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AE Mysteries Picture Perfect walkthrough (chapters 5-8)

That was tough, wasn't it?

Detective Kate is back for another AE Mysteries point-and-click puzzle adventure, Picture Perfect. If you’re struggling to find any objects or are stuck on a puzzle, read on for my full walkthrough of chapters 5-8. 

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How to beat AE Mysteries Picture Perfect - Full walkthrough

This part of the walkthrough covers the second half of the game, chapters 5-8. If you’re looking for earlier solutions, instead click through to my AE Mysteries Picture Perfect walkthrough that provides all the information you need for chapters 1-4.  

Picture Perfect Chapter 5 walkthrough

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After talking to Ginger, grab the two Slices of Cake (a1-2), and then open the cupboard (a3) and take the Key, using it to open the high cupboard (a4) and get the Knife. Use the knife to cut a third Slice of Cake (a5), then head out to the bake of the shop (a6).

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Take a fourth Slice of Cake and Food Coloring from the Bench (b1), and click the list of top-selling cakes for the month that’s on the same shelf. Head back to the first room and put the slices of cake on the table to start a math puzzle. 

You need to work out the cost of each layer based on the information you start with. From what I’ve seen, this puzzle is always the same, so if you’re stuck the prices are:

  • 0: Brown
  • 1: Yellow
  • 2: Green
  • 3: Pink
  • 4: Red

Your table should end up looking like the image below.   

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Return to the backroom and take the Cooking Spray (b2), second Food Coloring (b3), Bowl (b4), and third Food Coloring from behind the mixer (b5). A fourth Food Coloring is in the top drawer (b6), but you also need to get into the freezer (b7). It’s a six-digit code based on the top-selling cake list (b1). You need each cake’s number of layers for the combination. You can work this out by looking at the cake catalog (a7), wall display (a8), and glass case (a9). The combination is 352542, which gets you the Frozen Gum Paste.

Use the bowl on the water machine (b8) and place the frozen gum paste into it. You can then take back the now Thawed Gum Paste. Go back to the first room, use the cooking spray on the stuck cabinet (below a9), and take the Square Cake Platter. Give the platter to Ginger to start a puzzle. You need to move the cake layer by layer to the purple plate. If you’re stuck, do the following (using the guide image below):

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1-3,1-2, 3-2, 1-3, 2-1, 2-3, 1-3, 1-2, 3-2, 3-1, 2-1, 3-2, 1-3, 1-2, 3-1, 1-3, 2-1, 2-3, 1-3, 2-1, 3-2, 3-1, 2-1, 2-3, 1-3, 1-2, 3-2, 1-3, 2-1, 2-3, 1-3

Once the cake is moved, give Ginger the four coloring bottles and the thawed gum paste. With the flowers made, you now need to decorate the cake, so click it once more to start a placement puzzle. You need all the pairs to match, domino-style. See the image below if you get stuck.  

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When Ginger leaves, click the now-open door at the back of the kitchen and head into the office. Grab the Drawer Handle (c1), Super Glue (c2), and Makeup Remover (c3), then click the dog food (c4) to move it and look at the dog photo. Use the makeup remover on the photo to reveal half of the dog’s name.

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Use the glue on the draw (c5) then attack the handle and open it to get the Can Opener. Click the corkboard, then click it again in close-up to reveal the other half of the dog collar. You can now deduce that the collar reads BORUS.

Click the vase (c6) to move it and click on the cake pamphlet underneath. Note the four countries the cakes are from: Russia, USA, Italy, and Japan. Now click the mirror to see the clocks showing times around the world. Match these to the menu and you’ll have a code, 9283 (remembering the times are reversed due to the mirror). Use this code to open the pink padlock (c7) and use the can opener on the dog food inside to get Dog Food

Put the dog food in the bowl (c8), which attracts Borus and allows you to open the handbag on the sofa using its name. After checking out the evidence inside, take the Small Key, unlock the back door, and you’ll be heading off toward Chapter 6.

