox6-R-Qx2-Rx2-Q-R-Ox2-Qx4.
- Solved image (S).
- Go (T).


- Open book (U).
- Arrange symbols (V); take MOON TABLET (W).
- Arrange planets (orange).
- Play HOP (X); receive WRAPPED SILVER TOOTH.
- Select WRAPPED SILVER TOOTH; take SILVER TOOTH and GRAPH PAPER.
- Go to Curator’s Office.
- Place SILVER TOOTH and GRAPH PAPER; select head; take GLOBE HINT (Y).
- Walk down.
- Open book; place GLOBE HINT (Y1).
- Spin globe; select satellite (Z); take SEAHORSE (Z1).
- Walk down.
- Place SEAHORSE. Solution: Bx2-C-Bx2-Ax2.
- Enter (D).
- Open book (E).
- Arrange spikes (F); take SEA TABLET (G).
- Take SHORT PIPE (H).
- Select: Ix2-J-Ix2-K-I-L.
- Play HOP (M); receive PRESSURE GAUGE.
- Walk down twice.
- Select SEA TABLET twice; receive SEA TABLET CLUE.
- Place SEA TABLET CLUE; select tiles (N); take SYMBOL TABLETS 1/3.
- Take OXYGEN TANK (O).
- Go (P).
- PRESSURE GAUGE on OXYGEN TANK.
- Use OXYGEN TANK (Q). Play HOP; take WRAPPED GOLDEN TOOTH (Q1).
- Select WRAPPED GOLDEN TOOTH; take GRAPH PAPER and GOLDEN TOOTH.
- Go to Curator’s Office.
- Place GOLDEN TOOTH and GRAPH PAPER; select head; take GLOBE HINT (R).
- Walk down.
- Place GLOBE HINT (S).
- Spin globe; press satellite twice (T); take PUZZLE PIECES (U).
- Walk down.
- Place PUZZLE PIECES; solution (V).
- Enter (W).
- Look at book (A).
- Select crystal 6x (B); take EARTH TABLET (C).
- Take PENNIES 2/4 (D).
- Walk down. Return to The Earth. Press button (E).
- Walk down. Return to The Earth. Press button a second time (E).
- Walk down. Return to The Earth. Press button a third time (E).
- Take WICK and OIL (F).
- Go to The Sea.
- Use OIL (G).
- Open glass; take SHELL (H).
- Walk down twice.
- OXYGEN TANK and SHELL on EARTH TABLET; take EARTH TABLET CLUE.
- Place EARTH TABLET CLUE; select tiles (I); take SYMBOL TABLETS 2/3.
- Take INSULATING GLOVE, MESH NET, and SOLVENT RECIPE (J).
- Go to The Earth.
- Use INSULATING GLOVE; take WET CLAY (K).
- Place SOLVENT RECIPE (L).


- Match pairs: 1-14 (M). Take Mushroom (N).
- Slide to 80 (N1).
- Select wheel (N2).
- Place 1-7 in bowl (N3).
- Take MUSHROOM SOLVENT.
- Walk down twice.
- MUSHROOM SOLVENT on MOON TABLET; take MOON TABLET CLUE.
- Place MOON TABLET CLUE; select tiles (O); take SYMBOL TABLETS 3/3.
- Take GLAZED LENS (P) and HOOK (Q).
- Go to Exhibition Hall.
- Place WET CLAY (R); receive PRINTED MOLD.
- Go to The Earth.
- Use HOOK (S). Take off gag (T).
- Go to Curator’s Office.
- Play HOP (U).
- PORTRAIT on scene. Find differences (V).
- Take MOTH TOKEN (W).
- Place MOTH TOKEN (W1). Solution (X).
- Take PENNIES 3/4, DIAMOND, and GOLD CHUNK.
- Go to The Moon.
- GOLD CHUNK on PRINTED MOLD; receive FILLED MOLD.
- Use FILLED MOLD (Y); receive GOLDEN BIRD.
- Use DIAMOND and MESH NET (Z); select stones; take GRAPHITE POWDER (Z1) and MAGNETIZED GRAPHITE (Z2).
- GRAPHITE POWDER and WICK on SHORT PIPE; receive FLASHBANG.
- Go to Exhibition Hall.
- Place GOLDEN BIRD (A); take TELESCOPE RING (B).
- Go to The Moon.
- Place GLAZED LENS (C).
- Place TELESCOPE RING and MAGNETIZED GRAPHITE (D).
- Solution one: 1-E-2-E-3-E.
- Take PROJECTOR SLIDES.
- Pull lever (F).
- Walk down.
- Select bookcase; take WIND-UP KEY (G). Select bookcase again.
- Kick (H).
- Select tiles (I).
- Select man twice (J-J1).
- Select mask; take PENNIES 4/4 (K).
- Use PENNIES 4/4 (L).
- Select any toy; we selected OCTOPUS TOY (M).
- WIND-UP KEY on OCTOPUS TOY; take OCTOPUS DECOY.
- Go to The Sea.
- Place OCTOPUS DECOY (N); close lid.
- Use FLASHBANG; take DINOSAUR INSIGNIA (O).
- Go to The Earth.
- Place DINOSAUR INSIGNIA; remove tank; place OXYGEN TANK (P).
- Push button (Q).
- Select scene.
- Go to Curator’s Office.
- Place SYMBOL TABLETS 3/3 and PROJECTOR SLIDES (R).


