Mishap: An Accidental Haunting ™ Walkthrough

Welcome to the Mishap: An Accidental Haunting ™ Walkthrough! The Burtons have just moved into a beautiful new home, which just happens to be haunted. Help them deal with the ghosts! 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 Mishap: An Accidental Haunting ™ 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 Robin.

Walkthrough Menu

General Tips

  • This is a Hidden Object Game with a variety of different mini-games.
  • Once you start each chapter you will be able to go back and forth between four rooms, a main room and three auxiliary rooms.
  • When you are in the main room, you will have to find the three doors that lead to the auxiliary rooms. The cursor will turn into a door when you are in the right spot.
  • You can pan the main room to see the left side and the right side. Auxiliary rooms do not pan.
  • When you are in an auxiliary room, click on the green arrow in the lower left corner to return to the main room. This is true even if the artwork indicated you entered the auxiliary room from the other side.
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  • Each room has its own Find List. You must collect all of the items on all four Find Lists.
  • The Find Lists usually include one Message item, one Gadget item, and one Riddle item. Some rooms will have more than one of these.
  • When you find most items on the Find List, they will just dissolve into green sparks when you click on them.
  • Message items will pop up a zoom screen so you can read the item.
  • Click anywhere on the zoom screen to close it again.
  • Gadget items will dissolve into gears.
  • Riddle items will dissolve into question marks.
  • Use the MENU button to return to the Main Menu.
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  • Use the ITEMS button to redisplay the Find List.
  • The Find List objects are random so that different players will have different Find Lists except for the Message items, Gadget items, and Riddle items, which are the same for all players.
  • Items are approximately the right color and size, although there is some variation. In particular quite a few items are somewhat smaller than real life.
  • Message items include information about the main ghost in the chapter. When you click on one, you will get a close-up view of the message so you can read it. These will give you clues about what you need to do to make the ghost happy at the end of the chapter.
  • Click anywhere on the zoom scene to close it again.
  • Gadget items will be used by a character in the game to put together a gadget to help capture the ghost at the end of the chapter. You don’t have to do anything other than collect the items—they will be put together automatically.
  • Riddle items are used in a Rebus. The answer to the Rebus will tell you the location of a secret zoom scene. The secret scene can be in any of the four rooms. When you find it, the cursor will change to a scroll with odd symbols. Click there and the secret scene will open.
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  • You will then have to follow the instructions in the Rebus to unlock the chapter’s mini-game.
  • And one more thing—the rooms are haunted! Not just by the chapter’s main ghost, either. Each auxiliary room has its own ghost, and the main room has 2 extra ghosts. You must also capture these.
  • You need to use the ghost finder to find the extra ghosts.
  • You can turn the ghost finder on or off by clicking the green monocle in the lower right.
  • Click on the monocle and you will get a hot/cold meter. As you slowly move the cursor across the scene, the meter will move towards blue if you are “cold” (moving away from the ghost) or orange if you are “hot”) moving towards the ghost).
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  • When the ghost meter gets hot and then starts getting cold again, you may need to change direction by 90 degrees (e.g., moving up or down instead of left to right).
  • Getting the meter to maximum still doesn’t mean you’ve found the ghost—it just means you’re very close. If the ghost doesn’t appear in a few seconds, try moving slightly left or right.
  • The monocle will blink slowly when there is an extra ghost in the room. It does not blink for the main ghost.
  • You have to find the same ghost 3 times to capture it. You get a slightly different view of it each time as it moves around the room.
  • The main room fills two screens, and you may find an extra ghost sometimes on the left, and sometimes on the right.
  • Each extra ghost has a short biography in the LOG under ghosts. These are just for entertainment.
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  • Once you have collected all the Find List items, captured all the extra ghosts, and solved the Rebus, you can click on the secret zoom scene to collect the last piece of the gadget for the chapter. That will automatically trigger the mini-game where you make the main ghost happy and then capture it.
  • Any time you can’t figure out how to move on to the next chapter, you should first look at the Checklist in your LOG. It will tell you if you have gotten all of the special items and solved the Rebus.
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  • However, even if you have done everything on the checklist, you still might have uncompleted tasks if you haven’t found all the items on the Find Lists. There is no checklist notation for “finding all regular items,” just for finding the special items. To be sure, you will have to go back to each of the four rooms and look at the Find List.
  • There is no timer for the hidden object scenes.
  • Once you make four wrong clicks in a room (they don’t have to be in a row), the main ghost will get angry and will slightly fog the room for a little while.
  • Beginning with Chapter Two, you will get a Diary page at the start of each chapter. You can read these by clicking on LOG and then on the Diary icon. These give you more of the back-story about the house.
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  • The game autosaves automatically.
  • There is a HINT button in the lower right corner. You can only use it when all four light bulbs are lit.
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  • You get an unlimited number of hints, but you have to wait for the HINT button to recharge each time. It recharges pretty slowly.
  • You can make the HINT meter recharge more quickly by finding all the items or capturing the extra ghosts.
  • When you’re feeling stuck in one room, you might want to move on to another and see if you can finish it and get the HINT meter to recharge.

