Muse’s Adventure Escape Games

Chapter 7 - Fleming


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Chapter 7 - Fleming


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In part 7 of Muses Adventure Escape Game you will help Alexander Fleming discover Penicillin.
Chapter 7 - Fleming
Chapter 7 - Fleming

First tap to view the small white wall cabinet by the window.
Chapter 7 - Fleming

Collect a 'detail' puzzle piece and an 'Antenna'.
Next tap on the drawer unit under the bench to the right of the chair.
Chapter 7 - Fleming

This has a puzzle lock. Add the puzzle piece to it to begin.
Chapter 7 - Fleming

Tap the 4 pieces to rotate them and match up the symbols top and bottom. Tapping each one will move others as well.

Once done you can collect a 'Fragment with initials' circle quarter.
Next tap on the door on the right to see the lock.
Chapter 7 - Fleming

Add the Fragment quarter to this to begin the puzzle.
Swap the pieces to arrange them to form initials. A. F.
Go through to the study.
Chapter 7 - Fleming



Tap to look under the sofa.
Use the Antenna to collect the light bulb.
Chapter 7 - Fleming

On the far left of the room is a lamp. Tap to view this.
Chapter 7 - Fleming

Add the light bulb to it to turn it on.
You can then collect a key
Chapter 7 - Fleming

Go out to the first room. Use the key to open the white fridge on the right.
Chapter 7 - Fleming

Collect from inside a bottle of milk
Now view the cat on the floor and add the milk to the bowl.
Chapter 7 - Fleming

The cat will drink and then leave. You can then collect a mirror from the shelf.

Go back to the study.
View the top of the shelves on the left.
Chapter 7 - Fleming

Add the mirror and you will illuminate a skull. Collect the oil can from next to it.
Chapter 7 - Fleming



Go back to the first room and view the white wall cabinet again.
Use the oil on the rusty bolt to open it. You can then then collect 3 pyramid symbols puzzle pieces.
Chapter 7 - Fleming

Go back to the study and view the desk. There is a large pyramid on the left.
Chapter 7 - Fleming

Add the puzzle pieces to this to start a puzzle.
Chapter 7 - Fleming

Hint: Tap and hold then drag your finger to select multiple squares. Any that you select will swap to the opposite symbol when you release. You have 2 goes to get all of the pieces to swap to the Eye symbol. If you do not complete it in 2 moves then it will reset and you must try again.
Solution: Move 1:
Chapter 7 - Fleming
Move 2:
Chapter 7 - Fleming
Show


Once done the pyramid opens and you can collect a hexagon shaped key.
Return to the first room and open the fridge again.
Chapter 7 - Fleming



At the top is a locked panel, use the hex key to open this.
Collect a dish
Go back to the study and view the desk again.
Add the dish to the desk to complete Part 7.
Chapter 7 - Fleming

You can now move on to Part 8

Chapter 7 - Fleming
 

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