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The Magician's Handbook II: BlackLore Walkthrough

Submitted by Albee on Oct 13, 2009. Filed in Walkthrough. 696 Hits
Summary: Stop the magician pirate BlackLore! From talking trees to prankster ghosts, get ready for a Hidden Object adventure like no...
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The Magician's Handbook II: BlackLore Walkthrough
Flash Version Windows Version
Mac Version Walkthrough
1. General Tips
2. General Tips
3. General Tips
4. General Tips
5. General Tips
6. General Tips
7. General Tips
8. General Tips
9. Chapter 1
10. Chapter 2
11. Chapter 3
12. Chapter 4
13. Chapter 5
14. Chapter 6
15. Chapter 7
16. Chapter 8
17. Chapter 9
18. Chapter 10
19. Chapter 11

CHAPTER SEVEN


CHAPTER GOALS

  • Find at least 44 enchanted objects.

  • Free six trapped Fairies.

TREASURE COVE

Magician's Handbook II

  • There are no keys in this location.

  • Also, use the screenshot for assistance in finding enchanted objects.

BLACKLORE'S COVE

Magician's Handbook II

  • Use the screenshot to find the key in this location.

  • Also, use the screenshot for assistance in finding enchanted objects.

OASIS

Magician's Handbook II

  • Use the screenshot to find the two keys in this location.

  • Also, use the screenshot for assistance in finding enchanted objects.

CRYPT OF HEROES

Magician's Handbook II

  • Use the screenshot to find the key in this location.

  • Also, use the screenshot for assistance in finding enchanted objects.

MOUNTAIN OF LEGENDS

Magician's Handbook II

  • Use the screenshot to find the key in this location.

  • Also, use the screenshot for assistance in finding enchanted objects.

DARK MAGICIAN'S LAB PUZZLE

Magician's Handbook II

  • First you need to use your Fire spell on those four Candles in the room before you can move on to the next step.

Magician's Handbook II

  • Now use your Heal spell on the parts of the roots which have been highlighted in the screenshot.

Magician's Handbook II

  • Click on the object highlighted in blue to add it to your inventory.

  • The object you just picked up is a Test Tube; you will need it later to feed the Plant.

  • Try moving your wand over the Plant's mouth, and it will try to show you what it wants by showing you its thoughts. Look at the screenshot to see where the Plant's thoughts will show up.

Magician's Handbook II

  • In this screenshot, you can see three different colored Potions that have been highlighted.

  • You can fill your Test Tube with any of the three Potions by using the Test Tube on a Potion.

  • When you do this, the Test Tube gets a small portion of the Potion you used it on.

  • You can use the Test Tube up to three times consecutively on a Potion before it becomes full.

  • To empty out a Test Tube, use it on the Plant's mouth.

  • You feed the Plant by using a Test Tube on the mouth of it.

  • After feeding the Plant correctly about five times, the puzzle will be complete.

  • The Plant will want you to combine two different potions at a time to make a unique color, so here is a color guide.

    1Red + 1Blue = Purple
    2Red + 1Blue = Light Purple
    1Red + 2Blue = Dark Purple
    1Yellow + 1Red = Orange
    2 Yellow + 1 Red = Light Orange
    1Yellow + 2 Red = Dark Orange
    1 Blue + 1 Yellow = Green
    2 Blue + 1 Yellow = Dark Green
    1 Blue + 2 Yellow = Light Green

  • Use these color formulas if you need help mixing the right color for a Potion.

  • After you are finished here, head over to the Throne Room to free the Fairies.

THRONE ROOM

Magician's Handbook II

  • There are six Fairies in this room that must be freed before you can move on.

  • The highlighted objects in the screenshot have been numbered to match the numbers of the clues below. So "Clue #1" will match the object in the picture with a number "1" attached to it.

  • Clue #1: In the area between the Harp, the King, and the Owl there's an animal. Touch it with the Heal spell to free a fairy!

  • Clue #2: In the area below the Jewelry Box, right of the Camera but left of the Bell, there's a game piece; use Wind to free a fairy there!

  • Clue #3: On the line between the Bandana and the Hookah there's a light device; touch it with the Petrify spell to free a fairy!

  • Clue #4: In the area above the Beetle, left of the Maple Leaf and right of the All Seeing Eye, is an animal where the Petrify spell will free a fairy!

  • Clue #5: Start at the X Marks the Spot and follow it past the Caduceus to a pirate object; touch it with the Heal spell to release a fairy!

  • Clue #6: On the line between the Viking Horn and the Horseshoe, there is an animal; touch it with the Heal spell to free a fairy!


1. General Tips
2. General Tips
3. General Tips
4. General Tips
5. General Tips
6. General Tips
7. General Tips
8. General Tips
9. Chapter 1
10. Chapter 2
11. Chapter 3
12. Chapter 4
13. Chapter 5
14. Chapter 6
15. Chapter 7
16. Chapter 8
17. Chapter 9
18. Chapter 10
19. Chapter 11
Related posts: The Magician's Handbook II: BlackLore Walkthrough
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