General Tips for the Mini-games

  • You can skip the mini-games, but only after you have completed the first round.
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  • There is a tracking timer for the mini-games. The faster your time, the better your score, although you are still allowed to finish even if you take a long time.
  • The rules for each mini-game are different. However, for each one there will be three to five “rounds.”
  • You will get a score at the end of each round.
  • Your scores for the 3 rounds are averaged to find your final score.
  • You will earn a bronze, silver, or gold trophy for each mini-game depending on your score.
  • Your final score needs to be a Silver or a Gold to unlock an award.
  • Once you get Gold on all mini-games, you get an additional trophy.
  • Getting Silver is fairly easy, but getting Gold requires a perfect score on most levels.
  • You can go back to any mini-game later through the EXTRAS button on the Main Menu. Play from the EXTRAS button does count towards the awards. Or you can just ignore the mini-games and play the main game. The only difference is the number of trophies you’ll earn.
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  • Some of the mini-game instructions are not very clear. We have put detailed instructions for each mini-game in the spoiler section of the walkthrough.

Chapter One: the Bedroom

  • The main room is the Bedroom. The auxiliary rooms are the Bathroom, the Closet, and the Boudoir.

The Bedroom, left (main room)

  • The entrance to the Bathroom is the door on the left.
  • The entrance to the Closet is the Wardrobe.
  • The Gadget item is the BELT on the top right of the Wardrobe.
  • The Riddle item is the BEE on the top of the Wardrobe.
  • Collect items from the Find List.
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The Bedroom, right (main room)

  • The entrance to the Boudoir is behind the large poster in the back right.
  • The Riddle item is the CHECK above the doorway on the right. In the riddle this will be shown as a bank check.
  • Collect items from the Find List.
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  • The message item is the POSTER TUBE to the right of the bed. The poster will pop up for a closer view. Notice how one name is crossed out at the bottom and another written in.
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The Bedroom Extra Ghosts

  • There are two extra ghosts, a man and a cat.
  • You need to find each one 3 times.
  • You can find them in any order, so you can find the cat once, then the man twice, then the cat again, etc.
  • You will have to search both sides of the Bedroom scene.
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The Bathroom (auxiliary to the Bedroom)

  • The entrance is through the door on the left side of the Bedroom.
  • The Gadget item is the HAND CRANK on the top of the scale.
  • The Riddle item is the PILL on the table.
  • Collect items from the Find List.
  • The Seahorse is part of a brass scroll high above the sink.
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  • The Message item is the ENVELOPE on the floor. When you click on it, it will open and you can read a draft of a Will.
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  • The ghost is a mermaid.
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The Closet (auxiliary to the Bedroom)

  • The entrance is through the Wardrobe on the left side of the Bedroom.
  • The Gadget item is the LIGHT BULB on the ceiling on the left.
  • The Riddle item is the POUND Weight on the shelves on the left.
  • Collect items from the Find List.
  • The 8 Point Star is a pin on the shoulder of the purple coat on the right.
  • The TNT is high on the wire shelves on the right.
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  • The Message item is the NEWSPAPER CLIPPING on the shelves on the left. When you click on it, it will open and you can read a review of a movie.
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  • The ghost is a pink mink (looks like a skinny cat).
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The Boudoir (auxiliary to the Bedroom)

  • The entrance is through the poster on the right side of the Bedroom.
  • The Gadget item is the BINOCULARS on the floor by the dress stand.
  • The Riddle item is the MATCH on the polar bear’s tongue.
  • Collect items from the Find List.
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  • The Message item is the SMALL NOTE (post-it note) on the wall to the right of the mirror on the right. When you click on it, it will open and you can read a note from a producer offering the actress the part of a lifetime. When you click the note to close it, a second message will pop up—a biography of the main ghost. You will learn that she died before she could play the part in the movie.
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  • The ghost is a blonde actress.
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The Bedroom Riddle

  • Solution: Look behind the matching round pillows.
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  • The pillows are on the bed. Once you have done everything else in the four rooms, click on them to zoom in.
  • Pick up each pillow. You will collect the last piece of the Gadget—a film reel.
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The Bedroom Mini-Game

  • You will play 3 rounds.
  • You must play the first round. After that you can skip the mini-game by pressing SKIP.
  • The rounds get progressively harder.
  • For the mini-game, you will make the main ghost happy by filming her for the movie she never got the chance to make.
  • The green-faced ghost (the main ghost) will appear at various spots around the room. The cursor will position itself near her each time, but it’s up to you to click exactly on her.
  • You will get bonus points if you click directly on her face.
  • For round 1, the main ghost is the only one that appears.
  • For rounds 2 and 3, a second ghost, the Harlot, may also appear.
  • You must click on the main ghost but NOT click on the Harlot.
  • Once you get to the end of the mini-game, the ghost will be happy and the chapter will end.
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Chapter Two: the Kitchen

  • The main room is the Kitchen. The auxiliary rooms are the Pantry, the Freezer, and the .Dining Room.

The Kitchen, left (main room)

  • The entrance to the Pantry is the door on the left.
  • The entrance to the Freezer is in the back left.
  • The Riddle item is the MAP OF CHINA on the top of the wall on the left.
  • Collect items from the Find List.
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The Kitchen, right (main room)

  • The entrance to the Dining Room is in the back right.
  • The Riddle item is the BLUE CRAYON on the stove.
  • The Gadget items are the SHURIKEN hanging at the left edge of this view and the TENDERIZER on the floor by the stove
  • Collect items from the Find List.
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  • The message item is the CRUMPLED PAPER on the floor in the back right. The recipe will pop up for a closer view.
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The Kitchen Extra Ghosts

  • There are two extra ghosts, a man and a mouse.
  • You need to find each one 3 times.
  • You can find them in any order, so you can find the mouse once, then the man twice, then the Mouse again, etc.
  • You will have to search both sides of the Kitchen scene.
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The Pantry (auxiliary to the Kitchen)