Related: Vanishing Act walkthrough (Adventure Escape Mysteries)

Picture Perfect Chapter 6 walkthrough

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Once you arrive in Green Park, click the pigeon (d1) to move it and grab the Park Token. Take a second Park Token from near the bench (d2), then select the poster (d3) and make a note of the locations it mentions in each line of the text (flower garden, pond, pretzel stand, pagoda).

Look at the park map (d4) and note the letters matching the attractions. If you add the bike collection stand to the start and end of it, you get CKLFJC.

Click the bike rental machine (d5) and enter the code. The machine will now work, but you need three park tokens. Click the ice cream cart (d6) for a close-up. Click the purple wallet to tell the owner someone has left it behind, then buy an Ice Cream Cone for one token. Use the cone on the bin (d7) to attract the bees and then pick up the two Park Tokens by the bin. Put your three tokens into the machine (d5), then click the bike to move on.

This begins a dexterity game in which you need to press 1 and 2 on the keyboard when circles appear. Hold down the number keys to fill the meter. It's quite tricky, as sometimes you have to do both at once, but you can try as many times as you like (or skip it with clues). Also note that when you click the bike again, you need to do this test one more time. However, you can skip it for 0 clues. After that, you’ll immediately move to each location.

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Once you arrive, pick up the Park Token (e1) and knock the other one (e2) into the drain. Click the sprinkler park next (e3) to begin a route puzzle. You need to direct the dog to the exit by turning the sprinklers on and off and running over the paw print spaces. Sprinklers stop their movement, as it will keep going in the direction you want until it hits an obstacle. 

If you want the solution, it’s: Up, Right, Down, Left, Up, Left, Down, Left, Up, Left, Up, Right, Up, Right, Down, Right, Up, Left, Up, Right. You’ll then get the Kite. Give the kite to the child (e4) and he’ll give you a second Park Token. 

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Now go to the pagoda (e5). Pick up the two Park Tokens (f1-2), move the box (f3) to find your fifth Park Token, then talk to the arguing couple. You realize it’s their wallet back at the ice cream stand. Gain some information on the couple by listening to their conversations and then head back to the ice cream stand (click the left side of the path, and then click the bike). The answers you need are:

  • Who owns the wallet? Annie
  • Alright, what street do they live on? Crescent Loop
  • Okay, how much money is in it? $156

Once you have the wallet, go back to the gazebo and give Annie the wallet. She’ll give you the Fishing Net. Use three park tokens to get some Duck Food (f4), then use the viewer (f5) to spot that one of the swans has a key around its neck.   

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Click the boats (f6) and note the positions of the animals. Head back to Rita and use the fishing net to get a third Park Token from the drain (e2). Now click the carousel (e6). When you arrive, use your three park tokens to spin it. You need to note the numbers on the animals when they match the positions you saw on the boats. The answer is 51876 (you ignore the first animal as it is not on the boats).

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Go back to the pagoda and enter the code on the center reel of the padlock (f7). Click the boat, give the duck food to the swan, and get the Small Key. Show the key to Rita, then use it on the lockers (d8) to get Rita’s Bag. Give Rita the bag, then complete the jumbled photos puzzle. If you’re struggling with this one, the solution is above. Once done, you can move on to Chapter 7.

Related: The Squire’s Tale – Walkthrough Guide

Picture Perfect Chapter 7 walkthrough

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Once you’ve turned on the lights (g1), take the Twine (g2) and the Small Key (g3), and then move the magazine (g4) to find a Circuit Chip. 

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Select the YouCrew reception desk (next to g1) for a close-up, take the Magnet (h1), and then use the key to open the top drawer (h2). Click it again to completely remove the drawer, then place the twine and magnet onto the desk after looking at the ruler there (h3). 

You’ll get the Magnetic Fishing Pole, which you can use to get a Blank Keycard from the desk drawer (h2). Use it on the activation machine (h4) to get the Activated Keycard. Click the cupboard door (h5) and take the Cleaning Spray and a second Curcuit Chip.  

Use the keycard to open the lift panel (g5) and click it again to start a math puzzle. You need to move the elevator up and down to get it to this floor in exactly five moves. The solution is Up 7, Down 4, Up 7, Down 4, and finally Up 7. This lets Chelsea out of the elevator, allowing you to go into the photography studio.

