Chapter 7 - Fleming

Muse’s Adventure Escape Games Guide
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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:

Show

Move 1:

Chapter 7 - Fleming

Move 2:

Chapter 7 - Fleming

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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