  • The entrance is through the door on the left side of the Kitchen.
  • The Gadget item is the PROPANE TANK on the right.
  • The Riddle item is the APPLE CORE on the lower left.
  • Collect items from the Find List.
  • The Soy Sauce is in two unlabeled bottles next to a bottled labeled Soy. One has a green top and one has a red top. Clicking on the bottle that says Soy doesn’t work.
  • When you want to collect the French Fries, you must click on the fries, not the container.
  • The “Hatchet” looks more like a mallet. It is on the right edge of the Pantry.
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  • The Message item is the SCRAP OF PAPER on the top shelf. When you click on it, it will open and you can read an ingredient: raspberry.
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  • The ghost is a spider. It’s smaller than most of the other ghosts, so it can be hard to find.
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The Freezer (auxiliary to the Kitchen)

  • The entrance is on the left side of the Kitchen.
  • The Gadget item is the CAR GRILL high on the rack on the right.
  • The Riddle item is the GOLD BAR on the shelves on the RIGHT.
  • Collect items from the Find List.
  • There are several items above the top shelf on the right which are easy to miss, including the Chef’s Hat, the Limes, and the Crossbones.
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  • The Message item is the NEWSPAPER in a barrel on the right. When you click on it, it will open and you can read a review of a restaurant.
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  • The ghost is a frozen turkey.
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The Dining Room (auxiliary to the Kitchen)

  • The entrance is on the right side of the Kitchen.
  • The Riddle item is the OAR on the coat stand on the back left.
  • Collect items from the Find List.
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  • The Message item is the NOTEPAPER on the chair at the close end of the table. When you click on it, it will open and you can read the chef’s notes about his desire to create a perfect dish. When you click the note to close it, a second message will pop up—a biography of the main ghost. You will learn that he died before he could perfect the recipe.
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  • The ghost is a man.
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The Dining Room Riddle

  • Solution: Smash the CHINA in this order: red, gold, blue.
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  • The CHINA plates are in the China Cupboard. Once you have done everything else in the four rooms, click on them to zoom in.
  • Now smash them in the order of the riddle. You will collect the last piece of the Gadget—an iron.
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The Kitchen Mini-Game

  • You will play 3 rounds.
  • You must play the first round. After that you can skip the mini-game by pressing SKIP.
  • The rounds get progressively harder.
  • For the mini-game, you will make the main ghost happy by following his recipes.
  • The recipe appears on a card on the left side of the scene.
  • The ingredients roll by on the conveyor belts overhead.
  • You must follow the instructions on the recipe card.
  • There are four 4 areas where you can put ingredients or partially-prepared concoctions: the Pot (for stewing or shredding), the Deck (for tenderizing), the Grill, and the Plate.
  • There are four buttons you can turn on: the Shredder, the Stewpot, the Grill, and the Tenderizer.
  • You will get bonus points if you act quickly.
  • Sometimes you can have more than one gadget going at once. For example, you might be shredding one ingredient in the Pot while you grill another one on the Grill.
  • When you want to turn a gadget on or off, click on the green button next to its meter.
  • For maximum points, click to turn off a gadget when the meter is in the green area.
  • Even if you follow the instructions perfectly but you take too long, you will probably only get a Silver medal instead of Gold.
  • Note that you must drag items around in this scene to place them. If you just click on them, it’s the same as picking it up and dropping it, and the Chef will not be happy with you.
  • Once you stop a gadget you cannot start it again on the same item.
  • Read the instructions carefully. Although most ingredients will start by going in the Pot, some will go directly to the Deck or the Grill.
  • You will move some items between Gadgets, like dragging an ingredient from the Pot to the Grill or from the Grill to the Plate.
  • Sometimes the recipe card has instructions for two different ingredients, one at the top and one at the bottom. In those cases you can work on both at the same time if you like.
  • When you reach the end of the mini-game, the ghost will be happy and the chapter will end.
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Chapter Three: the Foyer

  • The main room is the Foyer. The auxiliary rooms are the Living Room, the Guest Bedroom, and the Ballroom.

The Foyer, left (main room)

  • The entrance to the Living Room is the hallway on the left.
  • There are two Riddle items: the TAPE on the staircase and the TENNIS BALL in the upper right.
  • Collect items from the Find List.
  • The Star is a very faint starfish etched on the wall on the left. It can be difficult to collect this item, because your cursor keeps changing to the Door to enter the Living Room. Just keep moving the cursor around just below the Star and you should find the place where it is an arrow and you can click to collect the Star.
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The Foyer, right (main room)

  • The entrance to the Guest Bedroom is up the stairs on the right.
  • The entrance to the Ballroom is through the door on the lower right.
  • The Gadget items are the VIOLIN on the right and the XYLOPHONE beneath it.
  • Collect items from the Find List.
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  • The Message item is the ENVELOPE stuck behind the Mirror on the wall on the right. A letter will pop up for a closer view. It indicates one of the music students should be expelled and sent back to the orphanage.
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The Foyer Extra Ghosts

  • There are two extra ghosts, a man and a woman.
  • You need to find each one 3 times.
  • You will have to search both sides of the Foyer scene.
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The Living Room (auxiliary to the Foyer)

  • The entrance is through the door on the left side of the Foyer.
  • The Riddle item is the FLUTE on the Chair in the back.
  • Collect items from the Find List.
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  • The Message item is the LOCKED DIARY on the Tea Tray just above the Find List. When you click on it, it will open and you can read entries written by the boy who is going to be expelled.
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  • The ghost is a goldfish. It’s smaller than most of the other ghosts, so it can be hard to find.
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The Guest Bedroom (auxiliary to the Foyer)

