New York Mysteries 3 Bonus Chapter Walkthrough – The Lantern of Souls
If you enjoyed completing the puzzle adventure game New York Mysteries 3: The Lantern of Soul, you’ll be eager to dive into the bonus chapter. Read on for my complete walkthrough guide, which covers all the hidden objects and puzzles you’ll come up against.
New York Mysteries 3 The Lantern of Souls Bonus Chapter Full Walkthrough
Note that this guide only covers the bonus chapter. If you’re looking for help or information on the main game, check out my New York Mysteries 3 Walkthrough – The Lantern of Souls. Also, there are no collectibles in the bonus chapter.
The story begins with Will being sent to Hardstein’s bunker to look for dangerous artifacts but as he enters the office, he inadvertently starts a rocket launch countdown! Click the cardboard box (a1) for a close-up, take the Solvent, and then move into the main hall (a2).
Select the rocket (b1), take the Insulating Tape from the close-up, and then use it on the cut wires in the wall in the office (a3) to begin a simple matching puzzle (the matched wires are pictured below).
This opens the door to the prison cell (a4), so head through.
The prison cell
Grab the Broom by the door (c1), and the Rag from the floor (c2), then combine the rag and solvent in your inventory to get a Rag with Solvent. Now you can use the rag on the inside of the locker (c3) to clean off the blue paint and get a telephone code, 1342. Also, note that the numbers on the phone dial in the image start from the top-right of the circle and then go counter-clockwise.
Move back into the office, select the table (a5), and enter the code into the phone (see the image above; click A through D). This opens a compartment on the phone, allowing you to take a Key. Select the rocket next (b1) and use the broom to knock and get the Hook trapped on the lights. Now use the key to open the door at the top of the steps (b2) to enter the recreation room.
Read the diary on the floor (d1), take the Knife from the desk (d2), and then click the chair (d3) for a close-up. Click the seat cushion to lift it, and then use the hook to dig the Key out from the springs (you’ll also get the Hook back).
The cell missing objects game
Head back into the prison cell and use the key to open the cell door (c4), starting a missing objects mini-game.
- Click the Bottle (e1) to smash it, then pick up the Bottle Shard
- Use the bottle shard on the rope (e2) to get Rope
- Take the Hook (e3)
- Click the items in the box (e4) until you reveal and take the Jack
- Use the jack to prop up the beam (e2), pull out the suitcase (e5), and take the Knob
- Use the knob on the metal box (e6) to open it and take the Dog Figurine
- Add the dog figurine to the statue (e7) to get a Key
- Use the hook and then the rope to open the barrel (e8) and find a Saw Blade
- Use the key to open the suitcase (e5), add the sawblade, and get the Saw
- Get a Chair Leg by sawing the chair (e9)
- Click the pan (e0) to flip it and add the chair leg to the piece of metal beneath it to get the Hammer
Return to the office, use the knife to open the box (a1), and take the Record and some Rope. Head into the recreation room now and add the record to the record player (d4).to start a deduction puzzle. You need to click the symbols in the correct order, which I’ve marked below. Once complete, take the Deactivator Part and a Coiled Line.
Combine the coiled line and the hook in your inventory to get a String with Hook. Go to the main hall and use the string in the fish tank (b3) to hook out the Bottle. Click the lid of the bottle in your inventory to remove it, and then click the bottle to find an Image with Hint.
The colored circle wall puzzle
Select the ornate image on the wall (b5) and add the hint to start a picture puzzle. You’ll need to turn each of the three circles to the right positions before they will combine in the center to complete the puzzle. The correct positions are in the image above.
- Click green twice
- Click red four times
- Click blue three times
- Click the empty circle (marked X above)
Once complete, take the Deactivator and the Gaff. Now select the metal door here (b4) and use the hammer on the latch to open it, gaining entry to the bunker corridor.
The Bunker in New York Mysteries 3 Bonus Chapter
Use the gaff to open the hatch (f1) and add the rope to gain access to the main dungeon. You can’t do anything else here yet, so head down.
Select the machine (g1), take the Lock Part, and then move through the door to your left (g2) and enter the bunker greenhouse.
Take the Pipe Fragment that’s holding the piano open (h1), and then move the rocks (h2) to find and open a bag, taking the Camera from inside. Move back into the main dungeon and use the pipe to topple the stone carving (g3), allowing you to take the Oil Can from underneath.
Head up to the corridor and use the oil can to lubricate the machine (f2), opening the door (f3) to the hangar. Head inside and use the hammer to smash the crane’s window (i1). You can now click the latch to open the crane door and take the Crowbar. Use the crowbar to open the plane door (i2), which reveals a new missing objects mini-game.
The plane hanger missing objects game
- Take the Stick (j1)
- Grab the Fire Extinguisher from the crate (j2)
- Open the drawer (j3), use the extinguisher to put out the fire, and take the Nippers
- Take the Axe Handle from the chair (j4) and also use the nippers to get a Spring
- Use the spring on the back of the seat (j5) to get the Key
- Hit the panel (j6) with the stick to find an Oil Can
- Use the key and then the oil can to open the medical box (j7) and find a Patch
- Put the patch on the red button (j8) to keep the cockpit lights on
- Use the axe handle on the axe head (j9) and take the Axe
- Use the axe to open the crate (j2) and take the Airplane Figurine
- Place the figurine on the box (j9) to open it and take the Valve
Return to the greenhouse and use the valve on the back door (h3) to drain the water and gain entry to the infirmary. Head in and take the Chisel that’s next to the green box (k1). Use the knife to open the box and take the Flashlight from inside.