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Take your third Circuit Chip (i1) and move the box (i2) to find a Light Bulb. Use the cleaning spray on the right lamp (i3), add the bulb to the left lamp (i4), then click the camera (i5) to note the code on the jacket (NFRNO). Type this into the computer (i6) as the password. Click the image to find Dante was editing the dangerous photo images. You can change his image on each one by clicking the portrait button (see below).

Put the right Dante into each picture, noting the color of his top in each one and the date on the image. From left to right in the photo order, you get:

  1. Purple (11)
  2. Red (27)
  3. White (8)
  4. Green (5)
  5. Yellow (21)

Go back to the reception area and click the calendar (h6) for a close-up. Note that the dates correspond to different columns, giving you the sequence (from left to right) purple, green, red, yellow, and white. Now select the door at the back of the office for a close-up of the lock. Put in these colors (left to right) and the lock will open. You can now enter the office.

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Take your fourth Circuit Chip (j1) and open the drawer (j2) to get the Paper With Photo Images, moving the phone on the desk (j3) to get a second Paper With Photo Images. Move the vase (j4) and take the Photo of Dante, using it to beat the computer’s facial recognition software (j5). Try to check Rita’s location to find out that the servers are offline. 

There’s a camera on the desk (j6) but it needs a passcode, which is where the papers with photo images come in. Note the cameras pictured on each numbered line and compare them to the poster on the wall. By drawing a line through each photo in a line, you’ll get the shape of a number for the code. The code is (top to bottom) 9526. The lens cap will pop off, giving you the Key to the green room which is accessed via the photo studio (i7).

Opening the green room door and adding the four circuit chips begins a circuit puzzle. You need to slide the pieces into the correct spots, which is relatively simple seeing as you have two blanks. I suggest getting the left top and bottom pieces into position, then moving the piece I have in the left-middle spot there before completing the rest. Then, you just need to move that left-center piece two spaces to the right to complete the puzzle (see image).

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Once done, head back to the office and check the computer (j5) for Rita’s past location to rule her out as a suspect. You’ll also note the company’s profits were falling fast. Chelsea will give you the Filing Cabinet Key (j7), leaving you facing a digital lock. You operate it like a fruit machine, moving each reel to get the images onto the correct backgrounds, but you can change both the columns (people) and rows (places). See the solution below.

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Once done, click the files in the draw to get some new revelations about the case and to conclude Chapter 7.

Related: Clue The Murder of Mr Black – Full Walkthrough

Picture Perfect Chapter 8 walkthrough

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Once you’re in the car with Murphy, click the phone (k1) twice to call DJ Dee and find out she’s working a wedding downtown. Click the digital display (k2) a couple of times to find out that it’s 9.05pm on 7/10/2020. 

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Now click the sat nav (k3) and click each venue, comparing the information you have with each location to see if it is a possible spot for her DJ set. By a process of elimination, you’ll be left with three destinations. Put the numbers 2,6, and 9 (in any order) into the sat nav. After checking the locations on your phone you’ll spot her at the third event (see image above), meaning you need to head to the Party Factory.

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Click the door (l1) and get the Ladder, and then click the stairs (l2) to find out that they change color between three patterns. Now click the safe (l3) to find there are three locks to get through. 

The first needs you to know how many of each color appears in the stair lights. To work this out, you need to take screenshots of each stair color pattern, but if you want to shortcut this, the answer is Red (4), Blue (6), Green (7), and Yellow (5) for 4675. This gets you a Lightbulb.

Use the ladder on the missing bulb on the wall (l4), add the lightbulb, and the wall will light up in yellow. The lights can be controlled with the panel on the wall (l5). The number and position of switches in the on position affect the light pattern, giving a different one for each combination.

Thus, if only the number 1 switch is on, you have pattern 1, but if 1, 2, and 3 are all on, you have pattern 6 (and so on). From this, you get arrows pointing in the following directions:

  1. Down
  2. Up
  3. Right
  4. Down
  5. Left
  6. Right

Go back to the safe and put this sequence into the directional pad to open the second safe and get the Sunglasses.