  • The entrance is up the stairs on the right side of the Foyer.
  • The Gadget item is the CYMBAL on the floor on the right.
  • The Riddle item is the GLASSES on the left side of the bed
  • Collect items from the Find List.
  • The Calculator is on the dresser behind the right end of the bed.
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  • The Message item is the red ENVELOPE on the floor in among all the chains. When you click on it, it will open and you can read a note from the woman who sponsored the orphan boy.
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  • The ghost is a raccoon.
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The Ballroom (auxiliary to the Foyer)

  • The entrance is on the right side of the Foyer.
  • The Riddle item is the KNEE BRACE next to the dance floor.
  • The Gadget item is the GRAMOPHONE on the right side.
  • Collect items from the Find List.
  • The Drumsticks are lying horizontally across the scene on the dance floor right behind a chair.
  • The Cross is a very faint silhouette on the back wall.
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  • The Message item is the SHEET MUSIC on the keyboard on the left. When you click on it, it will open and you can see the symphony that the boy wrote when he grew up. When you click the note to close it, a second message will pop up—a biography of the main ghost. You will learn that he died before he could perform the symphony.
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  • The ghost is a woman.
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The Living Room Riddle

  • Solution: Tap the GLASSES…Highball, Pony, Flute.
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  • The GLASSES are standing on the Bar in the Living Room. Once you have done everything else in the four rooms, click on them to zoom in.
  • Now tap them in the order of the riddle. The “Flute” is the Champagne Flute on the right. You will collect the last piece of the Gadget—a Metronome.
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The Foyer Mini-Game

  • You will play 3 rounds.
  • You must play the first round. After that you can skip the mini-game by pressing SKIP.
  • The rounds get progressively harder.
  • For the mini-game, you will make the main ghost happy by playing his music.
  • The instructions for this game are quite confusing, but it’s fairly straightforward once you understand them. You do have to be quick, though.
  • Even if you are too slow to get a single note right, you will still get a Bronze medal and be able to continue. But you need to get at least a Silver medal to unlock the award.
  • The notes will appear overhead and then fall down to the bottom.
  • Each horizontal entry counts as a single note, even if it is written as double.
  • When the note gets into the lowest row of the area with horizontal lines (the “green zone” shown on the screenshot), click the picture of the instrument underneath the note.
  • Click once for a regular note.
  • Click twice quickly if there are two notes written vertically one above the other.
  • When a note falls that has a long blue line above it, click when the note enters the green zone and hold down the mouse until the note is at the bottom of the green zone. This makes a long note.
  • When you click in the right place, you will hear a musical tone. When you click in the wrong place, you will hear a “sour” note.
  • Even though the center instrument has a vertical green column, ignore that. The only green that counts is the horizontal bottom row.
  • When you reach the end of the mini-game, the ghost will be happy and the chapter will end.
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Chapter Four: the Parlor

  • The main room is the Parlor. The auxiliary rooms are the Library, the Lounge, and the Trophy Room.

The Parlor, left (main room)

  • The entrance to the Library is the hallway on the left.
  • There are two Riddle items: the TOP on the ceiling and the CORN on the pool table.
  • The Gadget item is the CHALK on the right side of the pool table. This is the type of chalk you use on a pool cue.
  • Collect items from the Find List.
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  • The Message item is the NOTEBOOK PAPER (called the LEDGER in the Log) on the table on the left. A page will pop up for a closer view. It shows a series of gambling transactions.
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The Parlor, right (main room)

  • The entrance to the Lounge is behind the bar.
  • The entrance to the Trophy Room is through the door on the right.
  • The Gadget item is the BATTERY on the chess table.
  • Collect items from the Find List.
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The Parlor Extra Ghosts

  • There are two extra ghosts, a man and a woman.
  • You need to find each one 3 times.
  • You will have to search both sides of the Parlor scene.
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The Library (auxiliary to the Parlor)

  • The entrance is through the door on the left side of the Parlor.
  • The Riddle item is the ROPE on the floor under the shelf in the center.
  • The Gadget item is the MAGNIFYING GLASS on the left.
  • Collect items from the Find List.
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  • The Message item is the INSTRUCTION MANUAL in a stack of books on the right. When you click on it, it will open and you can read instructions for a mechanical arm.
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  • The ghost is a woman.
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The Lounge (auxiliary to the Parlor)

  • The entrance is behind the Bar on the right side of the Parlor.
  • The Gadget item is the LASER POINTER on the coffee table..
  • The Riddle item is the LOCKET on the lamp on the left side of the room.
  • Collect items from the Find List.
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  • The Message item is the FLYER on the wall behind the cabinet on the right. When you click on it, it will open and you can read about a big tournament.
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  • The ghost is the head of a man.
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The Trophy Room (auxiliary to the Parlor)

  • The entrance is on the right side of the Parlor.
  • The Riddle item is the EIGHTBALL on the table on the left.
  • The Gadget item is the DENTAL MIRROR in the Bear’s mouth on the left..
  • Collect items from the Find List.
  • The Compass is the kind you use for geometry, laying on the right side.
  • The Foot is in the Lion’s mouth.
  • The Eye of Horus is on the netting. It can be quite difficult to collect. Try placing the tip of the cursor right on the bottom line of the eye.
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  • The Message item is the BETTING SHEET on the back wall stuck behind the shield. When you click on it, it will open and you can see more betting transactions. When you click the note to close it, a second message will pop up—a biography of the main ghost. You will learn that he died before he could play out the final hand in a big tournament—but that the real unfinished task is for him to find someone who’s good enough to give him an interesting game. This is especially difficult because he cheats.
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  • The ghost is a deer.
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The Parlor Riddle