Go right back to the cell and use the hammer and chisel to remove the loose brick (c2), reading the note behind it and taking the Hand Drill. Move to the recreation room next and use the drill to break into the writing desk (d2), where you will find the Camera Lens.
Add the camera lens to the camera and go back to the bunker corridor. Use the camera through the window (f4) to get the Code (above), and then use the code to open the door (f5) by adding the lock part to the lock and moving the sliders to the correct positions (e.g. the left symbol is the top lock). This gives you access to the boiler room.
Pick up the Shovel (l1), take the Tongs from the boiler (l2), and use the shovel on the coal (l3) to find some Bellows. Use the bellows to stoke the fire (l2) and grab the Pliers from the train (l4).
The lenses and crane puzzles
Move to the infirmary, use the pliers to open the door (k2), and go down to the cryo chamber. Use the tongs to fish the Key out of the barrel (m1), then place the flashlight on the table (m2) to start a light puzzle. You need the beams to match the pattern on the notebook on the table. To do so, press the lenses the following number of times:
- Nine times
- Nine times
- Six times
- Nine times
- Four times
- Seven times
This opens the cupboard above the desk (m3), allowing you to take the Crane Manual. Go to the hanger next and enter the crane (i1). Add the manual in the close-up to start a movement puzzle. To complete it, use the following levers in sequence (using the image below):
- 2 and 3
- 1 and 3
- 1 and 4
- 1 and 2
- 3 and 4
- 1 and 2
- 2 and 4
- 1 and 3
With the box moved you can now take the Lever from the area it vacated (i3). Take the lever and it to the control panel in the train (l4) in the boiler room, allowing you to drive the train to the underwater tunnel.
The Underwater Station in New York Mysteries 3 Bonus Chapter
Grab the Extinguished Torch (n1) and then head straight back to the boiler room. Light the torch in the boiler (l2) to get a Lit Torch, go to the cryo chamber, and use the torch to remove the ice from the draw (m4). Use your key to now open the draw, read the note inside, and take the Handle.
You can now move back to the station and use the handle to open the hatch (n2), starting a missing objects mini-game.
- Take the Jerry Can of Gas (o1), the Hammer (o2), and the Lever (o3)
- Use the hammer to remove the peg (o4) and take the Crowbar
- Use the crowbar to remove the planks (o5), take the Spreader, add the lever, and take the Key (o6)
- Open the box (o7) with the key and take the Yoke, then use the spreader to remove the wax and find a Lighter
- Put the planks in the boiler (o4), add the gas can, and use the lighter to light it
- Add the yoke to the pipe (o8) and read the code you can now see in the steam (482)
- Use the code to open the box (o6) and get a key, then use the key to open the other box (o3) and receive the Image with Hint
Return to the cryo chamber, add the hint to the freezer (m5), put the knobs in the indicated positions on the hint, and take the Nitrogen Tank and Deactivator Part from inside (after reading the note in there). Go back to the underground tunnel and use the nitrogen to cool the valve (n3), which you can then turn to clear the hot steam.
You can now go down the tunnel (n3) to the docking station. Take the Key (p1) and use it on the tanks here to remove the broken tank. Go to the greenhouse in the bunker next and use the same key to take the Oxygen Tank from the dome (h4). Return to the docking station, fix the oxygen tank (p1), and then click it for a cutscene during which you’ll find a Key.
Stopping the rockets
Unlock the lift (p2) with the key and use it to head to the control room. Pick up the Valve (q1) and then head back to the dock station. Use the valve to turn off the water (p3), allowing you to take a Plate with Number. Take this to the control room and add it to the back wall (q2) to start an equation puzzle. The solution you need is 8×8+3. Once complete, take the Gear.
Take the gear to the docking station and add it to the machine by the pool (p4). Now you can click the lever here to bring the submarine to the surface. Click the door of the submarine to step inside the bathyscaphe. Take a Screwdriver (r1), go back to the control room, and use it to open the vent (q1) and recover a Battery and the final Deactivator Part. Put all the deactivator parts together in your inventory to receive the Deactivator.
Select the wall panel (q3) and add the deactivator to trigger a cut scene, during which the rocket launch will be averted! Afterward, click the panel (q3) once more and take the Key. Head back down to the submarine, add the battery (r1), and click the hole in the sub (r2) to grab the File and the Bent Plate.
Move to the underwater tunnel, use the file to open the box on the wall (n4), and take the Welding Device. Go right back to the main dungeon in the bunker next and place the bent plate on the machine (g1). Press the red button in the same close-up to operate the machine, and then take the Metal Plate.
Now you’re ready to go back down to the submarine, use the welding device and metal plate to fix the hole (r2), and finally use the key on the controls (r3) to escape. Congratulations! You’ve completed the New York Mysteries 3 The Lantern of Souls Bonus Chapter.
For more on this series here at Pro Game Guides, check out my New York Mysteries 5 Walkthrough and New York Mysteries 2 Walkthrough (High Voltage)!