Click the neon Let’s Party sign for a close-up and then click the magnifying glass on the sunglasses in your inventory to put them on. Move the glasses across the word party until you can see a four-digit code through them. You’ll get the code 1427 (see image below), which allows you to open the final safe and get the Small Key.

Use the key to open the ice display (l6) and take the Ice Heart. Put it into the flames (l7), then use the resulting Key to unlock Murphy. 

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You now need to get to the party room via a movement puzzle and do it in only 17 moves. Do the following:

  1. Go right through the white door and get the Stick
  2. Go back into the middle and up one floor in the lift
  3. Go right and through the yellow doors
  4. Move the boxes and get the Purple Key
  5. Go left and up the rope ladder to the top floor
  6. Use the sick on the pinata to get the Blue Key
  7. Go right through the purple door and then through the light blue door
  8. Put the switch on and go through the circular shoot 
  9. Take the Green Key and go through the blue door on the left
  10. Take the Orange Key, go back through the blue door, then take the red door
  11. Go up the lift and through the orange door
  12. Go up the vine and right through the green door

Once inside the party, DJ Dee will release some balloons. Click them all to pop them, then turn off the music (click m1-3). Once the crowd clears grab the Remote Control (m4) and use it on the dry ice machine (m5) and click the confetti blaster manual on the floor (m6) to read it.

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You need to click each blaster (m7-8) to find its model type, then follow the manual instructions to switch them off, which involves holding buttons time for a set time (see image). This can be annoying as you need to get the time exactly right, but persevere. Once they’re off, take the Bronze Key from the stage (m9) and click the cord (m10) to open the curtain and reveal a door. Use the key to go through to the roof. 

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Take the Plant Clippers (n1) and trim the plants (n2) to get the Small Key. Grab the two Ladder Rungs (n3-4), use the cutters to rip the tarp (n5), and use the key to open the box (n6) and take two more Ladder Rungs. Also, note the angle of the symbols on the inside of the box lid.

Click the steam valves (n7) and turn them so the angle matches the ones inside the box exactly. There are two similar versions of each in the box, so be sure to get the right one (it is different on different playthroughs). Once done, the steam will turn off.

Click the shed door (n8) to find it needs a code. If you look at all the graffiti, you’ll find they overlap each other. Using this, you can work out which graffiti is older, as it has been written over since. The words are TONRAK, ARCHON, JACE, FISE and LATVIAN. Taking the first of each, in age order, we get the code AJFTL. Use this to open the shed and take the Welding Kit and the fifth Ladder Rung. Add them to the ladder, use the welding kit, and head up.

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Now comes the final chase! Dee will always move left or right first and then turn if she can, and she will keep going in her original direction to an exit. You have a short window to try and plot her route. The maps seem randomized in each game and even worse, there are three maps to complete, which you have to get all three right in a row or start again. However, on the plus side, eventually, the following map set will come up and this will solve it (Dee's starting position is in the middle column).

Maze Map 1

KateDeeMurphy
616
525
134
342
253
161

Maze Map 2

KateDeeMurphy
113
222
435
344
656
561

Maze Map 3

KateDeeMurphy
615
524
436
143
352
261

And with that, you’ll catch Dee on the rooftop. Congratulations! 

For more walkthroughs here at Pro Game Guides, check out On Thin Ice – Full Walkthrough & Solutions (Chapters 1-4) and Haunted Hunt Walkthrough – Adventure Escape Mysteries!


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Author
Image of Chris Marling
Chris Marling
Chris Marling is a writer and editor with more than 20 years of experience across newspapers, magazines, and websites. Based in the UK, he has written professionally on everything from tech to tearooms. But his real passion is gaming, going right back to the Atari 2600 - and especially RPGs and MMOs. He cut his teeth on games such as The Realm and Anarchy Online. But 20 years on still gets excited about exploring each new world. When not online, you'll find him gaming analog-style around the table. Chris has had five of his own board games published, including Pioneer Days and Armageddon.