  • Solution: Put the EIGHTBALL in the top corner pocket..
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  • The EIGHTBALL is on the left side of the pool table in the Parlor. Once you have done everything else in the four rooms, click on it to zoom in.
  • Now drag the EIGHTBALL to the top corner pocket. You will collect the last piece of the Gadget—a Diamond.
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The Parlor Mini-Game

  • You will play 3 rounds.
  • You must play the first round. After that you can skip the mini-game by pressing SKIP.
  • The rounds get progressively harder.
  • For the mini-game, you will make the main ghost happy by giving him a challenging game.
  • The winner of each hand is the player who has the lowest score.
  • The scores for each card are shown on the right, but basically Jacks are 0, Aces and twos are good, and anything above 5 is bad for you.
  • You start by picking any four cards. It doesn’t matter which ones.
  • You can look at two of your four cards. You must remember what each one is, so you may want to write them down.
  • Now the game will begin. You will start, and then you and the ghost will take turns.
  • On each of your turns, you have a chance to replace one of your cards with a card from the spread or the top card from the Discard pile. Obviously you want to trade out high cards and pick up low cards.
  • You get to cheat twice by using the Diamond Lenses in the lower left corner to peek at the cards in the spread, but don’t do this until you have to.
  • When the two cards that you know are good, it’s easy. Use the Diamond Lenses to find a really good card (a Jack, ace, or two) to replace your third card. You need to move the lenses quickly over the spread, because they only last for a few seconds, and stop and click on the card you want. Drag that card to replace your 3rd card. It won’t matter what your 3rd card was as long as you get a good one in exchange.
  • Jack will take his turn. Now you can use the lenses again for your 4th card.
  • Once you are happy with all four of your cards, wait until it’s your turn, then press the KNOCKOUT button in the lower right corner. This is like a Call—both players will turn over their cards and the hand will end.
  • That’s the easy strategy. But what if you don’t like one or both of your first two cards?
  • The easiest way is just to immediately use the lucky lenses to find Aces or Jacks for your 3rd and 4th cards (the ones you don’t know). By doing this early you also remove those cards from the spread so the ghost can’t find them.
  • Now you’re going to have to draw blind to replace whichever of your first two cards you didn’t like. Just pick any card, and if it’s higher than the ones you already know in your hand, discard it. If it’s lower, replace it.
  • Continue until you have four cards you like.
  • You should be aware that the ghost will usually go for a knockout by the 6th hand if you haven’t already.
  • You will get a Silver trophy as long as you have at least one gold round (where you beat the ghost).
  • When you reach the end of the mini-game, the ghost will be happy and the chapter will end.
Mishap: An Accidental Haunting

Chapter Five: the Garden

  • The main room is the Garden. The auxiliary rooms are the Toolshed, the Fountain, and the .Greenhouse.

The Garden, left (main room)

  • The entrance to the Toolshed is the door on the left.
  • The entrance to the Fountain is straight back.
  • There are two Riddle items: the LIPSTICK on the left and the SUN, which is an emblem on the radio on the table.
  • The Gadget item is the SHEARS on the ground straight back of the SUN.
  • Collect items from the Find List.
  • The “Safari Hat” looks more like a construction helmet.
  • The Lucky Clover is just to the left of the SHEARS.
  • There are many animals in the scene. The Lynx is up in the tree to the left. The Cougar is straight ahead in the back.
  • The large green lizard in this scene is the Iguana. The Chameleon is in the top right corner of the right half of the Garden.
  • The Lemur is the ring-tailed animal high up in the scene.
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The Garden, right (main room)

  • The entrance to the Greenhouse is through the door on the right.
  • Collect items from the Find List.
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  • The Message item is the POSTCARD on the left next to the Skull with the headdress. A page will pop up for a closer view. It is a note from a woman who just had a baby.
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The Garden Extra Ghosts

  • There are two extra ghosts. Both are men.
  • You need to find each one 3 times.
  • You will have to search both sides of the Garden scene.
  • For some reason, initially the monocle would not detect any ghosts on the left side, even though there were some there. Once we found one ghost on the right, the monocle worked fine on both sides.
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The Toolshed (auxiliary to the Garden)

  • The entrance is through the door on the left side of the Garden.
  • The Riddle item is the PICKAXE in the Barrel on the right.
  • The Gadget item is the HONEY JAR sitting on the back right corner of the workbench.
  • Collect items from the Find List.
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  • The Message item is the JOURNAL on the shelf above the workbench. When you click on it, it will open and you can read more about the mother of the baby. The baby is sick and she is trying to search for a cure.
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  • The ghost is a butterfly.
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The Fountain (auxiliary to the Garden)

  • The entrance is straight back on the left side of the Garden.
  • The Gadget item is the FLY SWATTER above the Fountain.
  • The Riddle item is the number 2 etched on the side of the Fountain.
  • Collect items from the Find List.
  • The Witch is a silhouette on the moon.
  • Saturn is high on the left.
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  • The Message item is the black ENVELOPE in the tree on the left. When you click on it, it will open and you can read a letter she wrote asking others to continue the work to cure her son if she can’t.
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  • The ghost is a frog with glasses.
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The Greenhouse (auxiliary to the Garden)