- Solution 1-9.


- Solution 10-15.
- Take SAFE COMBINATION.
- Place SAFE COMBINATION. Solution (S).
- Take VERNE’S NOTES.
- Walk down.
- Select Edgar Price and then ‘visit this member’ (T).
- Give VERNE’S NOTES (U).
- Solution one (V).
- Solution two (W).
- Walk down.
- Select Zoological Garden. Receive ZOOLOGICAL PAMPHLET.
Chapter 4: Zoological Garden
- Select map; move forward.
- Take KUNAI and CHAMELEONS 1/5 (A).
- Look at sign (B).
- Use KUNAI; set time to 7:00 (C).
- Go (D).
- Select scene.
- Take KUNAI and ZOO INSTRUCTIONS (E).
- Place ZOOLOGICAL PAMPHLET on scene and select.
- Solution (F).
- Receive ANIMAL GUIDE.
- Play HOP (G): receive BROOM.
- Take CHAMELEONS 2/5 and PAPER (H).
- Go (I).
- Use BROOM on scene; go forward.
- Take CHAMELEONS 3/5, SNAIL SHELL, SMALL RAKE, and GRAPES (J).
- Use BROOM (K); receive BROKEN BROOM.
- KUNAI on BROKEN BROOM; receive SPEAR.
- Select packet (L); take CARROTS and PEANUTS (M).
- Use CARROTS (N).
- Solution (1-11)-(1-20).
- Take SPIDER KEY (O).
- Walk down.
- Use SMALL RAKE (1-4).
- Take BALL (P).
- Use SNAIL SHELL; receive ONE COIN (Q).
- Give SPEAR (R); take KUNAI and DOLPHIN (S).
- Select button (T); place ONE COIN (U).
- Select button (V); take POLAR TICKET (W).
- Go (X-Y).
- Insert POLAR TICKET (Z).
- Throw BALL on scene.
- Take CHAMELEONS 4/5 (A).
- Place DOLPHIN (B); insert GRAPES (C).
- Select five grapes (D).
- Solution (1-5).
- Walk down.
- Use KUNAI; take TWO COINS (E).
- Walk down.
- Select button (F); place TWO COINS (G).
- Select button (H); take EXOTIC TICKET (I).
- Insert EXOTIC TICKET (J).
- Solution (K).
- Go (L).
- Use KUNAI (M).
- Play HOP (N); receive FROGS.
- Take CHAMELEONS 5/5 and BLOWGUN (O).
- Select butterfly (P).
- Place PAPER (Q); receive STICKY PAPER.
- Use SPIDER KEY (R).
- Solution (S-T-U).
- Choose any spider (V).
- Select 1-3 (W); take ANTIDOTE RECIPE (X).
- Place ANTIDOTE RECIPE. Select 4-6.
- Walk down.
- Place STICKY PAPER; Give PEANUTS (Y); take SANDPAPER (Z).
- Go to Exotic Pavilion.
- Take METAL BOWL (A).
- Place FROGS (B); take SARDINE CAN (C).
- Place CHAMELEONS 5/5 (D); take CRACKERS (E).
- Walk down.
- Give CRACKERS (F); receive BLUE FEATHER; take SECOND CODE DIAL (G).
- Walk down.
- Give CRACKERS (H); receive GREEN FEATHER; take FIRST CODE DIAL (I).
- Use SANDPAPER (J) and METAL BOWL (J1); receive METAL COLANDER.
- Go to Aquatic Zone.
- Give CRACKERS (K); receive RED FEATHER; take THIRD CODE DIAL (L).
- Use SARDINE CAN (M); receive SARDINES.
- Use METAL COLANDER (N); receive TWO COINS.
- Walk down.
- BLUE FEATHER, GREEN FEATHER, and RED FEATHER on ANESTHETIC NEEDLE; select base of the feathers; take ANESTHETIC DART.
- Use BLOWGUN and ANESTHETIC DART (O); take LEOPARD TOY (P).