  • The entrance is on the right side of the Garden.
  • The Riddle item is the BOOK on the floor in the center.
  • The Gadget item is the BUG ZAPPER in the upper left corner.
  • Collect items from the Find List.
  • Several items are inside the glowing tanks, so check each carefully.
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  • The Message item is the BOTANICAL CHART on the back wall. When you click on it, it will open and you can see a recipe for an antidote. When you click the note to close it, a second message will pop up—a biography of the main ghost. You will learn that she died before she could complete the cure for her son.
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  • The ghost is a plant.
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The Garden Riddle

  • Solution: Pick a Bouquet of ROSES, TULIPS, and SUNFLOWERS. The riddle doesn’t specify, but you must pick them in that order.
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  • The flowers are on the ground on the left side of the Garden. Once you have done everything else in the four rooms, click on them to zoom in.
  • Now pick the flowers in the specified sequence. You will collect the last piece of the Gadget.
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The Garden Mini-Game

  • You will play 3 rounds.
  • You must play the first round. After that you can skip the mini-game by pressing SKIP.
  • The rounds get progressively harder.
  • For the mini-game, you will make the main ghost happy by killing the bugs that keep eating the plants she needs to create the antidote.
  • The bugs attack along the dirt paths in the garden. When they get all the way to the flowers, they damage them, so you have to kill them before they get that far.
  • You have four kinds of garden tools you can use. You will place the tool on the grass, not the dirt. Each tool has a circle to show how far its effects reach. Try to place each tool so it affects at least two dirt paths.
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  • You have to buy each tool with a coin. Your current coin count is at the top of the column of tools.
  • You will get more coins as a reward for killing bugs.
  • Different tools are best for different bugs, but all the tools affect all the bugs somewhat.
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  • Mirrors are especially good when you have two of them positioned so they can both shoot a bug at the same time.
  • You will see an indicator at the top of each path indicating which kind of bugs are going to come next, but since you have such a limited amount of tools, it’s best to just assume that all kinds will come down all paths.
  • You get to keep the tools you have as the game progresses, so you’ll have your placement from the end of round 1 when you start round 2.
  • You can also use your cursor as a Fly Swatter on an individual bug. You have a limited number of swats, though, so only use this on bugs that have gotten through your last line of tools and are close to the flowers.
  • There are many different strategies that will work. A good basic strategy is to buy one of each of the four kinds of tools and place them as shown in the screenshot. Then add more tools as you get more coins.
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  • You will need Bug Zappers on the right to deal with large swarms of flies that come through there.
  • You will want at least one extra Mirror on the left to deal with ants.
  • In round 3, a Giant Spider will appear. You will have to swat it at least 8 or 9 times, plus using the tools you have set up, but you can kill it eventually.
  • You must kill all bugs to get a Gold Medal.
  • You will get a Silver trophy as long as you have at least one gold round (where you kill all bugs).
  • When you reach the end of the mini-game, the ghost will be happy and the chapter will end.

Chapter Six: the Garage

  • The main room is the Garage. The auxiliary rooms are the Showroom, the Undercarriage, and the Bus.

The Garage, left (main room)

  • The entrance to the Showroom is the door on the left.
  • The entrance to the Undercarriage is straight back.
  • There are two Gadget items: the INNER TUBE and the LAWNMOWER.
  • Collect items from the Find List.
  • The Safe looks like a small white microwave on the left.
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  • The Message item is the CALENDAR on the locker door. A page will pop up for a closer view. Notice how Vinny has taped his own picture on the ad.
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The Garage, right (main room)

  • The entrance to the Bus is through the bus door on the right.
  • Collect items from the Find List.
  • The Speed Bag is the small boxing bag hanging from the ceiling.
  • There are two Riddle items: the DRESS visible through the bus window, and the BBQ FORK, hanging on the bus next to the door.
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The Garage Extra Ghosts

  • There are two extra ghosts. One is a man and one is a short green alien.
  • You need to find each one 3 times.
  • You will have to search both sides of the Garage scene.
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The Showroom (auxiliary to the Garage)

  • The entrance is through the white curtains on the left side of the Garage.
  • The Riddle item is the TON weight in the front..
  • The Gadget item is the SHIPWHEEL leaning against a tire on the left..
  • Collect items from the Find List.
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  • The Message item is the RACING PROGRAM on the hood of the blue car. When you click on it, it will open and you can read about a big race coming up. Vinny has added his name to the program.
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  • The ghost is a man.
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The Undercarriage (auxiliary to the Garage)

  • The entrance is underneath the red car that is up on the jack on the left side of the Garage. Look for the place where the cursor turns into a Door just behind the front wheel.
  • The Gadget item is the FLY SWATTER above the Undercarriage.
  • The Riddle item is the HAND.
  • Collect items from the Find List.
  • The “Headphones” item is a Bluetooth earpiece near the bottom of the scene.
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  • The Message item is the ENVELOPE just above the Find List. When you click on it, it will open and you can read a letter Vinny wrote to his mother telling her about his chance to drive in the big race.
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  • The ghost is a snake.
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The Bus (auxiliary to the Garage)

  • The entrance is on the right side of the Garage.
  • The Riddle item is the CIGARETTE BUTT on the table on the right.
  • The Gadget item is the BLOWTORCH on the table on the left.
  • Collect items from the Find List.
  • You can see the Traffic Light through the window.
  • The Screwdriver is stuck into the plate of spaghetti on the right.
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  • The Message item is the ORDER TICKET on the round holder by the back wall. When you click on it, it will open and you can see an order ticket for repairing a car. When you click the note to close it, a second message will pop up—a biography of the main ghost. You will learn that he died before he could compete in the big race.
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  • The ghost is a man.
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The Undercarriage Riddle

  • Solution: Press the BUTTON and the HANDLE four times. The instructions aren’t completely clear, but what it wants you to do is press button, handle, button, handle, button, handle, button, handle so you repeat the two-step sequence four times.
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  • The button and the handle are part of the Undercarriage. Once you have done everything else in the four rooms, click on them to zoom in.
  • Now press them in the specified sequence. You will collect the last piece of the Gadget—a horn.
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The Garage Mini-Game

  • You will play 5 rounds of this game instead of the usual 3, probably because it’s so simple.
  • You must play the first round. After that you can skip the mini-game by pressing SKIP.
  • The rounds get progressively harder.
  • For the mini-game, you will make the main ghost happy by giving him a challenge in a race. You don’t have to win the race, though.
  • There are four round gauges on the left and a Nitro fuel gauge on the right.
  • All you have to do is press each of the controls in sequence when its needle gets into the green.
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  • You will get a Silver trophy as long as you have at least one Gold round (where you beat Vinny) and one Silver round.
  • When you reach the end of the mini-game, the ghost will be happy and the chapter will end.

Chapter Seven: the Attic

  • The main room is the Attic. The auxiliary rooms are the Art Room, the Loft, and the Supply Room.

The Attic, left (main room)

  • The entrance to the Art Room is through the beaded curtain on the left.
  • There are two Riddle items: the VENT high on the wall on the left and the ACE on the lower left.
  • The Gadget item is the HOSE on the floor
  • Collect items from the Find List.
  • The Alligator is a green child’s toy on the floor
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The Attic, right (main room)

  • The entrance to the Loft is through the trap door in the ceiling.
  • The entrance to the Supply Room is through the door on the right.
  • Collect items from the Find List.
  • The Gadget item is the PAINTBRUSH.
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  • The Message item is the ENVELOPE on the wall by the painting. A page will pop up for a closer view. You will read a letter from some parents about a little girl who likes to doodle.
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The Attic Extra Ghosts

  • There are two extra ghosts. One is a man and one is an owl.
  • You need to find each one 3 times.
  • You will have to search both sides of the Attic scene.
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The Art Room (auxiliary to the Attic)

  • The entrance is through the beaded curtains on the left side of the Attic.
  • The Riddle item is the CLOCK on the back wall.
  • The Gadget item is the ERASER on the book lying open on the table on the left.
  • Collect items from the Find List.
  • The Hammer is very hard to see. It is in the crate under the table in the center.
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  • The Message item is the purple ENVELOPE hanging with a puppet in the upper left. When you click on it, it will open and you can read a letter from the girl’s parents about her 16th birthday present.
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  • The ghost is a man’s head.
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The Loft (auxiliary to the Attic)

  • The entrance is through the trap door in the ceiling on the right side of the Attic.
  • The Riddle item is the NAIL FILE on the nightstand.
  • Collect items from the Find List.
  • You will need to click on the handle to collect the Racquet, not on the strings.
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  • The Message item is the NOTEBOOK on the Bed. When you click on it, it will open and you will see a drawing of a hamster.
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  • The ghost is a puppet.
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The Supply Room (auxiliary to the Attic)

  • The entrance is on the right side of the Attic.
  • The Riddle item is the BACKPACK in the lower right.
  • The Gadget item is the PAINTBRUSH on the table on the left.
  • Collect items from the Find List.
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  • The Message item is the SKETCHBOOK on the right. When you click on it, it will open and you can see a sketch of the girl and her parents. When you click the note to close it, a second message will pop up—a biography of the main ghost. You will learn that she died before she could compete a painting.
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  • The ghost is a man.
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The Loft Riddle

  • Solution: Knock the bent NAIL back into place. You will actually have to knock 3 bent nails to complete the chapter.
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  • The bent NAILS are in the ceiling of the Loft. Once you have done everything else in the four rooms, click on them to zoom in.
  • Now knock them all in. You will collect the last piece of the Gadget—a hamster wheel.
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The Attic Mini-Game

  • You will play 4 rounds of this game instead of the usual 3. Each round has 3 shapes.
  • You must play the first round. After that you can skip the mini-game by pressing SKIP.
  • The rounds get progressively harder.
  • For the mini-game, you will make the main ghost happy by helping her complete her painting.
  • All you have to do is keep the cursor inside the moving pink circle. The paintbrush inside the pink circle will show you which way the circle is going to move next. It will move in the direction of the wooden end of the paintbrush, sort of like the way a witch’s broom flies.
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  • When you are in the right place, the paint will be blue. When you go outside the circle, the paint will be red.
  • You must have 100% accuracy (no red) on all 4 shapes to get Gold.
  • When you reach the end of the mini-game, the ghost will be happy and the chapter will end.

Chapter Eight: the Basement

  • The main room is the Basement. The auxiliary rooms are the Boiler, the Cellar, and the Lab.