- Place FIRST CODE DIAL, SECOND CODE DIAL, and THIRD CODE DIAL; select 415. Take THREE COINS and DECORATION (Q).
- Place DECORATION; take MATCHES and AUDIO DEVICE (R).
- Select button twice (S); Insert THREE COINS (T). Select button (U) and take BAT TICKET (V).
- Insert BAT TICKET (W).
- Solutions (X-Y-Z). Select button after each puzzle (@).
- Go to Bat Tower (Z1).
- Use MATCHES (1-3).
- Go to Aquatic Zone.
- Use LEOPARD TOY. Solution (A-C-D).
- Take SNOWFLAKE.
- Go to Polar Chamber.
- Open compartment on AUDIO DEVICE, use SANDPAPER and close it; receive BLANK AUDIO DEVICE.
- Throw SARDINES; use BLANK AUDIO DEVICE (F).
- Place SNOWFLAKE (G); take FRUIT (H).
- Go to Bat Tower.
- Place FRUIT (I).
- Play puzzle (J).
- Solution (K).
- Receive FRUIT SALAD.
- Use FRUIT SALAD and BLANK AUDIO DEVICE (L).
- Take ROPE (M).
- Go to Exotic Pavilion.
- Use BLANK AUDIO DEVICE (N); receive AUDIO RECORDING.
- Walk down.
- Use AUDIO RECORDING and ROPE (O).
- Walk down.
- Open book; select Isobel Newton (P); select ‘Visit this member’ (Q).
- Give AUDIO RECORDING (R).
- Solution: (Sx2-Ux3)-(Tx2-Sx3-Ux3)-(T-Sx3-Ux2).
- Walk down.
Chapter 5: Nautilus Center
- Select ladder 4x (V).
- Open hatch (W).
- Slide lever (X); place valve (X1).
- Select valve (Y); pull lever (Y1).
- Go (Y2).
- Go up (Z).
- Take HEX KEY and SPRAYER (A).
- Select vines twice; take HERBICIDE POWDER (B).
- HERBICIDE POWDER on SPRAYER; receive UNPRESSURIZED SPRAYER.
- Go down and go (C).
- Use HEX KEY (D); receive EXTENDABLE TRIDENT.
- Walk down; go (E).
- Use EXTENDABLE TRIDENT (F); receive STORAGE KEY.
- Walk down; go (G).
- Use STORAGE KEY (H).
- Play HOP (I); receive HARPOON GUN.
- Go to Command Deck.
- Use HARPOON GUN (J).
- Take TASK LIST (K).
- Push button (L); take INERT CORE (M).
- Walk down.
- Open compartment; take RAZOR (N).
- Go to Engine Room.
- Use UNPRESSURIZED SPRAYER (O); receive HERBICIDE.
- Walk down.
- Use HERBICIDE (P); receive EMPTY SPRAYER.
- Select (1-3).
- Use INERT CORE; receive ACTIVE CORE (Q).
- Go to Engine Room to receive EMPTY GLUE GUN (R).
- Walk down; go up.
- Use EMPTY GLUE GUN and RAZOR (S); receive GLUE GUN.
- Go to Command Deck.
- Use GLUE GUN (T).
- Go to Engine Room.
- Use ACTIVE CORE (U). Play HOP; receive CONTROL PLATE.
- Solution (V-W).
- Walk down; go up.
- Play puzzle (@1).
- Solution (X-Y-Z).
- Go to Command Deck.
- Place CONTROL PLATE. Select B-A-B.
- Select levers once (C).
- Set clocks (D).
- Solution one: 7-E-4-E-8-F-1-E.
- Solution two: set sliders in center (G).


- Take RUM FLASK (H).
- RUM FLASK on EMPTY SPRAYER; receive SPRAYER.
- Go to Storage.
- Use SPRAYER (I).
- Play puzzle (J).
- Solution (K).
- Congratulations, you’ve completed Vermillion Watch: Order Zero!