The Basement, left (main room)

  • The entrance to the Boiler is through the grate on the left.
  • The entrance to the Cellar is through the trap door in the floor.
  • There are two Riddle items: the BOWTIE and the SWORD all the way to the right.
  • The Gadget item is the FIRE EXTINGUISHER on the floor on the right of the Boiler door.
  • Collect items from the Find List.
  • The “Sauce Pan” is a large cast iron pot on the shelf in the back.
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  • The Message item is the ENVELOPE on the burlap sack under the table. A page will pop up for a closer view. You will read a poem from Burt to Emily.
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The Basement, right (main room)

  • The entrance to the Lab is through the tunnel on the right.
  • Collect items from the Find List.
  • The Gadget item is the FISHING POLE just to the right of the tunnel. It can be hard to collect. Try clicking on the bottom of the wooden handle.
  • The Ice Skate is black, on the floor to the left of the tunnel.
  • The Biohazard sign is very faint. It is etched above and to the left of the tunnel entrance. We have marked it with purple in the screenshot.
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The Basement Extra Ghosts

  • There are two extra ghosts. One is a man and one is a bat.
  • You need to find each one 3 times.
  • You will have to search both sides of the Basement scene.
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The Boiler (auxiliary to the Basement)

  • The entrance is through the grate on the left side of the Basement.
  • The Riddle item is the KEY hanging from chains in the center of the scene.
  • The Gadget item is the SPOOL OF WIRE lying under the boiler on the right.
  • Collect items from the Find List.
  • This room is quite dark, but different parts of it will be obscured at different times as sparks and smoke come into the room, so keep checking as areas clear a bit.
  • The Bat is in the top right corner.
  • The Gun is at the top of the boiler on the left.
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  • The Message item is the PHOTOGRAPH in the lower right. When you click on it, it will open and you can see a picture of Emily.
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  • The ghost is a man.
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The Cellar (auxiliary to the Basement)

  • The entrance is through the trap door in the floor on the left side of the Basement.
  • The Riddle item is the PENNY JAR on the stairs.
  • The Gadget item is the CORKSCREW on the very top of the device.
  • Collect items from the Find List.
  • The Jug is a white item behind the device on the left.
  • The Picnic Basket looks like a patterned box on the floor between the stairs and the device..
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  • The Message item is the ENVELOPE on the device. When you click on it, it will open and you will read a letter to Burt telling him he is not being considered for a job because he doesn’t have enough education.
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  • The ghost is a man’s head.
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The Lab (auxiliary to the Basement)

  • The entrance is through the tunnel on the right side of the Basement.
  • The Riddle item is the URN on the floor near the large circular machine.
  • Collect items from the Find List.
  • There are two items in the fish tank that are quite hard to see. The Seahorse is floating near the left wall. The Castle is on the bottom of the tank. We’ve marked these with purple in the screenshot.
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  • The Message item is the BLUEPRINT on the right of the fishtank. When you click on it, it will open and you can see the blueprint of the Lab that you’re in. Note the password written on the blueprint: ELLEN. When you click the note to close it, a second message will pop up—a biography of the main ghost. You will learn that he died trying to recover the wedding ring he wanted to give to his fiancée.
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  • The ghost is a two-headed dog.
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The Lab Riddle

  • Solution: Turn the center KEY and type the password. The password (ELLEN) was written on the BLUEPRINT.
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  • The KEY is part of the computer station in the Lab. Once you have done everything else in the four rooms, click on it to zoom in.
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  • Click on the center KEY. The computer will ask for the password. Enter ELLEN by clicking on each letter on the keyboard individually, then clicking on the ENTER KEY. You will collect the last piece of the Gadget.
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The Basement Mini-Game

  • You will play 4 rounds of this game instead of the usual 3.
  • You must play the first round. After that you can skip the mini-game by pressing SKIP.
  • The rounds get progressively harder.
  • For the mini-game, you will make the main ghost happy by collecting all of the rings (or as many as possible) so you can find the true ring that was lost.
  • The instructions are fairly complex.
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  • Your goal is to collect as many RINGS as possible. You collect them one at a time by touching them with the MAGNET and reeling them all the way in to the top.
  • You only have control over WHEN the MAGNET shoots out. It moves from left to right and back again on its own. When you left-click, you release the MAGNET so it will reel out.
  • When the MAGNET touches anything metal in its way, it will pick it up.
  • You cannot make the MAGNET drop an object again, it will always reel all the way back in.
  • When the MAGNET touches TNT, the TNT will explode. This often explodes other items near it.
  • Rings will never explode, so don’t worry about that.
  • When the MAGNET touches a pink bubble, the bubble will pop, dropping whatever was inside at the place where it popped.
  • When the MAGNET touches the VALVE on a pipe, the VALVE will turn and the pipe will disappear. This is useful, because the pipes get in your way.
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  • When the MAGNET touches a blue fireball, it will drop whatever it has and reel back in.
  • When an orange fireball touches the MAGNET’S rope, the MAGNET will drop whatever it has and reel back in.
  • Once the MAGNET has been released, your cursor will turn into a FIRE EXTINGUISHER. You can move this anywhere you want on the screen.
  • While the cursor is a FIRE EXTINGUISHER, a left-click will make it fire. You can use the FIRE EXTINGUISHER to put out orange fireballs before they touch the MAGNET’S rope.
  • The FIRE EXTINGUISHER does not work on blue fireballs. You just have to time the MAGNET so it doesn’t hit those.
  • Scoring is generous—collecting 3 out of 5 possible RINGS will earn a Silver.
  • When you reach the end of the mini-game, the ghost will be happy and the chapter will end.
  • Watch the ending.
  • Once you have played all the way through the story, the Bonus Material will be available from the EXTRAS Menu. This is additional artwork you can view.
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Created at: 2010-02-05